85 Commits

Author SHA1 Message Date
T. von Dein
fee8aaeed9 move to codeberg (#10) 2025-11-13 21:30:44 +01:00
a115db60f6 Merge branch 'main' of github.com:TLINDEN/gameoflife 2024-10-20 13:10:15 +02:00
1250f1113e fixed standard evolution colors 2024-10-20 13:07:12 +02:00
78aba6f005 fixed standard evolution colors 2024-10-20 12:39:37 +02:00
a680cca30c always calculate neighbor count 2024-07-16 19:33:06 +02:00
4074debdbf using only one dimensional grid by calculating y+STRIDE*x 2024-07-16 19:07:51 +02:00
e8ed283233 next try to enhance performance: now using uint9 again and no pointers 2024-07-15 14:21:21 +02:00
89d25db9e7 added profiling target, makes it easier 2024-07-15 14:21:03 +02:00
89903fdcec better comments, simplified check 2024-07-13 20:46:11 +02:00
05d56568e4 fix #7: use only left mouse button to draw, it toggles cell state 2024-07-13 19:31:25 +02:00
Thomas von Dein
50b630791a bumpversion 2024-07-12 23:00:28 +02:00
957db29a37 added C test 2024-07-12 23:00:28 +02:00
eb95c72538 fixed grid lines performance problem 2024-07-12 23:00:28 +02:00
604cbea127 use optimized rule check if B3/S23 is active 2024-07-12 23:00:28 +02:00
f3e7428775 draw the grid explicitly thus leading to full cells w/o the grid 2024-07-12 23:00:28 +02:00
6685207fde revert last revert and fixed history slow down bug 2024-07-12 23:00:28 +02:00
41da9b8536 revert history=>struct, but evolution doesn't work anymore anyway 2024-07-12 23:00:28 +02:00
6dec8c74ef bool => uint8 2024-07-12 23:00:28 +02:00
861ba86b0c using go-routines (one per row), makes it faster 2024-07-12 23:00:28 +02:00
7b0a74fb93 use cells instead of only bools, use pointer list to all neighbors 2024-07-12 23:00:28 +02:00
e516b218fd tuning fail 2024-06-14 19:58:03 +02:00
6544052bb7 tried more variants: writepixel+pointer+int, which is not much better 2024-06-14 19:56:00 +02:00
45e5fc7e3b tried arche ecs: utter fail, needs 4.3 the time 2024-06-12 20:01:30 +02:00
39da34cb5c more tests 2024-06-11 23:59:47 +02:00
T.v.Dein
1623277c85 Update TODO.md: add pointer idea, try ecs 2024-06-11 23:08:49 +02:00
15bce3cb3a add grid idea 2024-06-11 19:47:01 +02:00
3cff41c991 fixed colors of standard theme 2024-06-11 19:43:30 +02:00
d66fb489fe using switch in input checks 2024-06-11 19:39:46 +02:00
927e47dc92 remove old debug prints, update TODO 2024-06-11 19:22:29 +02:00
f14f4ff21a removed unneeded code, fixed game exit from menu 2024-06-11 19:15:40 +02:00
b8496d0ae2 added grid comment to theme.go, since I always forget how grindlines work 2024-06-09 18:41:27 +02:00
1af3e9fc42 add clean target, fixed mix up colors 2024-06-09 18:33:09 +02:00
aa7999a01b add screenshots 2024-06-09 18:21:45 +02:00
3a743a65e5 fixed theme selection from menu, centralized theme def to 1 place 2024-06-09 18:00:06 +02:00
01cfaf3b78 +fix 2024-06-08 20:12:36 +02:00
7d717423c9 +previewtext 2024-06-08 20:12:10 +02:00
4f7cf4c419 initial options bug fixed
See
424f62327b

Thanks a lot for the fast support, amazing!
2024-06-08 20:06:02 +02:00
T.v.Dein
3c992a00c6 fix video 2024-06-08 19:56:20 +02:00
1ec84213a0 cleanup and added video to readme 2024-06-08 19:52:20 +02:00
a109838c4c calculating zoom factor based on cellsize 2024-06-08 16:29:09 +02:00
65a67f1bac removed invert option, added new standard theme (orange on grey) 2024-06-08 16:19:54 +02:00
5813f8fab8 added option to select theme, can be used also to select RLEs :) 2024-06-07 18:39:14 +02:00
0c44a7e266 more performance tests 2024-06-07 17:34:09 +02:00
81c4b976e2 added theme system, makes it easier to add more color schemes 2024-06-07 17:33:54 +02:00
4695338323 added key bindings help screen, reachable via menu 2024-06-06 19:55:16 +02:00
63f4aa839d hint about themes 2024-06-06 19:38:11 +02:00
1574e03085 put evolutioin drawing out of Draw(), handle history only if enabled 2024-06-06 19:36:51 +02:00
9fb2779c02 fixed canvas dragging speed, it's now relative to the world 2024-06-06 19:24:23 +02:00
9adc7ddbdc added explicit insert/draw mode, left mouse by default moves canvas 2024-06-06 19:13:07 +02:00
ab22e0f4e2 changed grid data type to bool, save mem and better perf 2024-06-06 18:58:31 +02:00
a5dbd69976 branchless experiments (failed and reverted, see commented code) 2024-06-05 23:51:55 +02:00
162d141b34 reorganized source, added test cases for tuning 2024-06-05 16:33:35 +02:00
T.v.Dein
50fab6e1a5 Update TODO.md 2024-06-05 08:28:52 +02:00
8e361a04bd added tuning hint 2024-06-04 19:27:55 +02:00
2febea3264 added info about patterns 2024-06-04 19:25:54 +02:00
c4a00dcee2 added wrap option to option popup 2024-06-04 18:50:29 +02:00
f877cf5cb0 fixed initial zoom for smaller grids, turned grid to 1px, fix generation count 2024-06-04 18:46:59 +02:00
126de458b1 normalized pattern file loading and saving, only one option for loading: -f 2024-06-04 14:09:40 +02:00
c1a9a0f2c4 switched to lif.105 format for state files 2024-06-04 13:49:06 +02:00
443b5a2bcf fixed exit function with q, added evolution trace to options fixed inverse 2024-06-03 18:38:18 +02:00
03e1101248 lots changes:
- renamed scene files
- fixed options back using scene.Prev
- fixed initial zooming (finally)
- fixed reset zoom (key r)
- fixed initial size, now works with state loading as well
2024-06-03 17:44:17 +02:00
6527dba219 more zoom/center fixes. RLEs now load centered and visible. 2024-06-02 20:15:23 +02:00
3785799f4e fixed centering of squares, but not rectangles yet. 2024-06-02 20:15:23 +02:00
47f3693f77 fixed drawing bug: cells outside default canvas were not deleted 2024-06-02 20:15:23 +02:00
cb87815e4f fixed grid lines 2024-06-02 20:15:23 +02:00
e536f91790 fixed initial cam pos, it's now always centered 2024-06-02 20:15:23 +02:00
689b7be08b fixed clear screen problem, menus are now shown correctly. lots new
bugs though
2024-06-02 20:15:23 +02:00
9f1bdfd2af another try, but fails as well + added todos 2024-06-01 00:33:40 +02:00
507ac18853 toggle directly in scene's Draw, but fails too 2024-06-01 00:02:26 +02:00
8e821cbdc5 further clear screen debugging 2024-05-31 21:20:13 +02:00
320c666af9 added workaround for clearscreen problem, fixed grid line option 2024-05-31 14:19:30 +02:00
73be8b93f4 +todos 2024-05-30 19:47:37 +02:00
538216ea4d implemented basic menu and options structure, most stuff works 2024-05-30 19:45:13 +02:00
7ed0c83fcd disabled clear screen, added start of menu structure 2024-05-30 12:32:58 +02:00
5fae7256d7 refactored grid management 2024-05-30 10:23:31 +02:00
1ec4b9e257 refactored grid stuff, fixed font size calculation 2024-05-30 10:11:44 +02:00
56880014eb +tags support 2024-05-30 10:11:23 +02:00
dc966a8ddd tracks => traces 2024-05-30 10:11:01 +02:00
b8d6216feb added d key to toggle debugging 2024-05-28 13:39:02 +02:00
106ff1970a use etxt for debug printing 2024-05-28 13:37:32 +02:00
80ef96ceb7 prepare using ebitenui and shader, adding assets and assetloaders 2024-05-28 13:09:29 +02:00
99833745e6 fixed gmae speed control and mouse wheel handling, fasten zooming 2024-05-28 13:09:29 +02:00
8cb5585456 added caching for much better performance 2024-05-28 00:09:07 +02:00
ba247d0606 fix crash 2024-05-27 14:04:40 +02:00
aeebfb1997 add profiling support and window geom options to force geometry 2024-05-27 13:39:38 +02:00
90 changed files with 5199 additions and 1000 deletions

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6
.gitignore vendored
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@@ -1,3 +1,9 @@
golsky
bak
dump*
rect*
*profile
*prof
*lif
*rle
svgicons

65
.goreleaser.yaml Normal file
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@@ -0,0 +1,65 @@
# vim: set ts=2 sw=2 tw=0 fo=cnqoj
version: 2
before:
hooks:
- go mod tidy
gitea_urls:
api: https://codeberg.org/api/v1
download: https://codeberg.org
builds:
- env:
- CGO_ENABLED=0
goos:
- linux
- freebsd
archives:
- formats: [tar.gz]
# this name template makes the OS and Arch compatible with the results of `uname`.
name_template: >-
{{ .ProjectName }}_
{{- title .Os }}_
{{- if eq .Arch "amd64" }}x86_64
{{- else if eq .Arch "386" }}i386
{{- else }}{{ .Arch }}{{ end }}
{{- if .Arm }}v{{ .Arm }}{{ end }}_{{ .Tag }}
# use zip for windows archives
format_overrides:
- goos: windows
formats: [zip]
- goos: linux
formats: [tar.gz,binary]
files:
- src: "*.md"
strip_parent: true
- src: Makefile.dist
dst: Makefile
wrap_in_directory: true
changelog:
sort: asc
filters:
exclude:
- "^docs:"
- "^test:"
groups:
- title: Improved
regexp: '^.*?(feat|add|new)(\([[:word:]]+\))??!?:.+$'
order: 0
- title: Fixed
regexp: '^.*?(bug|fix)(\([[:word:]]+\))??!?:.+$'
order: 1
- title: Changed
order: 999
release:
header: "# Release Notes"
footer: >-
---
Full Changelog: [{{ .PreviousTag }}...{{ .Tag }}](https://codeberg.org/scip/golsky/compare/{{ .PreviousTag }}...{{ .Tag }})

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@@ -23,12 +23,13 @@ PREFIX = /usr/local
UID = root
GID = 0
HAVE_POD := $(shell pod2text -h 2>/dev/null)
#TAGS = -tags=ebitenginedebug
all: buildlocal
buildlocal:
go build -o $(tool)
go build $(TAGS) -o $(tool)
install: buildlocal
install -d -o $(UID) -g $(GID) $(PREFIX)/bin
@@ -94,3 +95,9 @@ zipwasm:
wasm: buildwasm zipwasm
@ls -l $(tool)-$(SHORTVERSION).zip
.PHONY: profile
profile: build
./golsky -W 1500 -H 1500 -d --profile-file cpu.profile
go tool pprof --http localhost:8888 golsky cpu.profile

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Makefile.dist Normal file
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@@ -0,0 +1,18 @@
# -*-make-*-
.PHONY: install all
tool = rpn
PREFIX = /usr/local
UID = root
GID = 0
all:
@echo "Type 'sudo make install' to install the tool."
@echo "To change prefix, type 'sudo make install PREFIX=/opt'"
install:
install -d -o $(UID) -g $(GID) $(PREFIX)/bin
install -d -o $(UID) -g $(GID) $(PREFIX)/share/doc
install -o $(UID) -g $(GID) -m 555 $(tool) $(PREFIX)/sbin/
install -o $(UID) -g $(GID) -m 444 *.md $(PREFIX)/share/doc/

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@@ -1,12 +1,11 @@
# golsky - Conway's game of life written in GO
![Golsky Logo](https://github.com/TLINDEN/golsky/blob/main/.github/assets/golskylogo.png)
![Golsky Logo](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/golskylogo.png)
[![License](https://img.shields.io/badge/license-GPL-blue.svg)](https://github.com/tlinden/golsky/blob/master/LICENSE)
[![Go Report Card](https://goreportcard.com/badge/github.com/tlinden/golsky)](https://goreportcard.com/report/github.com/tlinden/golsky)
[![License](https://img.shields.io/badge/license-GPL-blue.svg)](https://codeberg.org/scip/golsky/blob/master/LICENSE)
[![Go Report Card](https://goreportcard.com/badge/codeberg.org/scip/golsky)](https://goreportcard.com/report/codeberg.org/scip/golsky)
I wanted to play around a little bit with [**Conways Game of
Life**](https://conwaylife.com/)
I wanted to play around a little bit with [**Conways Game of Life**](https://conwaylife.com/)
in golang and here's the result. It's a simple game using
[ebitengine](https://github.com/hajimehoshi/ebiten/).
@@ -14,11 +13,25 @@ John Conway himself: https://youtu.be/R9Plq-D1gEk?si=yYxs77e9yXxeSNbL
Based on: https://youtu.be/FWSR_7kZuYg?si=ix1dmo76D8AmF25F
# Screenshots
[![golsky-mainmenu.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-mainmenu.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-mainmenu.png)
[![golsky-options.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-options.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-options.png)
[![golsky-bindings.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-bindings.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-bindings.png)
[![golsky-evolution-trace.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-evolution-trace.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-evolution-trace.png)
[![golsky-zoom.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-zoom.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-zoom.png)
[![golsky-debug.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-debug.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-debug.png)
[![golsky-capture.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-capture.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-capture.png)
[![golsky-captured.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-captured.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-captured.png)
[![golsky-dark-theme.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-dark-theme.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-dark-theme.png)
[Youtube video game preview](https://www.youtube.com/watch?v=xEto6Oew16I)
# Features
* flexible parameters as grid and cell size
* colors can be inverted
* evolution tracks can be shown, with age the cells color fades and
* evolution traces can be shown, with age the cells color fades and
old life cells will be drawn in red
* game grid lines can be enabled or disabled
* game speed can be adjusted on startup and in-game
@@ -61,7 +74,7 @@ Usage of ./golsky:
-p, --paused do not start simulation (use space to start)
-f, --rle-file string RLE pattern file
-r, --rule string game rule (default "B3/S23")
-s, --show-evolution show evolution tracks
-s, --show-evolution show evolution traces
-t, --ticks-per-generation int game speed: the higher the slower (default: 10) (default 10)
-v, --version show version
-W, --width int grid width in cells (default 40)
@@ -69,23 +82,27 @@ Usage of ./golsky:
While it runs, there are a couple of commands you can use:
* left mouse click: set a cell to alife (also pauses the game)
* right mouse click: set a cell to dead
* space: pause or resume the game
* while game is paused: press n to forward one step
* page up: speed up
* page down: slow down
* Mouse wheel: zoom in or out
* move mouse while middle mouse button pressed: move canvas
* escape: reset to 1:1 zoom
* move mouse while left mouse button pressed: move canvas
* i: enter "insert" (draw) mode: use left mouse to toggle cells alife state.
Leave with insert mode "space". While in insert mode, use middle mouse
button to drag the grid.
* r: reset to 1:1 zoom
* escape: open menu
* s: save game state to file (can be loaded with -l)
* c: enter copy mode. Mark a rectangle with the mouse, when you
release the mous button it is being saved to an RLE file
* d: toggle debug output
* q: quit
# Report bugs
[Please open an issue](https://github.com/TLINDEN/golsky/issues). Thanks!
[Please open an issue](https://codeberg.org/scip/golsky/issues). Thanks!
# License

