mirror of
https://codeberg.org/scip/golsky.git
synced 2025-12-17 04:30:57 +01:00
next try to enhance performance: now using uint9 again and no pointers
This commit is contained in:
63
src/grid.go
63
src/grid.go
@@ -12,24 +12,24 @@ import (
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"github.com/tlinden/golsky/rle"
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"github.com/tlinden/golsky/rle"
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)
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)
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type Cell struct {
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// func (cell *Cell) Count() uint8 {
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State uint8 // 1==life, 0==dead
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// var count uint8
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Neighbors [8]*Cell // all neighbors, max 8
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NeighborCount int // number of neighbors, might be less than 8 on edges
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}
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func (cell *Cell) Count() uint8 {
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// for idx := 0; idx < cell.NeighborCount; idx++ {
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var count uint8
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// count += cell.Neighbors[idx].State
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// }
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for idx := 0; idx < cell.NeighborCount; idx++ {
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// return count
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count += cell.Neighbors[idx].State
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// }
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}
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return count
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type Neighbor struct {
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X, Y int
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}
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}
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type Grid struct {
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type Grid struct {
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Data [][]*Cell
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Data [][]uint8
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NeighborCount [][]int
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Neighbors [][][]Neighbor
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Empty bool
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Empty bool
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Config *Config
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Config *Config
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}
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}
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@@ -37,20 +37,25 @@ type Grid struct {
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// Create new empty grid and allocate Data according to provided dimensions
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// Create new empty grid and allocate Data according to provided dimensions
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func NewGrid(config *Config) *Grid {
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func NewGrid(config *Config) *Grid {
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grid := &Grid{
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grid := &Grid{
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Data: make([][]*Cell, config.Height),
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Data: make([][]uint8, config.Height),
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NeighborCount: make([][]int, config.Height),
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Neighbors: make([][][]Neighbor, config.Height),
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Empty: config.Empty,
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Empty: config.Empty,
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Config: config,
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Config: config,
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}
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}
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// first setup the cells
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// first setup the cells
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for y := 0; y < config.Height; y++ {
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for y := 0; y < config.Height; y++ {
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grid.Data[y] = make([]*Cell, config.Width)
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grid.Data[y] = make([]uint8, config.Width)
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grid.Neighbors[y] = make([][]Neighbor, config.Width)
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grid.NeighborCount[y] = make([]int, config.Width)
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for x := 0; x < config.Width; x++ {
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for x := 0; x < config.Width; x++ {
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grid.Data[y][x] = &Cell{}
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grid.Data[y][x] = 0
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}
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}
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}
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}
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// in a second pass, collect pointers to the neighbors of each cell
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// in a second pass, collect positions to the neighbors of each cell
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for y := 0; y < config.Height; y++ {
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for y := 0; y < config.Height; y++ {
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for x := 0; x < config.Width; x++ {
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for x := 0; x < config.Width; x++ {
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grid.SetupNeighbors(x, y)
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grid.SetupNeighbors(x, y)
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@@ -63,6 +68,8 @@ func NewGrid(config *Config) *Grid {
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func (grid *Grid) SetupNeighbors(x, y int) {
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func (grid *Grid) SetupNeighbors(x, y int) {
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idx := 0
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idx := 0
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var neighbors []Neighbor
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for nbgY := -1; nbgY < 2; nbgY++ {
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for nbgY := -1; nbgY < 2; nbgY++ {
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for nbgX := -1; nbgX < 2; nbgX++ {
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for nbgX := -1; nbgX < 2; nbgX++ {
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var col, row int
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var col, row int
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@@ -89,16 +96,24 @@ func (grid *Grid) SetupNeighbors(x, y int) {
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continue
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continue
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}
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}
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grid.Data[y][x].Neighbors[idx] = grid.Data[row][col]
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neighbors = append(neighbors, Neighbor{X: col, Y: row})
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grid.Data[y][x].NeighborCount++
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grid.NeighborCount[y][x]++
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idx++
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idx++
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}
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}
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}
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}
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grid.Neighbors[y][x] = neighbors
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}
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}
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// count the living neighbors of a cell
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// count the living neighbors of a cell
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func (grid *Grid) CountNeighbors(x, y int) uint8 {
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func (grid *Grid) CountNeighbors(x, y int) uint8 {
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return grid.Data[y][x].Count()
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var count uint8
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for idx := 0; idx < grid.NeighborCount[y][x]; idx++ {
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count += grid.Data[grid.Neighbors[y][x][idx].Y][grid.Neighbors[y][x][idx].X]
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}
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return count
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}
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}
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// Create a new 1:1 instance
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// Create a new 1:1 instance
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@@ -124,7 +139,7 @@ func (grid *Grid) Copy(other *Grid) {
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func (grid *Grid) Clear() {
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func (grid *Grid) Clear() {
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for y := range grid.Data {
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for y := range grid.Data {
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for x := range grid.Data[y] {
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for x := range grid.Data[y] {
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grid.Data[y][x].State = 0
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grid.Data[y][x] = 0
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}
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}
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}
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}
