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https://codeberg.org/scip/golsky.git
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works
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153
main.go
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153
main.go
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package main
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import (
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"image/color"
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"log"
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"math/rand"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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type Grid struct {
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Data [][]int
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}
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type Game struct {
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Grids []*Grid // 2 grids: one current, one next
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Index int // points to current grid
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Width, Height, Cellsize int
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ScreenWidth, ScreenHeight int
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Black, White color.RGBA
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}
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func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return game.ScreenWidth, game.ScreenHeight
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}
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func (game *Game) Update() error {
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// compute cells
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next := game.Index ^ 1 // next grid index, we just xor 0|1 to 1|0
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for y := 0; y < game.Height; y++ {
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for x := 0; x < game.Width; x++ {
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state := game.Grids[game.Index].Data[y][x] // 0|1 == dead or alive
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neighbors := CountNeighbors(game, x, y) // alive neighbor count
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var nextstate int
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// the actual game of life rules
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if state == 0 && neighbors == 3 {
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nextstate = 1
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} else if state == 1 && (neighbors < 2 || neighbors > 3) {
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nextstate = 0
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} else {
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nextstate = state
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}
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// change state of current cell in next grid
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game.Grids[next].Data[y][x] = nextstate
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}
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}
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// switch grid for rendering
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game.Index ^= 1
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return nil
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}
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func (game *Game) Draw(screen *ebiten.Image) {
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for y := 0; y < game.Height; y++ {
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for x := 0; x < game.Width; x++ {
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currentcolor := game.White
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if game.Grids[game.Index].Data[y][x] == 1 {
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currentcolor = game.Black
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}
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vector.DrawFilledRect(screen,
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float32(x*game.Cellsize),
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float32(y*game.Cellsize),
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float32(game.Cellsize),
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float32(game.Cellsize),
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currentcolor, false)
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if currentcolor == game.White {
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// draw black
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vector.DrawFilledRect(screen,
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float32(x*game.Cellsize),
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float32(y*game.Cellsize),
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float32(game.Cellsize),
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float32(game.Cellsize),
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game.Black, false)
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// then fill with 1px lesser rect in white
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// thus creating grid lines
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vector.DrawFilledRect(screen,
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float32(x*game.Cellsize+1),
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float32(y*game.Cellsize+1),
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float32(game.Cellsize-1),
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float32(game.Cellsize-1),
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game.White, false)
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}
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}
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}
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}
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func (game *Game) Init() {
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// setup the game
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game.ScreenWidth = game.Cellsize * game.Width
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game.ScreenHeight = game.Cellsize * game.Height
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grid := &Grid{Data: make([][]int, game.Height)}
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gridb := &Grid{Data: make([][]int, game.Height)}
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for y := 0; y < game.Height; y++ {
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grid.Data[y] = make([]int, game.Width)
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gridb.Data[y] = make([]int, game.Width)
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for x := 0; x < game.Width; x++ {
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grid.Data[y][x] = rand.Intn(2)
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}
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}
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game.Grids = []*Grid{
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grid,
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gridb,
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}
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game.Black = color.RGBA{0, 0, 0, 0xff}
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game.White = color.RGBA{0xff, 0xff, 0xff, 0xff}
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game.Index = 0
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}
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func CountNeighbors(game *Game, x, y int) int {
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sum := 0
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// so we look ad all 8 neighbors surrounding us. In case we are on
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// an edge, then we'll look at the neighbor on the other side of
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// the grid, thus wrapping lookahead around.
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for i := -1; i < 2; i++ {
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for j := -1; j < 2; j++ {
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col := (x + i + game.Width) % game.Width
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row := (y + j + game.Height) % game.Height
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sum += game.Grids[game.Index].Data[row][col]
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}
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}
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// don't count ourselfes though
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sum -= game.Grids[game.Index].Data[y][x]
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return sum
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}
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func main() {
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game := &Game{Width: 180, Height: 160, Cellsize: 15}
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game.Init()
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ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
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ebiten.SetWindowTitle("Game of life")
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ebiten.SetTPS(30)
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if err := ebiten.RunGame(game); err != nil {
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log.Fatal(err)
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}
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}
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