52
TODO.md
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@@ -1 +1,51 @@
- Implement RLE writing on scene.MarkDone
- add all other options like size etc
- add gif export
- add toolbar (not working yet, see branch trackui)
- only draw visible part of the world
- print current mode to the bottom like pause, insert and mark
- add https://www.ibiblio.org/lifepatterns/october1970.html
- history: dont count age but do calc to get index to age tile based on cell age
- maybe pre calc neighbors as 8 slice of pointers to neighboring cells to faster do the count
see various-tests/perf-2dim-pointers/: it's NOT faster :(
- use an array of 8 pointers to neighbors. on edge just add either fake dead neighbors or the wrap around neighbors.
- try arche ecs variant with either a component of the cells neighbors or using relations.
- https://mattnakama.com/blog/go-branchless-coding/
- add performance measurements, see:
DrawTriangles: https://codeberg.org/scip/testgol
WritePixels: https://codeberg.org/scip/testgol/tree/wrpixels
https://www.tasnimzotder.com/blog/optimizing-game-of-life-algorithm
- pre-draw the grid separately to a cache grid image, then during
rendering, first draw the dead background, then the life cells, and
lastly the grid - if enabled. If disabled, there's be no gap between
the cells anymore.
- Speed
https://conwaylife.com/forums/viewtopic.php?f=7&t=3237
Look at try-pointers-and-cells branch, we're using pre-calculated
neighbor list of pointers to cells, but it's only a liiiiitle bit
better :(
- Patterns:
A Catagolue textcensus of, say, period-2 oscillators from
non-symmetrical soups can be found at
https://catagolue.hatsya.com/textcensus/b3s23/C1/xp2
The URL is made by just adding the prefix "text" to the word "census",
in any URL linked to from a Catagolue census page such as this one:
https://catagolue.hatsya.com/census/b3s23/C1
Format:
https://conwaylife.com/wiki/Apgcode
Collections:
https://conwaylife.com/wiki/Pattern_of_the_Year
https://www.ibiblio.org/lifepatterns/
https://entropymine.com/jason/life/
https://github.com/Matthias-Merzenich/jslife-moving
https://conwaylife.com/ref/mniemiec/lifepage.htm
https://conwaylife.com/wiki/Spaceship ff.

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cmd/assets/shaders/row.kg Normal file
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@@ -0,0 +1,13 @@
//kage:unit pixels
package main
var Alife int
func Fragment(_ vec4, pos vec2, _ vec4) vec4 {
if Alife == 1 {
return vec4(0.0)
}
return vec4(1.0)
}

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@@ -1,4 +1,6 @@
package main
// this comes from the camera example but I enhanced it a little bit
package cmd
import (
"fmt"
@@ -9,9 +11,12 @@ import (
)
type Camera struct {
ViewPort f64.Vec2
Position f64.Vec2
ZoomFactor int
ViewPort f64.Vec2
Position f64.Vec2
ZoomFactor int
InitialZoomFactor int
InitialPosition f64.Vec2
ZoomOutFactor int
}
func (c *Camera) String() string {
@@ -32,15 +37,17 @@ func (c *Camera) worldMatrix() ebiten.GeoM {
m := ebiten.GeoM{}
m.Translate(-c.Position[0], -c.Position[1])
viewportCenter := c.viewportCenter()
// We want to scale and rotate around center of image / screen
m.Translate(-c.viewportCenter()[0], -c.viewportCenter()[1])
m.Translate(-viewportCenter[0], -viewportCenter[1])
m.Scale(
math.Pow(1.01, float64(c.ZoomFactor)),
math.Pow(1.01, float64(c.ZoomFactor)),
)
m.Translate(c.viewportCenter()[0], c.viewportCenter()[1])
m.Translate(viewportCenter[0], viewportCenter[1])
return m
}
@@ -61,8 +68,14 @@ func (c *Camera) ScreenToWorld(posX, posY int) (float64, float64) {
}
}
func (c *Camera) Reset() {
c.Position[0] = 0
c.Position[1] = 0
c.ZoomFactor = 0
func (c *Camera) Setup() {
c.Position[0] = c.InitialPosition[0]
c.Position[1] = c.InitialPosition[1]
c.ZoomFactor = c.InitialZoomFactor
}
func (c *Camera) Reset() {
c.Position[0] = c.InitialPosition[0]
c.Position[1] = c.InitialPosition[1]
c.ZoomFactor = c.ZoomOutFactor
}

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cmd/config.go Normal file
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@@ -0,0 +1,291 @@
package cmd
import (
"errors"
"fmt"
"math"
"os"
"runtime/pprof"
"strconv"
"strings"
"github.com/spf13/pflag"
"codeberg.org/scip/golsky/rle"
)
// all the settings comming from commandline, but maybe tweaked later from the UI
type Config struct {
Width, Height, Cellsize, Density int // measurements
ScreenWidth, ScreenHeight int
TPG int // ticks per generation/game speed, 1==max
Debug, Empty, Paused, Markmode, Drawmode bool // game modi
ShowEvolution, ShowGrid, RunOneStep bool // flags
Rule *Rule // which rule to use, default: B3/S23
RLE *rle.RLE // loaded GOL pattern from RLE file
Statefile string // load game state from it if non-nil
StateGrid *Grid // a grid from a statefile
Wrap bool // wether wraparound mode is in place or not
ShowVersion bool
UseShader bool // to use a shader to render alife cells
Restart, RestartGrid, RestartCache bool
StartWithMenu bool
Zoomfactor int
ZoomOutFactor int
InitialCamPos []float64
DelayedStart bool // if true game, we wait. like pause but program induced
Theme string
ThemeManager ThemeManager
// for internal profiling
ProfileFile string
ProfileDraw bool
ProfileMaxLoops int64
}
const (
VERSION = "v0.0.9"
Alive = 1
Dead = 0
DEFAULT_GRID_WIDTH = 600
DEFAULT_GRID_HEIGHT = 400
DEFAULT_CELLSIZE = 4
DEFAULT_ZOOMFACTOR = 400
DEFAULT_GEOM = "640x384"
DEFAULT_THEME = "standard"
)
const KEYBINDINGS string = `
- SPACE: pause or resume the game
- N: while game is paused: forward one step
- PAGE UP: speed up
- PAGE DOWN: slow down
- MOUSE WHEEL: zoom in or out
- LEFT MOUSE BUTTON: use to drag canvas, keep clicked and move mouse
- I: enter "insert" (draw) mode: use left mouse to toggle a cells alife state.
Leave with insert mode with "space". While in insert mode, use middle mouse
button to drag the grid.
- R: reset to 1:1 zoom
- ESCAPE: open menu, o: open options menu
- S: save game state to file (can be loaded with -l)
- C: enter mark mode. Mark a rectangle with the mouse, when you
release the mouse buttonx it is being saved to an RLE file
- D: toggle debug output
- Q: quit game
`
func (config *Config) SetupCamera() {
config.Zoomfactor = DEFAULT_ZOOMFACTOR / config.Cellsize
// calculate the initial cam pos. It is negative if the total grid
// size is smaller than the screen in a centered position, but
// it's zero if it's equal or larger than the screen.
config.InitialCamPos = make([]float64, 2)
config.InitialCamPos[0] = float64(((config.ScreenWidth - (config.Width * config.Cellsize)) / 2) * -1)
if config.Width*config.Cellsize >= config.ScreenWidth {
// must be positive if world wider than screen
config.InitialCamPos[0] = math.Abs(config.InitialCamPos[0])
}
// same for Y
config.InitialCamPos[1] = float64(((config.ScreenHeight - (config.Height * config.Cellsize)) / 2) * -1)
if config.Height*config.Cellsize > config.ScreenHeight {
config.InitialCamPos[1] = math.Abs(config.InitialCamPos[1])
}
// Calculate zoom out factor, which shows 100% of the world. We
// need to reverse math.Pow(1.01, $zoomfactor) to get the correct
// percentage of the world to show. I.e: with a ScreenHeight of
// 384px and a world of 800px the factor to show 100% of the world
// is -75: math.Log(384/800) / math.Log(1.01). The 1.01 constant
// is being used in camera.go:worldMatrix().
// FIXME: determine if the diff is larger on width, then calc with
// width instead of height
config.ZoomOutFactor = int(
math.Log(float64(config.ScreenHeight)/(float64(config.Height)*float64(config.Cellsize))) /
math.Log(1.01))
}
// parse given window geometry and adjust game settings according to it
func (config *Config) ParseGeom(geom string) error {
// force a geom
geometry := strings.Split(geom, "x")
if len(geometry) != 2 {
return errors.New("failed to parse -g parameters, expecting WIDTHxHEIGHT")
}
width, err := strconv.Atoi(geometry[0])
if err != nil {
return errors.New("failed to parse width, expecting integer")
}
height, err := strconv.Atoi(geometry[1])
if err != nil {
return errors.New("failed to parse height, expecting integer")
}
config.ScreenWidth = width
config.ScreenHeight = height
//config.Cellsize = DEFAULT_CELLSIZE
return nil
}
// check if we have been given an RLE or LIF file to load, then load
// it and adjust game settings accordingly
func (config *Config) ParseRLE(rlefile string) error {
if rlefile == "" {
return nil
}
var rleobj *rle.RLE
if strings.HasSuffix(rlefile, ".lif") {
lifobj, err := LoadLIF(rlefile)
if err != nil {
return err
}
rleobj = lifobj
} else {
rleobject, err := rle.GetRLE(rlefile)
if err != nil {
return err
}
rleobj = rleobject
}
if rleobj == nil {
return errors.New("failed to load pattern file (uncatched module error)")
}
config.RLE = rleobj
// adjust geometry if needed
if config.RLE.Width > config.Width || config.RLE.Height > config.Height {
config.Width = config.RLE.Width * 2
config.Height = config.RLE.Height * 2
config.Cellsize = config.ScreenWidth / config.Width
}
fmt.Printf("width: %d, screenwidth: %d, rlewidth: %d, cellsize: %d\n",
config.Width, config.ScreenWidth, config.RLE.Width, config.Cellsize)
// RLE needs an empty grid
config.Empty = true
// it may come with its own rule
if config.RLE.Rule != "" {
config.Rule = ParseGameRule(config.RLE.Rule)
}
return nil
}
func (config *Config) EnableCPUProfiling(filename string) error {
if filename == "" {
return nil
}
fd, err := os.Create(filename)
if err != nil {
return err
}
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
return nil
}
func ParseCommandline() (*Config, error) {
config := Config{}
var (
rule, rlefile, geom string
)
// commandline params, most configure directly config flags
pflag.IntVarP(&config.Width, "width", "W", DEFAULT_GRID_WIDTH, "grid width in cells")
pflag.IntVarP(&config.Height, "height", "H", DEFAULT_GRID_HEIGHT, "grid height in cells")
pflag.IntVarP(&config.Cellsize, "cellsize", "c", 8, "cell size in pixels")
pflag.StringVarP(&geom, "geom", "G", DEFAULT_GEOM, "window geometry in WxH in pixels, overturns -c")
pflag.IntVarP(&config.Density, "density", "D", 10, "density of random cells")
pflag.IntVarP(&config.TPG, "ticks-per-generation", "t", 10,
"game speed: the higher the slower (default: 10)")
pflag.StringVarP(&rule, "rule", "r", "B3/S23", "game rule")
pflag.StringVarP(&rlefile, "pattern-file", "f", "", "RLE or LIF pattern file")
pflag.BoolVarP(&config.ShowVersion, "version", "v", false, "show version")
pflag.BoolVarP(&config.ShowGrid, "show-grid", "g", false, "draw grid lines")
pflag.BoolVarP(&config.ShowEvolution, "show-evolution", "s", false, "show evolution traces")
pflag.BoolVarP(&config.Paused, "paused", "p", false, "do not start simulation (use space to start)")
pflag.BoolVarP(&config.Debug, "debug", "d", false, "show debug info")
pflag.BoolVarP(&config.Empty, "empty", "e", false, "start with an empty screen")
// style
pflag.StringVarP(&config.Theme, "theme", "T", DEFAULT_THEME, "color theme: standard, dark, light (default: standard)")
pflag.BoolVarP(&config.Wrap, "wrap-around", "w", false, "wrap around grid mode")
pflag.BoolVarP(&config.UseShader, "use-shader", "k", false, "use shader for cell rendering")
pflag.StringVarP(&config.ProfileFile, "profile-file", "", "", "enable profiling")
pflag.Parse()
err := config.ParseGeom(geom)
if err != nil {
return nil, err
}
err = config.ParseRLE(rlefile)
if err != nil {
return nil, err
}
// load rule from commandline when no rule came from RLE file,
// default is B3/S23, aka conways game of life
if config.Rule == nil {
config.Rule = ParseGameRule(rule)
}
config.SetupCamera()
config.ThemeManager = NewThemeManager(config.Theme, config.Cellsize)
//repr.Println(config)
return &config, nil
}
func (config *Config) TogglePaused() {
config.Paused = !config.Paused
}
func (config *Config) ToggleDebugging() {
config.Debug = !config.Debug
}
func (config *Config) SwitchTheme(theme string) {
config.ThemeManager.SetCurrentTheme(theme)
config.RestartCache = true
}
func (config *Config) ToggleGridlines() {
config.ShowGrid = !config.ShowGrid
config.RestartCache = true
}
func (config *Config) ToggleEvolution() {
config.ShowEvolution = !config.ShowEvolution
}
func (config *Config) ToggleWrap() {
config.Wrap = !config.Wrap
}