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}
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}
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@@ -135,7 +150,7 @@ func (grid *Grid) FillRandom() {
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for y := range grid.Data {
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for y := range grid.Data {
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for x := range grid.Data[y] {
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for x := range grid.Data[y] {
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if rand.Intn(grid.Config.Density) == 1 {
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if rand.Intn(grid.Config.Density) == 1 {
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grid.Data[y][x].State = 1
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grid.Data[y][x] = 1
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}
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}
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}
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}
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}
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}
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@@ -145,7 +160,7 @@ func (grid *Grid) FillRandom() {
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func (grid *Grid) Dump() {
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func (grid *Grid) Dump() {
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for y := 0; y < grid.Config.Height; y++ {
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for y := 0; y < grid.Config.Height; y++ {
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for x := 0; x < grid.Config.Width; x++ {
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for x := 0; x < grid.Config.Width; x++ {
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if grid.Data[y][x].State == 1 {
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if grid.Data[y][x] == 1 {
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fmt.Print("XX")
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fmt.Print("XX")
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} else {
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} else {
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fmt.Print(" ")
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fmt.Print(" ")
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@@ -168,7 +183,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
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x = colIndex + startX
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x = colIndex + startX
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y = rowIndex + startY
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y = rowIndex + startY
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grid.Data[y][x].State = 1
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grid.Data[y][x] = 1
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}
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}
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}
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}
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}
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}
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@@ -279,7 +294,7 @@ func (grid *Grid) SaveState(filename, rule string) error {
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for y := range grid.Data {
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for y := range grid.Data {
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for _, cell := range grid.Data[y] {
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for _, cell := range grid.Data[y] {
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row := "."
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row := "."
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if cell.State == 1 {
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if cell == 1 {
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row = "o"
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row = "o"
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}
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}
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12
src/play.go
12
src/play.go
@@ -163,14 +163,14 @@ func (scene *ScenePlay) UpdateCells() {
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defer wg.Done()
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defer wg.Done()
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for x := 0; x < scene.Config.Width; x++ {
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for x := 0; x < scene.Config.Width; x++ {
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state := scene.Grids[scene.Index].Data[y][x].State // 0|1 == dead or alive
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state := scene.Grids[scene.Index].Data[y][x] // 0|1 == dead or alive
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neighbors := scene.Grids[scene.Index].CountNeighbors(x, y)
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neighbors := scene.Grids[scene.Index].CountNeighbors(x, y)
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// actually apply the current rules
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// actually apply the current rules
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nextstate := scene.RuleCheckFunc(state, neighbors)
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nextstate := scene.RuleCheckFunc(state, neighbors)
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// change state of current cell in next grid
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// change state of current cell in next grid
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scene.Grids[next].Data[y][x].State = nextstate
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scene.Grids[next].Data[y][x] = nextstate
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if scene.Config.ShowEvolution {
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if scene.Config.ShowEvolution {
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// set history to current generation so we can infer the
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// set history to current generation so we can infer the
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@@ -418,7 +418,7 @@ func (scene *ScenePlay) SaveRectRLE() {
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grid[y] = make([]uint8, width)
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grid[y] = make([]uint8, width)
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for x := 0; x < width; x++ {
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for x := 0; x < width; x++ {
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grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx].State
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grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx]
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}
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}
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}
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}
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@@ -471,7 +471,7 @@ func (scene *ScenePlay) ToggleCellOnCursorPos() {
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y := int(worldY) / scene.Config.Cellsize
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y := int(worldY) / scene.Config.Cellsize
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if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
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if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
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scene.Grids[scene.Index].Data[y][x].State ^= 1
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scene.Grids[scene.Index].Data[y][x] ^= 1
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scene.History.Age[y][x] = 1
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scene.History.Age[y][x] = 1
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}
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}
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}
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}
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@@ -497,7 +497,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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if scene.Config.ShowEvolution {
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if scene.Config.ShowEvolution {
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scene.DrawEvolution(screen, x, y, op)
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scene.DrawEvolution(screen, x, y, op)
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} else {
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} else {
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if scene.Grids[scene.Index].Data[y][x].State == 1 {
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if scene.Grids[scene.Index].Data[y][x] == 1 {
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scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
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scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
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}
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}
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}
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}
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@@ -514,7 +514,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
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func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
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age := scene.Generations - scene.History.Age[y][x]
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age := scene.Generations - scene.History.Age[y][x]
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switch scene.Grids[scene.Index].Data[y][x].State {
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switch scene.Grids[scene.Index].Data[y][x] {
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case Alive:
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case Alive:
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if age > 50 && scene.Config.ShowEvolution {
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if age > 50 && scene.Config.ShowEvolution {
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scene.World.DrawImage(scene.Theme.Tile(ColOld), op)
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scene.World.DrawImage(scene.Theme.Tile(ColOld), op)
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