fixed game speed, now using ticks per generation, not TPS

This commit is contained in:
2024-05-22 14:27:40 +02:00
parent c3b6139e19
commit ed5eeb8525

81
main.go
View File

@@ -18,7 +18,7 @@ import (
) )
const ( const (
VERSION = "v0.0.1" VERSION = "v0.0.4"
Alive = 1 Alive = 1
Dead = 0 Dead = 0
) )
@@ -33,17 +33,18 @@ type Images struct {
type Game struct { type Game struct {
Grids []*Grid // 2 grids: one current, one next Grids []*Grid // 2 grids: one current, one next
History *Grid History *Grid // holds state of past dead cells for evolution tracks
Index int // points to current grid Index int // points to current grid
Width, Height, Cellsize, Density int Width, Height, Cellsize, Density int // measurements
ScreenWidth, ScreenHeight int ScreenWidth, ScreenHeight int
Generations int Generations int // Stats
Black, White, Grey, Beige color.RGBA Black, White, Grey, Beige color.RGBA
Speed int TPG int // ticks per generation/game speed, 1==max
Debug, Paused, Empty, Invert bool TicksElapsed int // tick counter for game speed
ShowEvolution, NoGrid, RunOneStep bool Debug, Paused, Empty, Invert bool // game modi
Rule *Rule ShowEvolution, NoGrid, RunOneStep bool // flags
Tiles Images Rule *Rule // which rule to use, default: B3/S23
Tiles Images // pre-computed tiles for dead and alife cells
} }
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) { func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
@@ -81,10 +82,20 @@ func Contains[E comparable](s []E, v E) bool {
return false return false
} }
// Update all cells according to the current rule
func (game *Game) UpdateCells() { func (game *Game) UpdateCells() {
// compute cells // count ticks so we know when to actually run
next := game.Index ^ 1 // next grid index, we just xor 0|1 to 1|0 game.TicksElapsed++
if game.TPG > game.TicksElapsed {
// need to sleep a little more
return
}
// next grid index, we just xor 0|1 to 1|0
next := game.Index ^ 1
// compute life status of cells
for y := 0; y < game.Height; y++ { for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ { for x := 0; x < game.Width; x++ {
state := game.Grids[game.Index].Data[y][x] // 0|1 == dead or alive state := game.Grids[game.Index].Data[y][x] // 0|1 == dead or alive
@@ -105,12 +116,16 @@ func (game *Game) UpdateCells() {
// switch grid for rendering // switch grid for rendering
game.Index ^= 1 game.Index ^= 1
// global counter // global stats counter
game.Generations++ game.Generations++
if game.RunOneStep { if game.RunOneStep {
// setp-wise mode, halt the game
game.RunOneStep = false game.RunOneStep = false
} }
// reset speed counter
game.TicksElapsed = 0
} }
// a GOL rule // a GOL rule
@@ -178,34 +193,29 @@ func (game *Game) CheckInput() {
} }
if inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) { if inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) {
if game.Speed > 1 { if game.TPG < 120 {
game.Speed-- game.TPG++
ebiten.SetTPS(game.Speed)
} }
} }
if inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) { if inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) {
if game.Speed < 120 { if game.TPG > 1 {
game.Speed++ game.TPG--
ebiten.SetTPS(game.Speed)
} }
} }
if inpututil.IsKeyJustPressed(ebiten.KeyPageDown) { if inpututil.IsKeyJustPressed(ebiten.KeyPageDown) {
switch { if game.TPG <= 115 {
case game.Speed > 5: game.TPG += 5
game.Speed -= 5
case game.Speed <= 5:
game.Speed = 1
} }
ebiten.SetTPS(game.Speed)
} }
if inpututil.IsKeyJustPressed(ebiten.KeyPageUp) { if inpututil.IsKeyJustPressed(ebiten.KeyPageUp) {
if game.Speed <= 115 { switch {
game.Speed += 5 case game.TPG > 5:
ebiten.SetTPS(game.Speed) game.TPG -= 5
case game.TPG <= 5:
game.TPG = 1
} }
} }
@@ -277,8 +287,8 @@ func (game *Game) Draw(screen *ebiten.Image) {
ebitenutil.DebugPrint( ebitenutil.DebugPrint(
screen, screen,
fmt.Sprintf("FPS: %d, Generations: %d %s", fmt.Sprintf("FPS: %d, TPG: %d, Generations: %d %s",
game.Speed, game.Generations, paused), game.Speed, game.TPG, game.Generations, paused),
) )
} }
} }
@@ -355,6 +365,7 @@ func (game *Game) Init() {
game.InitTiles() game.InitTiles()
game.Index = 0 game.Index = 0
game.TicksElapsed = 0
} }
// count the living neighbors of a cell // count the living neighbors of a cell
@@ -386,9 +397,11 @@ func main() {
pflag.IntVarP(&game.Width, "width", "W", 40, "grid width in cells") pflag.IntVarP(&game.Width, "width", "W", 40, "grid width in cells")
pflag.IntVarP(&game.Height, "height", "H", 40, "grid height in cells") pflag.IntVarP(&game.Height, "height", "H", 40, "grid height in cells")
pflag.IntVarP(&game.Cellsize, "cellsize", "c", 8, "cell size in pixels") pflag.IntVarP(&game.Cellsize, "cellsize", "c", 8, "cell size in pixels")
pflag.IntVarP(&game.Speed, "tps", "t", 60, "game speed in ticks per second")
pflag.IntVarP(&game.Density, "density", "D", 10, "density of random cells") pflag.IntVarP(&game.Density, "density", "D", 10, "density of random cells")
pflag.IntVarP(&game.TPG, "ticks-per-generation", "t", 1, "game speed: the higher the slower (default: 1)")
pflag.StringVarP(&rule, "rule", "r", "B3/S23", "game rule") pflag.StringVarP(&rule, "rule", "r", "B3/S23", "game rule")
pflag.BoolVarP(&showversion, "version", "v", false, "show version") pflag.BoolVarP(&showversion, "version", "v", false, "show version")
pflag.BoolVarP(&game.Paused, "paused", "p", false, "do not start simulation (use space to start)") pflag.BoolVarP(&game.Paused, "paused", "p", false, "do not start simulation (use space to start)")
pflag.BoolVarP(&game.Debug, "debug", "d", false, "show debug info") pflag.BoolVarP(&game.Debug, "debug", "d", false, "show debug info")
@@ -406,14 +419,12 @@ func main() {
game.Rule = ParseGameRule(rule) game.Rule = ParseGameRule(rule)
repr.Print(game.Rule.Birth) repr.Print(game.TPG)
repr.Print(game.Rule.Death)
game.Init() game.Init()
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight) ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
ebiten.SetWindowTitle("Game of life") ebiten.SetWindowTitle("Game of life")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled) ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
ebiten.SetTPS(game.Speed)
if err := ebiten.RunGame(game); err != nil { if err := ebiten.RunGame(game); err != nil {
log.Fatal(err) log.Fatal(err)