View File

@@ -1,12 +1,15 @@
package main
package cmd
import "github.com/hajimehoshi/ebiten/v2"
import (
"github.com/hajimehoshi/ebiten/v2"
)
type Game struct {
ScreenWidth, ScreenHeight, Cellsize int
Scenes map[SceneName]Scene
CurrentScene SceneName
Config *Config
ScreenWidth, ScreenHeight, ReadlWidth, Cellsize int
Scenes map[SceneName]Scene
CurrentScene SceneName
Config *Config
Scale float32
}
func NewGame(config *Config, startscene SceneName) *Game {
@@ -20,11 +23,15 @@ func NewGame(config *Config, startscene SceneName) *Game {
// setup scene[s]
game.CurrentScene = startscene
game.Scenes[Play] = NewPlayScene(game, config)
game.Scenes[Menu] = NewMenuScene(game, config)
game.Scenes[Options] = NewOptionsScene(game, config)
game.Scenes[Keybindings] = NewKeybindingsScene(game, config)
// setup environment
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
ebiten.SetWindowTitle("golsky - conway's game of life")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
ebiten.SetScreenClearedEveryFrame(true)
return game
}
@@ -34,20 +41,22 @@ func (game *Game) GetCurrentScene() Scene {
}
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
game.ReadlWidth = outsideWidth
game.Scale = float32(game.ScreenWidth) / float32(outsideWidth)
return game.ScreenWidth, game.ScreenHeight
}
func (game *Game) Update() error {
scene := game.GetCurrentScene()
scene.Update()
if quit := scene.Update(); quit != nil {
return quit
}
next := scene.GetNext()
if next != game.CurrentScene {
// make sure we stay on the selected scene
game.Scenes[next].SetPrevious(game.CurrentScene)
scene.ResetNext()
// finally switch
game.CurrentScene = next
}
@@ -55,13 +64,19 @@ func (game *Game) Update() error {
}
func (game *Game) Draw(screen *ebiten.Image) {
scene := game.GetCurrentScene()
// first draw primary scene[s], although there are only 1
for current, scene := range game.Scenes {
if scene.IsPrimary() {
// primary scenes always draw
scene.Draw(screen)
if scene.Clearscreen() {
ebiten.SetScreenClearedEveryFrame(true)
} else {
ebiten.SetScreenClearedEveryFrame(false)
if current == game.CurrentScene {
// avoid to redraw it in the next step
return
}
}
}
scene := game.GetCurrentScene()
scene.Draw(screen)
}

View File

@@ -1,4 +1,4 @@
package main
package cmd
// find an item in a list, generic variant
func Contains[E comparable](s []E, v E) bool {
@@ -10,3 +10,10 @@ func Contains[E comparable](s []E, v E) bool {
return false
}
func Exists[K comparable, V any](m map[K]V, v K) bool {
if _, ok := m[v]; ok {
return true
}
return false
}

383
cmd/grid.go Normal file
View File

@@ -0,0 +1,383 @@
package cmd
import (
"bufio"
"errors"
"fmt"
"math/rand"
"os"
"strings"
"time"
"codeberg.org/scip/golsky/rle"
)
// equals grid height, is being used to access grid elements and must be global
var STRIDE int
type Neighbor struct {
X, Y int
}
type Grid struct {
Data []uint8
NeighborCount []int
Neighbors [][]Neighbor
Empty bool
Config *Config
Counter func(x, y int) uint8
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(config *Config) *Grid {
STRIDE = config.Height
if config.Width > config.Height {
STRIDE = config.Width
}
size := STRIDE * STRIDE
grid := &Grid{
Data: make([]uint8, size),
NeighborCount: make([]int, size),
Neighbors: make([][]Neighbor, size),
Empty: config.Empty,
Config: config,
}
// first setup the cells
for y := 0; y < config.Height; y++ {
for x := 0; x < config.Width; x++ {
grid.Data[y+STRIDE*x] = 0
}
}
// 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)
}
}
if grid.Config.Wrap {
grid.Counter = grid.CountNeighborsWrap
} else {
grid.Counter = grid.CountNeighbors
}
return 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
if grid.Config.Wrap {
// In wrap mode we look at all the 8 neighbors surrounding us.
// In case we are on an edge we'll look at the neighbor on the
// other side of the grid, thus wrapping lookahead around
// using the mod() function.
col = (x + nbgX + grid.Config.Width) % grid.Config.Width
row = (y + nbgY + grid.Config.Height) % grid.Config.Height
} else {
// In traditional grid mode the edges are deadly
if x+nbgX < 0 || x+nbgX >= grid.Config.Width || y+nbgY < 0 || y+nbgY >= grid.Config.Height {
continue
}
col = x + nbgX
row = y + nbgY
}
if col == x && row == y {
continue
}
neighbors = append(neighbors, Neighbor{X: col, Y: row})
grid.NeighborCount[y+STRIDE*x]++
idx++
}
}
grid.Neighbors[y+STRIDE*x] = neighbors
}
func (grid *Grid) CountNeighborsWrap(x, y int) uint8 {
var sum uint8
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
// In wrap mode we look at all the 8 neighbors surrounding us.
// In case we are on an edge we'll look at the neighbor on the
// other side of the grid, thus wrapping lookahead around
// using the mod() function.
col = (x + nbgX + grid.Config.Width) % grid.Config.Width
row = (y + nbgY + grid.Config.Height) % grid.Config.Height
sum += grid.Data[row+STRIDE*col]
}
}
// don't count ourselfes though
sum -= grid.Data[y+STRIDE*x]
return sum
}
func (grid *Grid) CountNeighbors(x, y int) uint8 {
var sum uint8
width := grid.Config.Width
height := grid.Config.Height
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
xnbgX := x + nbgX
ynbgY := y + nbgY
// In traditional grid mode the edges are deadly
if xnbgX < 0 || xnbgX >= width || ynbgY < 0 || ynbgY >= height {
continue
}
col = xnbgX
row = ynbgY
sum += grid.Data[row+STRIDE*col]
}
}
// don't count ourselfes though
sum -= grid.Data[y+STRIDE*x]
return sum
}
// count the living neighbors of a cell
func (grid *Grid) _CountNeighbors(x, y int) uint8 {
var count uint8
pos := y + STRIDE*x
neighbors := grid.Neighbors[pos]
neighborCount := grid.NeighborCount[pos]
for idx := 0; idx < neighborCount; idx++ {
neighbor := neighbors[idx]
count += grid.Data[neighbor.Y+STRIDE*neighbor.X]
}
return count
}
// Create a new 1:1 instance
func (grid *Grid) Clone() *Grid {
newgrid := &Grid{}
newgrid.Config = grid.Config
newgrid.Data = grid.Data
return newgrid
}
// copy data
// func (grid *Grid) Copy(other *Grid) {
// for y := range grid.Data {
// for x := range grid.Data[y] {
// other.Data[y+STRIDE*x] = grid.Data[y+STRIDE*x]
// }
// }
// }
// delete all contents
// func (grid *Grid) Clear() {
// for y := range grid.Data {
// for x := range grid.Data[y] {
// grid.Data[y+STRIDE*x] = 0
// }
// }
// }
// initialize with random life cells using the given density
func (grid *Grid) FillRandom() {
if !grid.Empty {
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
if rand.Intn(grid.Config.Density) == 1 {
grid.Data[y+STRIDE*x] = 1
}
}
}
}
}
func (grid *Grid) Dump() {
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
if grid.Data[y+STRIDE*x] == 1 {
fmt.Print("XX")
} else {
fmt.Print(" ")
}
}
fmt.Println()
}
}
// initialize using a given RLE pattern
func (grid *Grid) LoadRLE(pattern *rle.RLE) {
if pattern != nil {
startX := (grid.Config.Width / 2) - (pattern.Width / 2)
startY := (grid.Config.Height / 2) - (pattern.Height / 2)
var y, x int
for rowIndex, patternRow := range pattern.Pattern {
for colIndex := range patternRow {
if pattern.Pattern[rowIndex][colIndex] > 0 {
x = colIndex + startX
y = rowIndex + startY
grid.Data[y+STRIDE*x] = 1
}
}
}
//grid.Dump()
}
}
// load a lif file parameters like R and P are not supported yet
func LoadLIF(filename string) (*rle.RLE, error) {
fd, err := os.Open(filename)
if err != nil {
return nil, err
}
scanner := bufio.NewScanner(fd)
scanner.Split(bufio.ScanLines)
gothead := false
grid := &rle.RLE{}
for scanner.Scan() {
line := scanner.Text()
items := strings.Split(line, "")
if len(items) < 0 {
continue
}
if strings.Contains(line, "# r") {
parts := strings.Split(line, " ")
if len(parts) == 2 {
grid.Rule = parts[1]
}
continue
}
if items[0] == "#" {
if gothead {
break
}
continue
}
gothead = true
row := make([]int, len(items))
for idx, item := range items {
switch item {
case ".":
row[idx] = 0
case "o":
fallthrough
case "*":
row[idx] = 1
default:
return nil, errors.New("cells must be . or o")
}
}
grid.Pattern = append(grid.Pattern, row)
}
// sanity check the grid
explen := 0
rows := 0
first := true
for _, row := range grid.Pattern {
length := len(row)
if first {
explen = length
first = false
}
if explen != length {
return nil, fmt.Errorf(
fmt.Sprintf("all rows must be in the same length, got: %d, expected: %d",
length, explen))
}
rows++
}
grid.Width = explen
grid.Height = rows
return grid, nil
}
// save the contents of the whole grid as a simple lif alike
// file. One line per row, 0 for dead and 1 for life cell.
// file format: https://conwaylife.com/wiki/Life_1.05
func (grid *Grid) SaveState(filename, rule string) error {
file, err := os.Create(filename)
if err != nil {
return fmt.Errorf("failed to open state file: %w", err)
}
defer file.Close()
fmt.Fprintf(file, "#Life 1.05\n#R %s\n#D golsky state file\n#P -1 -1\n", rule)
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
row := "."
if grid.Data[y+STRIDE*x] == 1 {
row = "o"
}
_, err := file.WriteString(row)
if err != nil {
return fmt.Errorf("failed to write to state file: %w", err)
}
}
file.WriteString("\n")
}
return nil
}
// generate filenames for dumps
func GetFilename(generations int64) string {
now := time.Now()
return fmt.Sprintf("dump-%s-%d.lif", now.Format("20060102150405"), generations)
}
func GetFilenameRLE(generations int64) string {
now := time.Now()
return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations)
}

98
cmd/keybindings.go Normal file
View File

@@ -0,0 +1,98 @@
package cmd
import (
"image/color"
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type SceneKeybindings struct {
Game *Game
Config *Config
Next SceneName
Prev SceneName
Whoami SceneName
Ui *ebitenui.UI
FontColor color.RGBA
First bool
}
func NewKeybindingsScene(game *Game, config *Config) Scene {
scene := &SceneKeybindings{
Whoami: Keybindings,
Game: game,
Next: Keybindings,
Config: config,
FontColor: color.RGBA{255, 30, 30, 0xff},
}
scene.Init()
return scene
}
func (scene *SceneKeybindings) GetNext() SceneName {
return scene.Next
}
func (scene *SceneKeybindings) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *SceneKeybindings) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *SceneKeybindings) SetNext(next SceneName) {
scene.Next = next
}
func (scene *SceneKeybindings) Update() error {
scene.Ui.Update()
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) || inpututil.IsKeyJustPressed(ebiten.KeyQ) {
scene.Config.DelayedStart = false
scene.Leave()
}
return nil
}
func (scene *SceneKeybindings) IsPrimary() bool {
return false
}
func (scene *SceneKeybindings) Draw(screen *ebiten.Image) {
scene.Ui.Draw(screen)
}
func (scene *SceneKeybindings) Leave() {
scene.SetNext(Play)
}
func (scene *SceneKeybindings) Init() {
rowContainer := NewRowContainer("Key Bindings")
bindings := widget.NewText(
widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.RowLayoutData{
Stretch: true,
})),
widget.TextOpts.Text(KEYBINDINGS, *FontRenderer.FontSmall, color.NRGBA{0xdf, 0xf4, 0xff, 0xff}))
cancel := NewMenuButton("Back",
func(args *widget.ButtonClickedEventArgs) {
scene.Leave()
})
rowContainer.AddChild(bindings)
rowContainer.AddChild(cancel)
scene.Ui = &ebitenui.UI{
Container: rowContainer.Container(),
}
}

