diff --git a/src/grid.go b/src/grid.go index eab2a94..a69bb74 100644 --- a/src/grid.go +++ b/src/grid.go @@ -12,45 +12,50 @@ import ( "github.com/tlinden/golsky/rle" ) -type Cell struct { - State uint8 // 1==life, 0==dead - Neighbors [8]*Cell // all neighbors, max 8 - NeighborCount int // number of neighbors, might be less than 8 on edges -} +// func (cell *Cell) Count() uint8 { +// var count uint8 -func (cell *Cell) Count() uint8 { - var count uint8 +// for idx := 0; idx < cell.NeighborCount; idx++ { +// count += cell.Neighbors[idx].State +// } - for idx := 0; idx < cell.NeighborCount; idx++ { - count += cell.Neighbors[idx].State - } +// return count +// } - return count +type Neighbor struct { + X, Y int } type Grid struct { - Data [][]*Cell - Empty bool - Config *Config + Data [][]uint8 + NeighborCount [][]int + Neighbors [][][]Neighbor + Empty bool + Config *Config } // Create new empty grid and allocate Data according to provided dimensions func NewGrid(config *Config) *Grid { grid := &Grid{ - Data: make([][]*Cell, config.Height), - Empty: config.Empty, - Config: config, + Data: make([][]uint8, config.Height), + NeighborCount: make([][]int, config.Height), + Neighbors: make([][][]Neighbor, config.Height), + Empty: config.Empty, + Config: config, } // first setup the cells for y := 0; y < config.Height; y++ { - grid.Data[y] = make([]*Cell, config.Width) + grid.Data[y] = make([]uint8, config.Width) + grid.Neighbors[y] = make([][]Neighbor, config.Width) + grid.NeighborCount[y] = make([]int, config.Width) + for x := 0; x < config.Width; x++ { - grid.Data[y][x] = &Cell{} + grid.Data[y][x] = 0 } } - // in a second pass, collect pointers to the neighbors of each cell + // in a second pass, collect positions to the neighbors of each cell for y := 0; y < config.Height; y++ { for x := 0; x < config.Width; x++ { grid.SetupNeighbors(x, y) @@ -63,6 +68,8 @@ func NewGrid(config *Config) *Grid { func (grid *Grid) SetupNeighbors(x, y int) { idx := 0 + var neighbors []Neighbor + for nbgY := -1; nbgY < 2; nbgY++ { for nbgX := -1; nbgX < 2; nbgX++ { var col, row int @@ -89,16 +96,24 @@ func (grid *Grid) SetupNeighbors(x, y int) { continue } - grid.Data[y][x].Neighbors[idx] = grid.Data[row][col] - grid.Data[y][x].NeighborCount++ + neighbors = append(neighbors, Neighbor{X: col, Y: row}) + grid.NeighborCount[y][x]++ idx++ } } + + grid.Neighbors[y][x] = neighbors } // count the living neighbors of a cell func (grid *Grid) CountNeighbors(x, y int) uint8 { - return grid.Data[y][x].Count() + var count uint8 + + for idx := 0; idx < grid.NeighborCount[y][x]; idx++ { + count += grid.Data[grid.Neighbors[y][x][idx].Y][grid.Neighbors[y][x][idx].X] + } + + return count } // Create a new 1:1 instance @@ -124,7 +139,7 @@ func (grid *Grid) Copy(other *Grid) { func (grid *Grid) Clear() { for y := range grid.Data { for x := range grid.Data[y] { - grid.Data[y][x].State = 0 + grid.Data[y][x] = 0 } } } @@ -135,7 +150,7 @@ func (grid *Grid) FillRandom() { for y := range grid.Data { for x := range grid.Data[y] { if rand.Intn(grid.Config.Density) == 1 { - grid.Data[y][x].State = 1 + grid.Data[y][x] = 1 } } } @@ -145,7 +160,7 @@ func (grid *Grid) FillRandom() { func (grid *Grid) Dump() { for y := 0; y < grid.Config.Height; y++ { for x := 0; x < grid.Config.Width; x++ { - if grid.Data[y][x].State == 1 { + if grid.Data[y][x] == 1 { fmt.Print("XX") } else { fmt.Print(" ") @@ -168,7 +183,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) { x = colIndex + startX y = rowIndex + startY - grid.Data[y][x].State = 1 + grid.Data[y][x] = 1 } } } @@ -279,7 +294,7 @@ func (grid *Grid) SaveState(filename, rule string) error { for y := range grid.Data { for _, cell := range grid.Data[y] { row := "." - if cell.State == 1 { + if cell == 1 { row = "o" } diff --git a/src/play.go b/src/play.go index d5c1f2f..39ee913 100644 --- a/src/play.go +++ b/src/play.go @@ -163,14 +163,14 @@ func (scene *ScenePlay) UpdateCells() { defer wg.Done() for x := 0; x < scene.Config.Width; x++ { - state := scene.Grids[scene.Index].Data[y][x].State // 0|1 == dead or alive + state := scene.Grids[scene.Index].Data[y][x] // 0|1 == dead or alive neighbors := scene.Grids[scene.Index].CountNeighbors(x, y) // actually apply the current rules nextstate := scene.RuleCheckFunc(state, neighbors) // change state of current cell in next grid - scene.Grids[next].Data[y][x].State = nextstate + scene.Grids[next].Data[y][x] = nextstate if scene.Config.ShowEvolution { // set history to current generation so we can infer the @@ -418,7 +418,7 @@ func (scene *ScenePlay) SaveRectRLE() { grid[y] = make([]uint8, width) for x := 0; x < width; x++ { - grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx].State + grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx] } } @@ -471,7 +471,7 @@ func (scene *ScenePlay) ToggleCellOnCursorPos() { y := int(worldY) / scene.Config.Cellsize if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height { - scene.Grids[scene.Index].Data[y][x].State ^= 1 + scene.Grids[scene.Index].Data[y][x] ^= 1 scene.History.Age[y][x] = 1 } } @@ -497,7 +497,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) { if scene.Config.ShowEvolution { scene.DrawEvolution(screen, x, y, op) } else { - if scene.Grids[scene.Index].Data[y][x].State == 1 { + if scene.Grids[scene.Index].Data[y][x] == 1 { scene.World.DrawImage(scene.Theme.Tile(ColLife), op) } } @@ -514,7 +514,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) { func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) { age := scene.Generations - scene.History.Age[y][x] - switch scene.Grids[scene.Index].Data[y][x].State { + switch scene.Grids[scene.Index].Data[y][x] { case Alive: if age > 50 && scene.Config.ShowEvolution { scene.World.DrawImage(scene.Theme.Tile(ColOld), op)