This commit is contained in:
2024-05-20 20:19:11 +02:00
parent 3fea945a50
commit b03e2d57e9
4 changed files with 187 additions and 0 deletions

1
.gitignore vendored Normal file
View File

@@ -0,0 +1 @@
gameoflife

15
go.mod Normal file
View File

@@ -0,0 +1,15 @@
module gameoflife
go 1.22
require github.com/hajimehoshi/ebiten/v2 v2.7.3
require (
github.com/alecthomas/repr v0.4.0 // indirect
github.com/ebitengine/gomobile v0.0.0-20240329170434-1771503ff0a8 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/sync v0.6.0 // indirect
golang.org/x/sys v0.18.0 // indirect
)

18
go.sum Normal file
View File

@@ -0,0 +1,18 @@
github.com/alecthomas/repr v0.4.0 h1:GhI2A8MACjfegCPVq9f1FLvIBS+DrQ2KQBFZP1iFzXc=
github.com/alecthomas/repr v0.4.0/go.mod h1:Fr0507jx4eOXV7AlPV6AVZLYrLIuIeSOWtW57eE/O/4=
github.com/ebitengine/gomobile v0.0.0-20240329170434-1771503ff0a8 h1:5e8X7WEdOWrjrKvgaWF6PRnDvJicfrkEnwAkWtMN74g=
github.com/ebitengine/gomobile v0.0.0-20240329170434-1771503ff0a8/go.mod h1:tWboRRNagZwwwis4QIgEFG1ZNFwBJ3LAhSLAXAAxobQ=
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=
github.com/ebitengine/hideconsole v1.0.0/go.mod h1:hTTBTvVYWKBuxPr7peweneWdkUwEuHuB3C1R/ielR1A=
github.com/ebitengine/purego v0.7.0 h1:HPZpl61edMGCEW6XK2nsR6+7AnJ3unUxpTZBkkIXnMc=
github.com/ebitengine/purego v0.7.0/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
github.com/hajimehoshi/ebiten/v2 v2.7.3 h1:lDpj8KbmmjzwD19rsjXNkyelicu0XGvklZW6/tjrgNs=
github.com/hajimehoshi/ebiten/v2 v2.7.3/go.mod h1:1vjyPw+h3n30rfTOpIsbWRXSxZ0Oz1cYc6Tq/2DKoQg=
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
golang.org/x/image v0.15.0 h1:kOELfmgrmJlw4Cdb7g/QGuB3CvDrXbqEIww/pNtNBm8=
golang.org/x/image v0.15.0/go.mod h1:HUYqC05R2ZcZ3ejNQsIHQDQiwWM4JBqmm6MKANTp4LE=
golang.org/x/sync v0.6.0 h1:5BMeUDZ7vkXGfEr1x9B4bRcTH4lpkTkpdh0T/J+qjbQ=
golang.org/x/sync v0.6.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.18.0 h1:DBdB3niSjOA/O0blCZBqDefyWNYveAYMNF1Wum0DYQ4=
golang.org/x/sys v0.18.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=

153
main.go Normal file
View File

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