113
cmd/loader-fonts.go Normal file
View File

@@ -0,0 +1,113 @@
package cmd
import (
"log"
"github.com/golang/freetype/truetype"
"github.com/tinne26/etxt"
"golang.org/x/image/font"
)
var FontRenderer = LoadFonts("assets/fonts")
const (
GameFont string = "NotoSans-Regular"
GameFontETXT string = "Noto Sans"
FontSizeBig int = 48
FontSizeNormal int = 24
FontSizeSmall int = 12
)
type Texter struct {
Renderer *etxt.Renderer
FontNormal *font.Face
FontBig *font.Face
FontSmall *font.Face
}
func LoadFonts(dir string) Texter {
// load the font for use with ebitenui
fontbytes, err := assetfs.ReadFile(dir + "/" + GameFont + ".ttf")
if err != nil {
log.Fatal(err)
}
gamefont, err := truetype.Parse(fontbytes)
if err != nil {
log.Fatal(err)
}
gameface := truetype.NewFace(gamefont, &truetype.Options{
Size: float64(FontSizeNormal),
DPI: 72,
Hinting: font.HintingFull,
})
biggameface := truetype.NewFace(gamefont, &truetype.Options{
Size: float64(FontSizeBig),
DPI: 72,
Hinting: font.HintingFull,
})
smallgameface := truetype.NewFace(gamefont, &truetype.Options{
Size: float64(FontSizeSmall),
DPI: 72,
Hinting: font.HintingFull,
})
// load the font for use with etxt
fontlib := etxt.NewFontLibrary()
_, _, err = fontlib.ParseEmbedDirFonts(dir, assetfs)
if err != nil {
log.Fatalf("Error while loading fonts: %s", err.Error())
}
/*
err = fontlib.EachFont(
func(fontName string, font *etxt.Font) error {
fmt.Printf("font: %s\n", fontName)
return nil
})
if err != nil {
log.Fatal(err)
}
*/
if !fontlib.HasFont(GameFontETXT) {
log.Fatal("missing font: " + GameFontETXT)
}
err = fontlib.EachFont(checkMissingRunes)
if err != nil {
log.Fatal(err)
}
renderer := etxt.NewStdRenderer()
glyphsCache := etxt.NewDefaultCache(10 * 1024 * 1024) // 10MB
renderer.SetCacheHandler(glyphsCache.NewHandler())
renderer.SetFont(fontlib.GetFont(GameFontETXT))
return Texter{
Renderer: renderer,
FontNormal: &gameface,
FontBig: &biggameface,
FontSmall: &smallgameface,
}
}
// helper function used with FontLibrary.EachFont to make sure
// all loaded fonts contain the characters or alphabet we want
func checkMissingRunes(name string, font *etxt.Font) error {
const letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz"
const symbols = "0123456789 .,;:!?-()[]{}_&#@"
missing, err := etxt.GetMissingRunes(font, letters+symbols)
if err != nil {
return err
}
if len(missing) > 0 {
log.Fatalf("Font '%s' missing runes: %s", name, string(missing))
}
return nil
}

49
cmd/loader-shaders.go Normal file
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package cmd
import (
"bytes"
"log"
"log/slog"
"path"
"strings"
"github.com/hajimehoshi/ebiten/v2"
)
type ShaderRegistry map[string]*ebiten.Shader
var Shaders = LoadShaders("assets/shaders")
func LoadShaders(dir string) ShaderRegistry {
shaders := ShaderRegistry{}
entries, err := assetfs.ReadDir(dir)
if err != nil {
log.Fatalf("failed to read shaders dir %s: %s", dir, err)
}
for _, file := range entries {
path := path.Join(dir, file.Name())
fd, err := assetfs.Open(path)
if err != nil {
log.Fatalf("failed to open shader file %s: %s", file.Name(), err)
}
defer fd.Close()
name := strings.TrimSuffix(file.Name(), ".kg")
buf := new(bytes.Buffer)
buf.ReadFrom(fd)
shader, err := ebiten.NewShader([]byte(buf.Bytes()))
if err != nil {
log.Fatal(err)
}
shaders[name] = shader
slog.Debug("loaded shader asset", "path", path)
}
return shaders
}

69
cmd/loader-sprites.go Normal file
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package cmd
import (
"embed"
"image"
_ "image/png"
"io/fs"
"log"
"path"
"strings"
"github.com/hajimehoshi/ebiten/v2"
)
// Maps image name to image data
type AssetRegistry map[string]*ebiten.Image
// A helper to pass the registry easier around
type assetData struct {
Registry AssetRegistry
}
//go:embed assets/sprites/*.png assets/fonts/*.ttf assets/shaders/*.kg
var assetfs embed.FS
// Called at build time, creates the global asset and animation registries
var Assets = LoadImages("assets/sprites")
// load pngs and json files
func LoadImages(dir string) AssetRegistry {
Registry := AssetRegistry{}
// we use embed.FS to iterate over all files in ./assets/
entries, err := assetfs.ReadDir(dir)
if err != nil {
log.Fatalf("failed to read assets dir %s: %s", dir, err)
}
for _, imagefile := range entries {
path := path.Join(dir, imagefile.Name())
fd, err := assetfs.Open(path)
if err != nil {
log.Fatalf("failed to open file %s: %s", imagefile.Name(), err)
}
defer fd.Close()
switch {
case strings.HasSuffix(path, ".png"):
name, image := ReadImage(imagefile, fd)
Registry[name] = image
}
}
return Registry
}
func ReadImage(imagefile fs.DirEntry, fd fs.File) (string, *ebiten.Image) {
name := strings.TrimSuffix(imagefile.Name(), ".png")
img, _, err := image.Decode(fd)
if err != nil {
log.Fatalf("failed to decode image %s: %s", imagefile.Name(), err)
}
image := ebiten.NewImageFromImage(img)
return name, image
}

145
cmd/menu.go Normal file
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package cmd
import (
"image/color"
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type SceneMenu struct {
Game *Game
Config *Config
Next SceneName
Prev SceneName
Whoami SceneName
Ui *ebitenui.UI
FontColor color.RGBA
First bool
Exit bool
}
func NewMenuScene(game *Game, config *Config) Scene {
scene := &SceneMenu{
Whoami: Menu,
Game: game,
Next: Menu,
Config: config,
FontColor: color.RGBA{255, 30, 30, 0xff},
}
scene.Init()
return scene
}
func (scene *SceneMenu) GetNext() SceneName {
return scene.Next
}
func (scene *SceneMenu) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *SceneMenu) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *SceneMenu) SetNext(next SceneName) {
scene.Next = next
}
func (scene *SceneMenu) Update() error {
scene.Ui.Update()
if scene.Exit {
return ebiten.Termination
}
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) || inpututil.IsKeyJustPressed(ebiten.KeyQ) {
scene.Config.DelayedStart = false
scene.Leave()
}
return nil
}
func (scene *SceneMenu) IsPrimary() bool {
return false
}
func (scene *SceneMenu) Draw(screen *ebiten.Image) {
scene.Ui.Draw(screen)
}
func (scene *SceneMenu) Leave() {
scene.SetNext(Play)
}
func (scene *SceneMenu) Init() {
rowContainer := NewRowContainer("Main Menu")
empty := NewMenuButton("Start with empty grid",
func(args *widget.ButtonClickedEventArgs) {
scene.Config.Empty = true
scene.Config.Restart = true
scene.Leave()
})
random := NewMenuButton("Start with random patterns",
func(args *widget.ButtonClickedEventArgs) {
scene.Config.Empty = false
scene.Config.Restart = true
scene.Leave()
})
copy := NewMenuButton("Save Copy as RLE",
func(args *widget.ButtonClickedEventArgs) {
scene.Config.Markmode = true
scene.Config.Paused = true
scene.Leave()
})
options := NewMenuButton("Options",
func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(Options)
})
bindings := NewMenuButton("Show Key Bindings",
func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(Keybindings)
})
separator1 := NewSeparator(3)
separator2 := NewSeparator(3)
separator3 := NewSeparator(10)
cancel := NewMenuButton("Back",
func(args *widget.ButtonClickedEventArgs) {
scene.Leave()
})
quit := NewMenuButton("Exit Golsky",
func(args *widget.ButtonClickedEventArgs) {
scene.Exit = true
})
rowContainer.AddChild(empty)
rowContainer.AddChild(random)
rowContainer.AddChild(separator1)
rowContainer.AddChild(options)
rowContainer.AddChild(copy)
rowContainer.AddChild(bindings)
rowContainer.AddChild(separator2)
rowContainer.AddChild(cancel)
rowContainer.AddChild(separator3)
rowContainer.AddChild(quit)
scene.Ui = &ebitenui.UI{
Container: rowContainer.Container(),
}
}

157
cmd/options.go Normal file
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package cmd
import (
"image/color"
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type SceneOptions struct {
Game *Game
Config *Config
Next SceneName
Prev SceneName
Whoami SceneName
Ui *ebitenui.UI
FontColor color.RGBA
}
func NewOptionsScene(game *Game, config *Config) Scene {
scene := &SceneOptions{
Whoami: Options,
Game: game,
Next: Options,
Config: config,
FontColor: color.RGBA{255, 30, 30, 0xff},
}
scene.Init()
return scene
}
func (scene *SceneOptions) GetNext() SceneName {
return scene.Next
}
func (scene *SceneOptions) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *SceneOptions) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *SceneOptions) SetNext(next SceneName) {
scene.Next = next
}
func (scene *SceneOptions) IsPrimary() bool {
return false
}
func (scene *SceneOptions) Update() error {
scene.Ui.Update()
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) || inpututil.IsKeyJustPressed(ebiten.KeyQ) {
scene.SetNext(Play)
}
return nil
}
func (scene *SceneOptions) Draw(screen *ebiten.Image) {
scene.Ui.Draw(screen)
}
func (scene *SceneOptions) SetInitialValue(w *widget.LabeledCheckbox, value bool) {
if value {
w.SetState(
widget.WidgetChecked,
)
}
}
func (scene *SceneOptions) Init() {
rowContainer := NewRowContainer("Options")
pause := NewCheckbox("Pause",
scene.Config.Paused,
func(args *widget.CheckboxChangedEventArgs) {
scene.Config.TogglePaused()
})
debugging := NewCheckbox("Debugging",
scene.Config.Debug,
func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleDebugging()
})
gridlines := NewCheckbox("Show grid lines",
scene.Config.ShowGrid,
func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleGridlines()
})
evolution := NewCheckbox("Show evolution traces",
scene.Config.ShowEvolution,
func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleEvolution()
})
wrap := NewCheckbox("Wrap around edges",
scene.Config.Wrap,
func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleWrap()
})
themenames := make([]string, len(THEMES))
i := 0
for name := range THEMES {
themenames[i] = name
i++
}
themes := NewCombobox(
themenames,
scene.Config.Theme,
func(args *widget.ListComboButtonEntrySelectedEventArgs) {
scene.Config.SwitchTheme(args.Entry.(ListEntry).Name)
})
themelabel := NewLabel("Themes")
combocontainer := NewColumnContainer()
combocontainer.AddChild(themes)
combocontainer.AddChild(themelabel)
separator := NewSeparator(3)
separator2 := NewSeparator(3)
cancel := NewMenuButton("Close",
func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(scene.Prev)
})
rowContainer.AddChild(pause)
rowContainer.AddChild(debugging)
rowContainer.AddChild(gridlines)
rowContainer.AddChild(evolution)
rowContainer.AddChild(wrap)
rowContainer.AddChild(separator)
rowContainer.AddChild(combocontainer)
rowContainer.AddChild(separator2)
rowContainer.AddChild(cancel)
scene.Ui = &ebitenui.UI{
Container: rowContainer.Container(),
}
}

