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tracks => traces
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@@ -18,7 +18,7 @@ Based on: https://youtu.be/FWSR_7kZuYg?si=ix1dmo76D8AmF25F
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* flexible parameters as grid and cell size
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* colors can be inverted
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* evolution tracks can be shown, with age the cells color fades and
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* evolution traces can be shown, with age the cells color fades and
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old life cells will be drawn in red
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* game grid lines can be enabled or disabled
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* game speed can be adjusted on startup and in-game
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@@ -61,7 +61,7 @@ Usage of ./golsky:
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-p, --paused do not start simulation (use space to start)
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-f, --rle-file string RLE pattern file
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-r, --rule string game rule (default "B3/S23")
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-s, --show-evolution show evolution tracks
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-s, --show-evolution show evolution traces
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-t, --ticks-per-generation int game speed: the higher the slower (default: 10) (default 10)
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-v, --version show version
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-W, --width int grid width in cells (default 40)
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@@ -177,7 +177,7 @@ func ParseCommandline() (*Config, error) {
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pflag.BoolVarP(&config.NoGrid, "nogrid", "n", false, "do not draw grid lines")
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pflag.BoolVarP(&config.Empty, "empty", "e", false, "start with an empty screen")
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pflag.BoolVarP(&config.Invert, "invert", "i", false, "invert colors (dead cell: black)")
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pflag.BoolVarP(&config.ShowEvolution, "show-evolution", "s", false, "show evolution tracks")
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pflag.BoolVarP(&config.ShowEvolution, "show-evolution", "s", false, "show evolution traces")
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pflag.BoolVarP(&config.Wrap, "wrap-around", "w", false, "wrap around grid mode")
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pflag.BoolVarP(&config.UseShader, "use-shader", "k", false, "use shader for cell rendering")
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