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cmd/play.go Normal file
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package cmd
import (
"fmt"
"image"
"log"
"sync"
"unsafe"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector"
"codeberg.org/scip/golsky/rle"
"golang.org/x/image/math/f64"
)
type Images struct {
Black, White, Age1, Age2, Age3, Age4, Old *ebiten.Image
}
const (
DEBUG_FORMAT = "FPS: %0.2f, TPG: %d, M: %0.2fMB, Generations: %d\nScale: %.02f, Zoom: %d, Cam: %.02f,%.02f Cursor: %d,%d %s"
)
type History struct {
Age [][]int64
}
func NewHistory(height, width int) History {
hist := History{}
hist.Age = make([][]int64, height)
for y := 0; y < height; y++ {
hist.Age[y] = make([]int64, width)
}
return hist
}
type ScenePlay struct {
Game *Game
Config *Config
Next SceneName
Prev SceneName
Whoami SceneName
Clear bool
Grids []*Grid // 2 grids: one current, one next
History History // holds state of past dead cells for evolution traces
Index int // points to current grid
Generations int64 // Stats
TicksElapsed int // tick counter for game speed
Camera Camera // for zoom+move
World, Cache *ebiten.Image // actual image we render to
WheelTurned bool // when user turns wheel multiple times, zoom faster
Dragging bool // middle mouse is pressed, move canvas
LastCursorPos []float64 // used to check if the user is dragging
MarkTaken bool // true when mouse1 pressed
MarkDone bool // true when mouse1 released, copy cells between Mark+Point
Mark, Point image.Point // area to marks+save
RunOneStep bool // mutable flags from config
TPG int // current game speed (ticks per game)
Theme Theme
RuleCheckFunc func(uint8, uint8) uint8
}
func NewPlayScene(game *Game, config *Config) Scene {
scene := &ScenePlay{
Whoami: Play,
Game: game,
Next: Play,
Config: config,
TPG: config.TPG,
RunOneStep: config.RunOneStep,
}
scene.Init()
return scene
}
func (scene *ScenePlay) IsPrimary() bool {
return true
}
func (scene *ScenePlay) GetNext() SceneName {
return scene.Next
}
func (scene *ScenePlay) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *ScenePlay) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *ScenePlay) SetNext(next SceneName) {
scene.Next = next
}
/* The standard Scene of Life is symbolized in rule-string notation
* as B3/S23 (23/3 here). A cell is born if it has exactly three
* neighbors, survives if it has two or three living neighbors,
* and dies otherwise.
* we abbreviate the calculation: if state is 0 and 3 neighbors
* are a life, check will be just 3. If the cell is alive, 9 will
* be added to the life neighbors (to avoid a collision with the
* result 3), which will be 11|12 in case of 2|3 life neighbors.
*/
func (scene *ScenePlay) CheckRuleB3S23(state uint8, neighbors uint8) uint8 {
switch (9 * state) + neighbors {
case 11:
fallthrough
case 12:
fallthrough
case 3:
return Alive
}
return Dead
}
/*
* The generic rule checker is able to calculate cell state for any
* GOL rul, including B3/S23.
*/
func (scene *ScenePlay) CheckRuleGeneric(state uint8, neighbors uint8) uint8 {
var nextstate uint8
if state != 1 && Contains(scene.Config.Rule.Birth, neighbors) {
nextstate = Alive
} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
nextstate = Alive
} else {
nextstate = Dead
}
return nextstate
}
// Update all cells according to the current rule
func (scene *ScenePlay) UpdateCells() {
// count ticks so we know when to actually run
scene.TicksElapsed++
if scene.TPG > scene.TicksElapsed {
// need to sleep a little more
return
}
// next grid index, we just xor 0|1 to 1|0
next := scene.Index ^ 1
var wg sync.WaitGroup
wg.Add(scene.Config.Height)
width := scene.Config.Width
height := scene.Config.Height
// compute life status of cells
for y := 0; y < height; y++ {
go func() {
defer wg.Done()
for x := 0; x < width; x++ {
state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
neighbors := scene.Grids[scene.Index].Counter(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+STRIDE*x] = nextstate
if scene.Config.ShowEvolution {
// set history to current generation so we can infer the
// age of the cell's state during rendering and use it to
// deduce the color to use if evolution tracing is enabled
// 60FPS:
if state != nextstate {
scene.History.Age[y][x] = scene.Generations
}
}
}
}()
}
wg.Wait()
// switch grid for rendering
scene.Index ^= 1
// global stats counter
scene.Generations++
if scene.Config.RunOneStep {
// setp-wise mode, halt the game
scene.Config.RunOneStep = false
}
// reset speed counter
scene.TicksElapsed = 0
}
func (scene *ScenePlay) Reset() {
scene.Config.Paused = true
scene.InitGrid()
scene.Config.Paused = false
}
// check user input
func (scene *ScenePlay) CheckExit() error {
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
return ebiten.Termination
}
return nil
}
func (scene *ScenePlay) CheckInput() {
// primary functions, always available
switch {
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
scene.SetNext(Menu)
case inpututil.IsKeyJustPressed(ebiten.KeyO):
scene.SetNext(Options)
case inpututil.IsKeyJustPressed(ebiten.KeyC):
scene.Config.Markmode = true
scene.Config.Drawmode = false
scene.Config.Paused = true
case inpututil.IsKeyJustPressed(ebiten.KeyI):
scene.Config.Drawmode = true
scene.Config.Paused = true
}
if scene.Config.Markmode {
// no need to check any more input in mark mode
return
}
switch {
case inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter):
scene.Config.TogglePaused()
case inpututil.IsKeyJustPressed(ebiten.KeyPageDown):
if scene.TPG < 120 {
scene.TPG++
}
case inpututil.IsKeyJustPressed(ebiten.KeyPageUp):
if scene.TPG >= 1 {
scene.TPG--
}
case inpututil.IsKeyJustPressed(ebiten.KeyS):
scene.SaveState()
case inpututil.IsKeyJustPressed(ebiten.KeyD):
scene.Config.Debug = !scene.Config.Debug
}
if scene.Config.Paused {
if inpututil.IsKeyJustPressed(ebiten.KeyN) {
scene.Config.RunOneStep = true
}
}
}
func (scene *ScenePlay) CheckDrawingInput() {
if scene.Config.Drawmode {
switch {
case inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft):
scene.ToggleCellOnCursorPos()
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
scene.Config.Drawmode = false
}
}
}
// Check dragging input. move the canvas with the mouse while pressing
// the middle mouse button, zoom in and out using the wheel.
func (scene *ScenePlay) CheckDraggingInput() {
if scene.Config.Markmode {
return
}
dragbutton := ebiten.MouseButtonLeft
if scene.Config.Drawmode {
dragbutton = ebiten.MouseButtonMiddle
}
// move canvas
if scene.Dragging && !ebiten.IsMouseButtonPressed(dragbutton) {
// release
scene.Dragging = false
}
if !scene.Dragging && ebiten.IsMouseButtonPressed(dragbutton) {
// start dragging
scene.Dragging = true
scene.LastCursorPos[0], scene.LastCursorPos[1] = scene.Camera.ScreenToWorld(ebiten.CursorPosition())
}
if scene.Dragging {
x, y := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
if x != scene.LastCursorPos[0] || y != scene.LastCursorPos[1] {
// actually drag by mouse cursor pos diff to last cursor pos
scene.Camera.Position[0] -= float64(x - scene.LastCursorPos[0])
scene.Camera.Position[1] -= float64(y - scene.LastCursorPos[1])
}
scene.LastCursorPos[0], scene.LastCursorPos[1] = scene.Camera.ScreenToWorld(ebiten.CursorPosition())
}
// also support the arrow keys to move the canvas
switch {
case ebiten.IsKeyPressed(ebiten.KeyArrowLeft):
scene.Camera.Position[0] -= 1
case ebiten.IsKeyPressed(ebiten.KeyArrowRight):
scene.Camera.Position[0] += 1
case ebiten.IsKeyPressed(ebiten.KeyArrowUp):
scene.Camera.Position[1] -= 1
case ebiten.IsKeyPressed(ebiten.KeyArrowDown):
scene.Camera.Position[1] += 1
}
// Zoom
_, dy := ebiten.Wheel()
if dy != 0 {
scene.Camera.ZoomFactor += (int(dy) * 5)
}
if inpututil.IsKeyJustPressed(ebiten.KeyR) {
scene.Camera.Reset()
}
}
func (scene *ScenePlay) GetWorldCursorPos() image.Point {
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
return image.Point{
X: int(worldX) / scene.Config.Cellsize,
Y: int(worldY) / scene.Config.Cellsize,
}
}
func (scene *ScenePlay) CheckMarkInput() {
if !scene.Config.Markmode {
return
}
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
scene.Config.Markmode = false
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButton0) {
if !scene.MarkTaken {
scene.Mark = scene.GetWorldCursorPos()
scene.MarkTaken = true
scene.MarkDone = false
}
scene.Point = scene.GetWorldCursorPos()
//fmt.Printf("Mark: %v, Point: %v\n", scene.Mark, scene.Point)
} else if inpututil.IsMouseButtonJustReleased(ebiten.MouseButton0) {
scene.Config.Markmode = false
scene.MarkTaken = false
scene.MarkDone = true
scene.SaveRectRLE()
}
}
func (scene *ScenePlay) SaveState() {
filename := GetFilename(scene.Generations)
err := scene.Grids[scene.Index].SaveState(filename, scene.Config.Rule.Definition)
if err != nil {
log.Printf("failed to save game state to %s: %s", filename, err)
}
log.Printf("saved game state to %s at generation %d\n", filename, scene.Generations)
}
func (scene *ScenePlay) SaveRectRLE() {
filename := GetFilenameRLE(scene.Generations)
if scene.Mark.X == scene.Point.X || scene.Mark.Y == scene.Point.Y {
log.Printf("can't save non-rectangle\n")
return
}
var width int
var height int
var startx int
var starty int
if scene.Mark.X < scene.Point.X {
// mark left point
startx = scene.Mark.X
width = scene.Point.X - scene.Mark.X
} else {
// mark right point
startx = scene.Point.X
width = scene.Mark.X - scene.Point.X
}
if scene.Mark.Y < scene.Point.Y {
// mark above point
starty = scene.Mark.Y
height = scene.Point.Y - scene.Mark.Y
} else {
// mark below point
starty = scene.Point.Y
height = scene.Mark.Y - scene.Point.Y
}
grid := make([][]uint8, height)
for y := 0; y < height; y++ {
grid[y] = make([]uint8, width)
for x := 0; x < width; x++ {
grid[y][x] = scene.Grids[scene.Index].Data[(y+starty)+STRIDE*(x+startx)]
}
}
err := rle.StoreGridToRLE(grid, filename, scene.Config.Rule.Definition, width, height)
if err != nil {
log.Printf("failed to save rect to %s: %s\n", filename, err)
} else {
log.Printf("saved selected rect to %s at generation %d\n", filename, scene.Generations)
}
}
func (scene *ScenePlay) Update() error {
if scene.Config.Restart {
scene.Config.Restart = false
scene.Generations = 0
scene.InitGrid()
scene.InitCache()
return nil
}
if scene.Config.RestartCache {
scene.Config.RestartCache = false
scene.Theme = scene.Config.ThemeManager.GetCurrentTheme()
scene.InitCache()
return nil
}
if quit := scene.CheckExit(); quit != nil {
return quit
}
scene.CheckInput()
scene.CheckDrawingInput()
scene.CheckDraggingInput()
scene.CheckMarkInput()
if !scene.Config.Paused || scene.RunOneStep {
scene.UpdateCells()
}
return nil
}
// set a cell to alive or dead
func (scene *ScenePlay) ToggleCellOnCursorPos() {
// use cursor pos relative to the world
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
x := int(worldX) / scene.Config.Cellsize
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+STRIDE*x] ^= 1
scene.History.Age[y][x] = 1
}
}
// draw the new grid state
func (scene *ScenePlay) Draw(screen *ebiten.Image) {
// we fill the whole screen with a background color, the cells
// themselfes will be 1px smaller as their nominal size, producing
// a nice grey grid with grid lines
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(0, 0)
scene.World.DrawImage(scene.Cache, op)
for y := 0; y < scene.Config.Height; y++ {
for x := 0; x < scene.Config.Width; x++ {
op.GeoM.Reset()
op.GeoM.Translate(
float64(x*scene.Config.Cellsize),
float64(y*scene.Config.Cellsize),
)
if scene.Config.ShowEvolution {
scene.DrawEvolution(screen, x, y, op)
} else {
if scene.Grids[scene.Index].Data[y+STRIDE*x] == 1 {
scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
}
}
}
}
scene.DrawMark(scene.World)
scene.Camera.Render(scene.World, screen)
scene.DrawDebug(screen)
}
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+STRIDE*x] {
case Alive:
if age > 50 && scene.Config.ShowEvolution {
scene.World.DrawImage(scene.Theme.Tile(ColOld), op)
} else {
scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
}
case Dead:
// only draw dead cells in case evolution trace is enabled
if scene.History.Age[y][x] > 1 && scene.Config.ShowEvolution {
switch {
case age < 10:
scene.World.DrawImage(scene.Theme.Tile(ColAge1), op)
case age < 20:
scene.World.DrawImage(scene.Theme.Tile(ColAge2), op)
case age < 30:
scene.World.DrawImage(scene.Theme.Tile(ColAge3), op)
default:
scene.World.DrawImage(scene.Theme.Tile(ColAge4), op)
}
}
}
}
func (scene *ScenePlay) DrawMark(screen *ebiten.Image) {
if scene.Config.Markmode && scene.MarkTaken {
x := float32(scene.Mark.X * scene.Config.Cellsize)
y := float32(scene.Mark.Y * scene.Config.Cellsize)
w := float32((scene.Point.X - scene.Mark.X) * scene.Config.Cellsize)
h := float32((scene.Point.Y - scene.Mark.Y) * scene.Config.Cellsize)
vector.StrokeRect(
scene.World,
x+1, y+1,
w, h,
1.0, scene.Theme.Color(ColOld), false,
)
}
}
func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
if scene.Config.Debug {
paused := ""
if scene.Config.Paused {
paused = "-- paused --"
}
if scene.Config.Markmode {
paused = "-- mark --"
}
if scene.Config.Drawmode {
paused = "-- insert --"
}
x, y := ebiten.CursorPosition()
debug := fmt.Sprintf(
DEBUG_FORMAT,
ebiten.ActualTPS(), scene.TPG, GetMem(), scene.Generations,
scene.Game.Scale, scene.Camera.ZoomFactor,
scene.Camera.Position[0], scene.Camera.Position[1],
x, y,
paused)
FontRenderer.Renderer.SetSizePx(10 + int(scene.Game.Scale*10))
FontRenderer.Renderer.SetTarget(screen)
FontRenderer.Renderer.SetColor(scene.Theme.Color(ColLife))
FontRenderer.Renderer.Draw(debug, 31, 31)
FontRenderer.Renderer.SetColor(scene.Theme.Color(ColOld))
FontRenderer.Renderer.Draw(debug, 30, 30)
fmt.Println(debug)
}
}
// load a pre-computed pattern from RLE file
func (scene *ScenePlay) InitPattern() {
scene.Grids[0].LoadRLE(scene.Config.RLE)
// rule might have changed
scene.InitRuleCheckFunc()
}
// pre-render offscreen cache image
func (scene *ScenePlay) InitCache() {
// setup theme
scene.Theme.SetGrid(scene.Config.ShowGrid)
if !scene.Config.ShowGrid {
scene.Cache.Fill(scene.Theme.Color(ColDead))
return
}
op := &ebiten.DrawImageOptions{}
scene.Cache.Fill(scene.Theme.Color(ColGrid))
for y := 0; y < scene.Config.Height; y++ {
for x := 0; x < scene.Config.Width; x++ {
op.GeoM.Reset()
op.GeoM.Translate(
float64(x*scene.Config.Cellsize),
float64(y*scene.Config.Cellsize),
)
scene.Cache.DrawImage(scene.Theme.Tile(ColDead), op)
}
}
}
// initialize grid[s], either using pre-computed from state or rle file, or random
func (scene *ScenePlay) InitGrid() {
grida := NewGrid(scene.Config)
gridb := NewGrid(scene.Config)
// startup is delayed until user has selected options
grida.FillRandom()
scene.Grids = []*Grid{
grida,
gridb,
}
scene.History = NewHistory(scene.Config.Height, scene.Config.Width)
}
func (scene *ScenePlay) Init() {
// setup the scene
scene.Camera = Camera{
ViewPort: f64.Vec2{
float64(scene.Config.ScreenWidth),
float64(scene.Config.ScreenHeight),
},
InitialZoomFactor: scene.Config.Zoomfactor,
InitialPosition: f64.Vec2{
scene.Config.InitialCamPos[0],
scene.Config.InitialCamPos[1],
},
ZoomOutFactor: scene.Config.ZoomOutFactor,
}
scene.World = ebiten.NewImage(
scene.Config.Width*scene.Config.Cellsize,
scene.Config.Height*scene.Config.Cellsize,
)
scene.Cache = ebiten.NewImage(
scene.Config.Width*scene.Config.Cellsize,
scene.Config.Height*scene.Config.Cellsize,
)
scene.Theme = scene.Config.ThemeManager.GetCurrentTheme()
scene.InitCache()
if scene.Config.DelayedStart && !scene.Config.Empty {
// do not fill the grid when the main menu comes up first, the
// user decides interactively what to do
scene.Config.Empty = true
scene.InitGrid()
scene.Config.Empty = false
} else {
scene.InitGrid()
}
scene.InitPattern()
scene.Index = 0
scene.TicksElapsed = 0
scene.LastCursorPos = make([]float64, 2)
if scene.Config.Zoomfactor < 0 || scene.Config.Zoomfactor > 0 {
scene.Camera.ZoomFactor = scene.Config.Zoomfactor
}
scene.Camera.Setup()
}
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func (scene *ScenePlay) InitRuleCheckFunc() {
if scene.Config.Rule.Definition == "B3/S23" {
scene.RuleCheckFunc = scene.CheckRuleB3S23
} else {
scene.RuleCheckFunc = scene.CheckRuleGeneric
}
}

View File

@@ -1,4 +1,4 @@
package main
package cmd
import (
"log"
@@ -9,22 +9,22 @@ import (
// a GOL rule
type Rule struct {
Definition string
Birth []int64
Death []int64
Birth []uint8
Death []uint8
}
// parse one part of a GOL rule into rule slice
func NumbersToList(numbers string) []int64 {
list := []int64{}
func NumbersToList(numbers string) []uint8 {
list := []uint8{}
items := strings.Split(numbers, "")
for _, item := range items {
num, err := strconv.ParseInt(item, 10, 64)
num, err := strconv.Atoi(item)
if err != nil {
log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err)
}
list = append(list, num)
list = append(list, uint8(num))
}
return list

View File

@@ -1,4 +1,4 @@
package main
package cmd
import "github.com/hajimehoshi/ebiten/v2"
@@ -13,13 +13,16 @@ type SceneName int
type Scene interface {
SetNext(SceneName)
GetNext() SceneName
SetPrevious(SceneName)
ResetNext()
Clearscreen() bool
Update() error
Draw(screen *ebiten.Image)
IsPrimary() bool // if true, this scene will be always drawn
}
const (
Menu = iota // main top level menu
Play // actual playing happens here
Options
Keybindings
)

View File

@@ -1,4 +1,4 @@
package main
package cmd
import "runtime"

189
cmd/theme.go Normal file
View File

@@ -0,0 +1,189 @@
package cmd
import (
"fmt"
"image/color"
"log"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
// Color definitions. ColLife could be black or white depending on theme
const (
ColLife = iota
ColDead
ColOld
ColAge1
ColAge2
ColAge3
ColAge4
ColGrid
)
// A Theme defines how the grid and the cells are colored. We define
// the colors and the actual tile images here, so that they are
// readily available from play.go
type Theme struct {
Tiles map[int]*ebiten.Image
GridTiles map[int]*ebiten.Image
Colors map[int]color.RGBA
Name string
ShowGrid bool
}
type ThemeDef struct {
life, dead, grid, old, age1, age2, age3, age4 string
}
var THEMES = map[string]ThemeDef{
"standard": {
life: "e15f0b",
dead: "5a5a5a",
old: "ff1e1e",
grid: "808080",
age3: "6c6059",
age2: "735f52",
age1: "7b5e4b",
age4: "635d59",
},
"dark": {
life: "c8c8c8",
dead: "000000",
old: "ff1e1e",
grid: "808080",
age1: "522600",
age2: "422300",
age3: "2b1b00",
age4: "191100",
},
"light": {
life: "000000",
dead: "c8c8c8",
old: "ff1e1e",
grid: "808080",
age1: "ffc361",
age2: "ffd38c",
age3: "ffe3b5",
age4: "fff0e0",
},
}
// create a new theme
func NewTheme(def ThemeDef, cellsize int, name string) Theme {
theme := Theme{
Name: name,
Colors: map[int]color.RGBA{
ColLife: HexColor2RGBA(def.life),
ColDead: HexColor2RGBA(def.dead),
ColGrid: HexColor2RGBA(def.grid),
ColAge1: HexColor2RGBA(def.age1),
ColAge2: HexColor2RGBA(def.age2),
ColAge3: HexColor2RGBA(def.age3),
ColAge4: HexColor2RGBA(def.age4),
ColOld: HexColor2RGBA(def.old),
},
}
theme.Tiles = make(map[int]*ebiten.Image, 6)
theme.GridTiles = make(map[int]*ebiten.Image, 6)
for cid, col := range theme.Colors {
theme.Tiles[cid] = ebiten.NewImage(cellsize, cellsize)
FillCell(theme.Tiles[cid], cellsize, col, 0)
theme.GridTiles[cid] = ebiten.NewImage(cellsize, cellsize)
FillCell(theme.GridTiles[cid], cellsize, col, 1)
}
return theme
}
// return the tile image for the requested color type. panic if
// unknown type is being used, which is ok, since the code is the only
// user anyway
func (theme *Theme) Tile(col int) *ebiten.Image {
if theme.ShowGrid {
return theme.GridTiles[col]
}
return theme.Tiles[col]
}
func (theme *Theme) Color(col int) color.RGBA {
return theme.Colors[col]
}
func (theme *Theme) SetGrid(showgrid bool) {
theme.ShowGrid = showgrid
}
type ThemeManager struct {
Theme string
Themes map[string]Theme
}
// Manager is used to easily switch themes from cli or menu
func NewThemeManager(initial string, cellsize int) ThemeManager {
manager := ThemeManager{
Theme: initial,
}
manager.Themes = make(map[string]Theme, len(THEMES))
for name, def := range THEMES {
manager.Themes[name] = NewTheme(def, cellsize, name)
}
return manager
}
func (manager *ThemeManager) GetCurrentTheme() Theme {
return manager.Themes[manager.Theme]
}
func (manager *ThemeManager) GetCurrentThemeName() string {
return manager.Theme
}
func (manager *ThemeManager) SetCurrentTheme(theme string) {
if Exists(manager.Themes, theme) {
manager.Theme = theme
}
}
// Fill a cell with the given color.
//
// We do not draw the cell at 0,0 of it's position but at 1,1. This
// creates a top and lef transparent. By using a different background
// for the whole grid we can then decide wether to show grid lines or
// not.
//
// If no gridlines are selected the background will just be filled
// with the DEAD color. However, IF we are to show the gridlines, we
// fill it with a lighter color. The transparent edges of all tiles
// then create the grid.
//
// So we don't draw a grid, we just left a grid behind, which saves us
// from a lot of drawing operations.
func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA, x int) {
vector.DrawFilledRect(
tile,
float32(x),
float32(x),
float32(cellsize),
float32(cellsize),
col, false,
)
}
func HexColor2RGBA(hex string) color.RGBA {
var r, g, b uint8
_, err := fmt.Sscanf(hex, "%02x%02x%02x", &r, &g, &b)
if err != nil {
log.Fatalf("failed to parse hex color: %s", err)
}
return color.RGBA{r, g, b, 255}
}

305
cmd/widgets.go Normal file
View File

@@ -0,0 +1,305 @@
package cmd
import (
"image/color"
"github.com/ebitenui/ebitenui/image"
"github.com/ebitenui/ebitenui/widget"
)
func NewMenuButton(
text string,
action func(args *widget.ButtonClickedEventArgs)) *widget.Button {
buttonImage, _ := LoadButtonImage()
return widget.NewButton(
widget.ButtonOpts.WidgetOpts(
widget.WidgetOpts.LayoutData(widget.RowLayoutData{
Position: widget.RowLayoutPositionCenter,
Stretch: true,
MaxWidth: 200,
MaxHeight: 100,
}),
),
widget.ButtonOpts.Image(buttonImage),
widget.ButtonOpts.Text(text, *FontRenderer.FontSmall, &widget.ButtonTextColor{
Idle: color.NRGBA{0xdf, 0xf4, 0xff, 0xff},
}),
widget.ButtonOpts.TextPadding(widget.Insets{
Left: 5,
Right: 5,
Top: 5,
Bottom: 5,
}),
widget.ButtonOpts.ClickedHandler(action),
)
}
func NewCheckbox(
text string,
initialvalue bool,
action func(args *widget.CheckboxChangedEventArgs)) *widget.LabeledCheckbox {
checkboxImage, _ := LoadCheckboxImage()
buttonImage, _ := LoadButtonImage()
var state widget.WidgetState
if initialvalue {
state = widget.WidgetChecked
}
return widget.NewLabeledCheckbox(
widget.LabeledCheckboxOpts.CheckboxOpts(
widget.CheckboxOpts.ButtonOpts(
widget.ButtonOpts.Image(buttonImage),
),
widget.CheckboxOpts.Image(checkboxImage),
widget.CheckboxOpts.StateChangedHandler(action),
widget.CheckboxOpts.InitialState(state),
),
widget.LabeledCheckboxOpts.LabelOpts(
widget.LabelOpts.Text(text, *FontRenderer.FontSmall,
&widget.LabelColor{
Idle: color.NRGBA{0xdf, 0xf4, 0xff, 0xff},
}),
),
)
}
func NewSeparator(padding int) widget.PreferredSizeLocateableWidget {
c := widget.NewContainer(
widget.ContainerOpts.Layout(widget.NewRowLayout(
widget.RowLayoutOpts.Direction(widget.DirectionVertical),
widget.RowLayoutOpts.Padding(widget.Insets{
Top: padding,
Bottom: 0,
}))),
widget.ContainerOpts.WidgetOpts(
widget.WidgetOpts.LayoutData(
widget.RowLayoutData{Stretch: true})))
return c
}
type ListEntry struct {
id int
Name string
}
func NewCombobox(items []string, selected string,
action func(args *widget.ListComboButtonEntrySelectedEventArgs)) *widget.ListComboButton {
buttonImage, _ := LoadButtonImage()
entries := make([]any, 0, len(items))
idxselected := 0
for i, item := range items {
entries = append(entries, ListEntry{i, item})
if items[i] == selected {
idxselected = i
}
}
comboBox := widget.NewListComboButton(
widget.ListComboButtonOpts.SelectComboButtonOpts(
widget.SelectComboButtonOpts.ComboButtonOpts(
//Set the max height of the dropdown list
widget.ComboButtonOpts.MaxContentHeight(150),
//Set the parameters for the primary displayed button
widget.ComboButtonOpts.ButtonOpts(
widget.ButtonOpts.Image(buttonImage),
widget.ButtonOpts.TextPadding(widget.NewInsetsSimple(5)),
widget.ButtonOpts.Text("", *FontRenderer.FontSmall, &widget.ButtonTextColor{
Idle: color.White,
Disabled: color.White,
}),
widget.ButtonOpts.WidgetOpts(
//Set how wide the button should be
widget.WidgetOpts.MinSize(50, 0),
//Set the combobox's position
widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
})),
),
),
),
widget.ListComboButtonOpts.ListOpts(
//Set how wide the dropdown list should be
widget.ListOpts.ContainerOpts(
widget.ContainerOpts.WidgetOpts(widget.WidgetOpts.MinSize(50, 0)),
),
//Set the entries in the list
widget.ListOpts.Entries(entries),
widget.ListOpts.ScrollContainerOpts(
//Set the background images/color for the dropdown list
widget.ScrollContainerOpts.Image(&widget.ScrollContainerImage{
Idle: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}),
Disabled: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}),
Mask: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}),
}),
),
widget.ListOpts.SliderOpts(
//Set the background images/color for the background of the slider track
widget.SliderOpts.Images(&widget.SliderTrackImage{
Idle: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}),
Hover: image.NewNineSliceColor(color.NRGBA{100, 100, 100, 255}),
}, buttonImage),
widget.SliderOpts.MinHandleSize(5),
//Set how wide the track should be
widget.SliderOpts.TrackPadding(widget.NewInsetsSimple(2))),
//Set the font for the list options
widget.ListOpts.EntryFontFace(*FontRenderer.FontSmall),
//Set the colors for the list
widget.ListOpts.EntryColor(&widget.ListEntryColor{
Selected: color.NRGBA{254, 255, 255, 255},
Unselected: color.NRGBA{254, 255, 255, 255},
SelectedBackground: HexColor2RGBA(THEMES["standard"].life),
SelectedFocusedBackground: HexColor2RGBA(THEMES["standard"].old),
FocusedBackground: HexColor2RGBA(THEMES["standard"].old),
DisabledUnselected: HexColor2RGBA(THEMES["standard"].grid),
DisabledSelected: HexColor2RGBA(THEMES["standard"].grid),
DisabledSelectedBackground: HexColor2RGBA(THEMES["standard"].grid),
}),
//Padding for each entry
widget.ListOpts.EntryTextPadding(widget.NewInsetsSimple(5)),
),
//Define how the entry is displayed
widget.ListComboButtonOpts.EntryLabelFunc(
func(e any) string {
//Button Label function, visible if not open
return e.(ListEntry).Name
},
func(e any) string {
//List Label function, visible items if open
return e.(ListEntry).Name
}),
//Callback when a new entry is selected
widget.ListComboButtonOpts.EntrySelectedHandler(action),
)
//Select the middle entry -- optional
comboBox.SetSelectedEntry(entries[idxselected])
return comboBox
}
func NewLabel(text string) *widget.Text {
return widget.NewText(
widget.TextOpts.Text(text, *FontRenderer.FontSmall, color.White),
widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter),
widget.TextOpts.WidgetOpts(
widget.WidgetOpts.LayoutData(widget.RowLayoutData{
Position: widget.RowLayoutPositionCenter,
}),
),
)
}
/////////////// containers
type RowContainer struct {
Root *widget.Container
Row *widget.Container
}
func (container *RowContainer) AddChild(child widget.PreferredSizeLocateableWidget) {
container.Row.AddChild(child)
}
func (container *RowContainer) Container() *widget.Container {
return container.Root
}
// set arg to false if no background needed
func NewRowContainer(title string) *RowContainer {
buttonImageHover := image.NewNineSlice(Assets["button-9slice3"], [3]int{3, 3, 3}, [3]int{3, 3, 3})
uiContainer := widget.NewContainer(
widget.ContainerOpts.Layout(widget.NewAnchorLayout()),
)
titleLabel := widget.NewText(
widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.RowLayoutData{
Stretch: true,
})),
widget.TextOpts.Text(title, *FontRenderer.FontNormal, color.NRGBA{0xdf, 0xf4, 0xff, 0xff}))
rowContainer := widget.NewContainer(
widget.ContainerOpts.WidgetOpts(
widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
}),
),
widget.ContainerOpts.Layout(widget.NewRowLayout(
widget.RowLayoutOpts.Direction(widget.DirectionVertical),
widget.RowLayoutOpts.Padding(widget.NewInsetsSimple(8)),
widget.RowLayoutOpts.Spacing(0),
)),
widget.ContainerOpts.BackgroundImage(buttonImageHover),
)
rowContainer.AddChild(titleLabel)
uiContainer.AddChild(rowContainer)
return &RowContainer{
Root: uiContainer,
Row: rowContainer,
}
}
func NewColumnContainer() *widget.Container {
colcontainer := widget.NewContainer(
widget.ContainerOpts.Layout(
widget.NewGridLayout(
widget.GridLayoutOpts.Columns(2),
widget.GridLayoutOpts.Spacing(5, 0),
),
),
)
return colcontainer
}
func LoadButtonImage() (*widget.ButtonImage, error) {
idle := image.NewNineSlice(Assets["button-9slice2"], [3]int{3, 3, 3}, [3]int{3, 3, 3})
hover := image.NewNineSlice(Assets["button-9slice3"], [3]int{3, 3, 3}, [3]int{3, 3, 3})
pressed := image.NewNineSlice(Assets["button-9slice1"], [3]int{3, 3, 3}, [3]int{3, 3, 3})
return &widget.ButtonImage{
Idle: idle,
Hover: hover,
Pressed: pressed,
}, nil
}
func LoadComboLabelImage() *widget.ButtonImageImage {
return &widget.ButtonImageImage{
Idle: Assets["checkbox-9slice2"],
Disabled: Assets["checkbox-9slice2"],
}
}
func LoadCheckboxImage() (*widget.CheckboxGraphicImage, error) {
unchecked := &widget.ButtonImageImage{
Idle: Assets["checkbox-9slice2"],
Disabled: Assets["checkbox-9slice2"],
}
checked := &widget.ButtonImageImage{
Idle: Assets["checkbox-9slice1"],
Disabled: Assets["checkbox-9slice1"],
}
return &widget.CheckboxGraphicImage{
Checked: checked,
Unchecked: unchecked,
Greyed: unchecked,
}, nil
}

118
config.go
View File

@@ -1,118 +0,0 @@
package main
import (
"fmt"
"log"
"os"
"github.com/spf13/pflag"
"github.com/tlinden/golsky/rle"
)
// all the settings comming from commandline, but maybe tweaked later from the UI
type Config struct {
Width, Height, Cellsize, Density int // measurements
ScreenWidth, ScreenHeight int
TPG int // ticks per generation/game speed, 1==max
Debug, Empty, Invert, Paused bool // game modi
ShowEvolution, NoGrid, RunOneStep bool // flags
Rule *Rule // which rule to use, default: B3/S23
RLE *rle.RLE // loaded GOL pattern from RLE file
Statefile string // load game state from it if non-nil
StateGrid *Grid // a grid from a statefile
Wrap bool // wether wraparound mode is in place or not
ShowVersion bool
}
const (
VERSION = "v0.0.6"
Alive = 1
Dead = 0
)
func GetRLE(filename string) *rle.RLE {
if filename == "" {
return nil
}
content, err := os.ReadFile(filename)
if err != nil {
log.Fatal(err)
}
parsedRle, err := rle.Parse(string(content))
if err != nil {
log.Fatalf("failed to load RLE pattern file: %s", err)
}
return &parsedRle
}
func ParseCommandline() *Config {
config := Config{}
var rule string
var rlefile string
// commandline params, most configure directly config flags
pflag.IntVarP(&config.Width, "width", "W", 40, "grid width in cells")
pflag.IntVarP(&config.Height, "height", "H", 40, "grid height in cells")
pflag.IntVarP(&config.Cellsize, "cellsize", "c", 8, "cell size in pixels")
pflag.IntVarP(&config.Density, "density", "D", 10, "density of random cells")
pflag.IntVarP(&config.TPG, "ticks-per-generation", "t", 10,
"game speed: the higher the slower (default: 10)")
pflag.StringVarP(&rule, "rule", "r", "B3/S23", "game rule")
pflag.StringVarP(&rlefile, "rle-file", "f", "", "RLE pattern file")
pflag.StringVarP(&config.Statefile, "load-state-file", "l", "", "game state file")
pflag.BoolVarP(&config.ShowVersion, "version", "v", false, "show version")
pflag.BoolVarP(&config.Paused, "paused", "p", false, "do not start simulation (use space to start)")
pflag.BoolVarP(&config.Debug, "debug", "d", false, "show debug info")
pflag.BoolVarP(&config.NoGrid, "nogrid", "n", false, "do not draw grid lines")
pflag.BoolVarP(&config.Empty, "empty", "e", false, "start with an empty screen")
pflag.BoolVarP(&config.Invert, "invert", "i", false, "invert colors (dead cell: black)")
pflag.BoolVarP(&config.ShowEvolution, "show-evolution", "s", false, "show evolution tracks")
pflag.BoolVarP(&config.Wrap, "wrap-around", "w", false, "wrap around grid mode")
pflag.Parse()
// check if we have been given an RLE file to load
config.RLE = GetRLE(rlefile)
if config.RLE != nil {
if config.RLE.Width > config.Width || config.RLE.Height > config.Height {
config.Width = config.RLE.Width * 2
config.Height = config.RLE.Height * 2
fmt.Printf("rlew: %d, rleh: %d, w: %d, h: %d\n",
config.RLE.Width, config.RLE.Height, config.Width, config.Height)
}
// RLE needs an empty grid
config.Empty = true
// it may come with its own rule
if config.RLE.Rule != "" {
config.Rule = ParseGameRule(config.RLE.Rule)
}
} else if config.Statefile != "" {
grid, err := LoadState(config.Statefile)
if err != nil {
log.Fatalf("failed to load game state: %s", err)
}
config.Width = grid.Width
config.Height = grid.Height
config.StateGrid = grid
}
config.ScreenWidth = config.Cellsize * config.Width
config.ScreenHeight = config.Cellsize * config.Height
// load rule from commandline when no rule came from RLE file,
// default is B3/S23, aka conways game of life
if config.Rule == nil {
config.Rule = ParseGameRule(rule)
}
return &config
}

8
go.mod
View File

@@ -1,4 +1,4 @@
module github.com/tlinden/golsky
module codeberg.org/scip/golsky
go 1.22
@@ -13,7 +13,13 @@ require (
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect
github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21 // indirect
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 // indirect
github.com/jezek/xgb v1.1.1 // indirect
github.com/mlange-42/arche v0.13.0 // indirect
github.com/tinne26/etxt v0.0.8 // indirect
golang.org/x/exp v0.0.0-20240222234643-814bf88cf225 // indirect
golang.org/x/sync v0.7.0 // indirect
golang.org/x/sys v0.20.0 // indirect
golang.org/x/text v0.15.0 // indirect
)

16
go.sum
View File

@@ -6,15 +6,31 @@ github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj
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/ebitenui/ebitenui v0.5.6 h1:qyJRU5j+lQo1lamxB48IBwMxMfz1xNb5iWUayCtA0Wk=
github.com/ebitenui/ebitenui v0.5.6/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21 h1:dElhYGyf+FYY+makAndUQNOSDwFSFYyFWziPwQrPObY=
github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k=
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
github.com/mlange-42/arche v0.13.0 h1:ef0fu9qC2KIr8wIlVs+CgeQ5CSUJ8A1Hut6nXYdf+xk=
github.com/mlange-42/arche v0.13.0/go.mod h1:bFktKnvGDj2kP01xar79z0hKwGHdnoaEZR8HWmJkIyU=
github.com/spf13/pflag v1.0.5 h1:iy+VFUOCP1a+8yFto/drg2CJ5u0yRoB7fZw3DKv/JXA=
github.com/spf13/pflag v1.0.5/go.mod h1:McXfInJRrz4CZXVZOBLb0bTZqETkiAhM9Iw0y3An2Bg=
github.com/tinne26/etxt v0.0.8 h1:rjb58jkMkapRGLmhBMWnT76E/nMTXC5P1Q956BRZkoc=
github.com/tinne26/etxt v0.0.8/go.mod h1:QM/hlNkstsKC39elTFNKAR34xsMb9QoVosf+g9wlYxM=
github.com/tinne26/etxt v0.0.9-alpha.6.0.20240409152929-91bfc562becc h1:+USGSXbkrRAy6bz3Qm4GUczhqeXe7XlRfkRexCSFxkw=
github.com/tinne26/etxt v0.0.9-alpha.6.0.20240409152929-91bfc562becc/go.mod h1:Icbd4bDjrXag1oYIhB51CrkMYqRb7YMv0AsrOSfNKfU=
golang.org/x/exp v0.0.0-20240222234643-814bf88cf225 h1:LfspQV/FYTatPTr/3HzIcmiUFH7PGP+OQ6mgDYo3yuQ=
golang.org/x/exp v0.0.0-20240222234643-814bf88cf225/go.mod h1:CxmFvTBINI24O/j8iY7H1xHzx2i4OsyguNBmN/uPtqc=
golang.org/x/image v0.16.0 h1:9kloLAKhUufZhA12l5fwnx2NZW39/we1UhBesW433jw=
golang.org/x/image v0.16.0/go.mod h1:ugSZItdV4nOxyqp56HmXwH0Ry0nBCpjnZdpDaIHdoPs=
golang.org/x/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
golang.org/x/text v0.15.0 h1:h1V/4gjBv8v9cjcR6+AR5+/cIYK5N/WAgiv4xlsEtAk=
golang.org/x/text v0.15.0/go.mod h1:18ZOQIKpY8NJVqYksKHtTdi31H5itFRjB5/qKTNYzSU=

153
grid.go
View File

@@ -1,153 +0,0 @@
package main
import (
"bufio"
"errors"
"fmt"
"math/rand"
"os"
"strconv"
"strings"
"time"
)
type Grid struct {
Data [][]int64
Width, Height, Density int
Empty bool
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(width, height, density int, empty bool) *Grid {
grid := &Grid{
Height: height,
Width: width,
Density: density,
Data: make([][]int64, height),
Empty: empty,
}
for y := 0; y < height; y++ {
grid.Data[y] = make([]int64, width)
}
return grid
}
func (grid *Grid) Clone() *Grid {
newgrid := &Grid{}
newgrid.Width = grid.Width
newgrid.Height = grid.Height
newgrid.Data = grid.Data
return newgrid
}
func (grid *Grid) Clear() {
for y := range grid.Data {
for x := range grid.Data[y] {
grid.Data[y][x] = 0
}
}
}
func (grid *Grid) FillRandom(game *ScenePlay) {
if !grid.Empty {
for y := range grid.Data {
for x := range grid.Data[y] {
if rand.Intn(grid.Density) == 1 {
grid.Data[y][x] = 1
}
}
}
}
}
func GetFilename(generations int64) string {
now := time.Now()
return fmt.Sprintf("dump-%s-%d.gol", now.Format("20060102150405"), generations)
}
func GetFilenameRLE(generations int64) string {
now := time.Now()
return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations)
}
func (grid *Grid) SaveState(filename string) error {
file, err := os.Create(filename)
if err != nil {
return fmt.Errorf("failed to open state file: %w", err)
}
defer file.Close()
for y, _ := range grid.Data {
for _, cell := range grid.Data[y] {
_, err := file.WriteString(strconv.FormatInt(cell, 10))
if err != nil {
return fmt.Errorf("failed to write to state file: %w", err)
}
}
file.WriteString("\n")
}
return nil
}
func LoadState(filename string) (*Grid, error) {
fd, err := os.Open(filename)
if err != nil {
return nil, err
}
scanner := bufio.NewScanner(fd)
scanner.Split(bufio.ScanLines)
grid := &Grid{}
for scanner.Scan() {
items := strings.Split(scanner.Text(), "")
row := make([]int64, len(items))
for idx, item := range items {
num, err := strconv.ParseInt(item, 10, 64)
if err != nil {
return nil, err
}
if num > 1 {
return nil, errors.New("cells must be 0 or 1")
}
row[idx] = num
}
grid.Data = append(grid.Data, row)
}
// sanity check the grid
explen := 0
rows := 0
first := true
for _, row := range grid.Data {
length := len(row)
if first {
explen = length
first = false
}
if explen != length {
return nil, fmt.Errorf(fmt.Sprintf("all rows must be in the same length, got: %d, expected: %d",
length, explen))
}
rows++
}
grid.Width = explen
grid.Height = rows
return grid, nil
}

46
main.go
View File

@@ -4,32 +4,50 @@ import (
"fmt"
"log"
"os"
"runtime/pprof"
_ "net/http/pprof"
"codeberg.org/scip/golsky/cmd"
"github.com/hajimehoshi/ebiten/v2"
)
func main() {
config := ParseCommandline()
var directstart bool
if len(os.Args) > 1 {
directstart = true
}
config, err := cmd.ParseCommandline()
if err != nil {
log.Fatal(err)
}
if config.ShowVersion {
fmt.Printf("This is golsky version %s\n", VERSION)
fmt.Printf("This is golsky version %s\n", cmd.VERSION)
os.Exit(0)
}
// grid := [][]int64{
// {0, 1, 1},
// {0, 1, 0},
// {1, 1, 0},
// }
start := cmd.Play
if !directstart {
start = cmd.Menu
config.DelayedStart = true
}
game := cmd.NewGame(config, cmd.SceneName(start))
// err := rle.StoreGridToRLE(grid, "test.rle", "B3/S23", 3, 3)
// if err != nil {
// panic(err)
// }
if config.ProfileFile != "" {
// enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile
fd, err := os.Create(config.ProfileFile)
if err != nil {
log.Fatal(err)
}
defer fd.Close()
// os.Exit(0)
game := NewGame(config, Play)
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
}
// main loop
if err := ebiten.RunGame(game); err != nil {

View File

@@ -20,6 +20,25 @@ type RLE struct {
patternLineIndex int
}
// wrapper to load a RLE file
func GetRLE(filename string) (*RLE, error) {
if filename == "" {
return nil, nil
}
content, err := os.ReadFile(filename)
if err != nil {
return nil, err
}
parsedRle, err := Parse(string(content))
if err != nil {
return nil, fmt.Errorf("failed to load RLE pattern file: %s", err)
}
return &parsedRle, nil
}
func Parse(input string) (RLE, error) {
rle := RLE{
inputLines: strings.Split(input, "\n"),
@@ -101,7 +120,7 @@ func removeWhitespace(input string) string {
}
// Store a grid to an RLE file
func StoreGridToRLE(grid [][]int64, filename, rule string, width, height int) error {
func StoreGridToRLE(grid [][]uint8, filename, rule string, width, height int) error {
fd, err := os.Create(filename)
if err != nil {
return err
@@ -112,12 +131,12 @@ func StoreGridToRLE(grid [][]int64, filename, rule string, width, height int) er
for y := 0; y < height; y++ {
line := ""
for x := 0; x < width; x++ {
switch grid[y][x] {
case 0:
line += "b"
case 1:
line += "o"
char := "b"
if grid[y][x] == 1 {
char = "o"
}
line += char
}
// if first row is: 001011110, then line is now:

View File

@@ -1,657 +0,0 @@
package main
import (
"fmt"
"image"
"image/color"
"log"
"math/rand"
"os"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector"
"github.com/tlinden/golsky/rle"
"golang.org/x/image/math/f64"
)
type Images struct {
Black, White, Age1, Age2, Age3, Age4, Old *ebiten.Image
}
type ScenePlay struct {
Game *Game
Config *Config
Next SceneName
Whoami SceneName
Grids []*Grid // 2 grids: one current, one next
History *Grid // holds state of past dead cells for evolution tracks
Index int // points to current grid
Generations int64 // Stats
Black, White, Grey, Old color.RGBA
AgeColor1, AgeColor2, AgeColor3, AgeColor4 color.RGBA
TicksElapsed int // tick counter for game speed
Tiles Images // pre-computed tiles for dead and alife cells
Camera Camera // for zoom+move
World *ebiten.Image // actual image we render to
WheelTurned bool // when user turns wheel multiple times, zoom faster
Dragging bool // middle mouse is pressed, move canvas
LastCursorPos []int // used to check if the user is dragging
Markmode bool // enabled with 'c'
MarkTaken bool // true when mouse1 pressed
MarkDone bool // true when mouse1 released, copy cells between Mark+Point
Mark, Point image.Point // area to marks+save
Paused, RunOneStep bool // mutable flags from config
TPG int
}
func NewPlayScene(game *Game, config *Config) Scene {
scene := &ScenePlay{
Whoami: Play,
Game: game,
Next: Play,
Config: config,
Paused: config.Paused,
TPG: config.TPG,
RunOneStep: config.RunOneStep,
}
scene.Init()
return scene
}
func (scene *ScenePlay) GetNext() SceneName {
return scene.Next
}
func (scene *ScenePlay) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *ScenePlay) SetNext(next SceneName) {
scene.Next = next
}
func (scene *ScenePlay) Clearscreen() bool {
return true
}
func (scene *ScenePlay) CheckRule(state int64, neighbors int64) int64 {
var nextstate int64
// The standard Scene of Life is symbolized in rule-string notation
// as B3/S23 (23/3 here). A cell is born if it has exactly three
// neighbors, survives if it has two or three living neighbors,
// and dies otherwise. The first number, or list of numbers, is
// what is required for a dead cell to be born.
if state == 0 && Contains(scene.Config.Rule.Birth, neighbors) {
nextstate = Alive
} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
nextstate = Alive
} else {
nextstate = Dead
}
return nextstate
}
// Update all cells according to the current rule
func (scene *ScenePlay) UpdateCells() {
// count ticks so we know when to actually run
scene.TicksElapsed++
if scene.TPG > scene.TicksElapsed {
// need to sleep a little more
return
}
// next grid index, we just xor 0|1 to 1|0
next := scene.Index ^ 1
// compute life status of cells
for y := 0; y < scene.Config.Height; y++ {
for x := 0; x < scene.Config.Width; x++ {
state := scene.Grids[scene.Index].Data[y][x] // 0|1 == dead or alive
neighbors := scene.CountNeighbors(x, y) // alive neighbor count
// actually apply the current rules
nextstate := scene.CheckRule(state, neighbors)
// change state of current cell in next grid
scene.Grids[next].Data[y][x] = nextstate
// set history to current generation so we can infer the
// age of the cell's state during rendering and use it to
// deduce the color to use if evolution tracking is enabled
if state != nextstate {
scene.History.Data[y][x] = scene.Generations
}
}
}
// switch grid for rendering
scene.Index ^= 1
// global stats counter
scene.Generations++
if scene.Config.RunOneStep {
// setp-wise mode, halt the game
scene.Config.RunOneStep = false
}
// reset speed counter
scene.TicksElapsed = 0
}
func (scene *ScenePlay) Reset() {
scene.Paused = true
scene.InitGrid(nil)
scene.Paused = false
}
// check user input
func (scene *ScenePlay) CheckInput() {
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
os.Exit(0)
}
if inpututil.IsKeyJustPressed(ebiten.KeyC) {
fmt.Println("mark mode on")
scene.Markmode = true
scene.Paused = true
}
if scene.Markmode {
return
}
if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
scene.Paused = !scene.Paused
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
scene.ToggleCellOnCursorPos(Alive)
scene.Paused = true // drawing while running makes no sense
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
scene.ToggleCellOnCursorPos(Dead)
scene.Paused = true // drawing while running makes no sense
}
if ebiten.IsKeyPressed(ebiten.KeyPageDown) {
if scene.Config.TPG < 120 {
scene.Config.TPG++
}
}
if ebiten.IsKeyPressed(ebiten.KeyPageUp) {
if scene.TPG > 1 {
scene.TPG--
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyS) {
scene.SaveState()
}
if inpututil.IsKeyJustPressed(ebiten.KeyR) {
scene.Reset()
}
if scene.Paused {
if inpututil.IsKeyJustPressed(ebiten.KeyN) {
scene.Config.RunOneStep = true
}
}
}
// Check dragging input. move the canvas with the mouse while pressing
// the middle mouse button, zoom in and out using the wheel.
func (scene *ScenePlay) CheckDraggingInput() {
if scene.Markmode {
return
}
// move canvas
if scene.Dragging && !ebiten.IsMouseButtonPressed(ebiten.MouseButton1) {
// release
scene.Dragging = false
}
if !scene.Dragging && ebiten.IsMouseButtonPressed(ebiten.MouseButton1) {
// start dragging
scene.Dragging = true
scene.LastCursorPos[0], scene.LastCursorPos[1] = ebiten.CursorPosition()
}
if scene.Dragging {
x, y := ebiten.CursorPosition()
if x != scene.LastCursorPos[0] || y != scene.LastCursorPos[1] {
// actually drag by mouse cursor pos diff to last cursor pos
scene.Camera.Position[0] -= float64(x - scene.LastCursorPos[0])
scene.Camera.Position[1] -= float64(y - scene.LastCursorPos[1])
}
scene.LastCursorPos[0], scene.LastCursorPos[1] = ebiten.CursorPosition()
}
// also support the arrow keys to move the canvas
if ebiten.IsKeyPressed(ebiten.KeyArrowLeft) {
scene.Camera.Position[0] -= 1
}
if ebiten.IsKeyPressed(ebiten.KeyArrowRight) {
scene.Camera.Position[0] += 1
}
if ebiten.IsKeyPressed(ebiten.KeyArrowUp) {
scene.Camera.Position[1] -= 1
}
if ebiten.IsKeyPressed(ebiten.KeyArrowDown) {
scene.Camera.Position[1] += 1
}
// Zoom
_, dy := ebiten.Wheel()
step := 1
if scene.WheelTurned {
// if keep scrolling the wheel, zoom faster
step = 50
} else {
scene.WheelTurned = false
}
if dy < 0 {
if scene.Camera.ZoomFactor > -2400 {
scene.Camera.ZoomFactor -= step
}
}
if dy > 0 {
if scene.Camera.ZoomFactor < 2400 {
scene.Camera.ZoomFactor += step
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
scene.Camera.Reset()
}
}
func (scene *ScenePlay) GetWorldCursorPos() image.Point {
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
return image.Point{
X: int(worldX) / scene.Config.Cellsize,
Y: int(worldY) / scene.Config.Cellsize,
}
}
func (scene *ScenePlay) CheckMarkInput() {
if !scene.Markmode {
return
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButton0) {
if !scene.MarkTaken {
scene.Mark = scene.GetWorldCursorPos()
scene.MarkTaken = true
scene.MarkDone = false
}
scene.Point = scene.GetWorldCursorPos()
//fmt.Printf("Mark: %v, Point: %v\n", scene.Mark, scene.Point)
} else if inpututil.IsMouseButtonJustReleased(ebiten.MouseButton0) {
scene.Markmode = false
scene.MarkTaken = false
scene.MarkDone = true
scene.SaveRectRLE()
}
}
func (scene *ScenePlay) SaveState() {
filename := GetFilename(scene.Generations)
err := scene.Grids[scene.Index].SaveState(filename)
if err != nil {
log.Printf("failed to save game state to %s: %s", filename, err)
}
log.Printf("saved game state to %s at generation %d\n", filename, scene.Generations)
}
func (scene *ScenePlay) SaveRectRLE() {
filename := GetFilenameRLE(scene.Generations)
if scene.Mark.X == scene.Point.X || scene.Mark.Y == scene.Point.Y {
log.Printf("can't save non-rectangle\n")
return
}
var width int
var height int
var startx int
var starty int
if scene.Mark.X < scene.Point.X {
// mark left point
startx = scene.Mark.X
width = scene.Point.X - scene.Mark.X
} else {
// mark right point
startx = scene.Point.X
width = scene.Mark.X - scene.Point.X
}
if scene.Mark.Y < scene.Point.Y {
// mark above point
starty = scene.Mark.Y
height = scene.Point.Y - scene.Mark.Y
} else {
// mark below point
starty = scene.Point.Y
height = scene.Mark.Y - scene.Point.Y
}
grid := make([][]int64, height)
for y := 0; y < height; y++ {
grid[y] = make([]int64, width)
for x := 0; x < width; x++ {
grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx]
}
}
err := rle.StoreGridToRLE(grid, filename, scene.Config.Rule.Definition, width, height)
if err != nil {
log.Printf("failed to save rect to %s: %s\n", filename, err)
} else {
log.Printf("saved selected rect to %s at generation %d\n", filename, scene.Generations)
}
}
func (scene *ScenePlay) Update() error {
scene.CheckInput()
scene.CheckDraggingInput()
scene.CheckMarkInput()
if !scene.Paused || scene.RunOneStep {
scene.UpdateCells()
}
return nil
}
// set a cell to alive or dead
func (scene *ScenePlay) ToggleCellOnCursorPos(alive int64) {
// use cursor pos relative to the world
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
x := int(worldX) / scene.Config.Cellsize
y := int(worldY) / scene.Config.Cellsize
//fmt.Printf("cell at %d,%d\n", x, y)
if x > -1 && y > -1 {
scene.Grids[scene.Index].Data[y][x] = alive
scene.History.Data[y][x] = 1
}
}
// draw the new grid state
func (scene *ScenePlay) Draw(screen *ebiten.Image) {
// we fill the whole screen with a background color, the cells
// themselfes will be 1px smaller as their nominal size, producing
// a nice grey grid with grid lines
op := &ebiten.DrawImageOptions{}
if scene.Config.NoGrid {
scene.World.Fill(scene.White)
} else {
scene.World.Fill(scene.Grey)
}
for y := 0; y < scene.Config.Height; y++ {
for x := 0; x < scene.Config.Width; x++ {
op.GeoM.Reset()
op.GeoM.Translate(float64(x*scene.Config.Cellsize), float64(y*scene.Config.Cellsize))
age := scene.Generations - scene.History.Data[y][x]
switch scene.Grids[scene.Index].Data[y][x] {
case 1:
if age > 50 && scene.Config.ShowEvolution {
scene.World.DrawImage(scene.Tiles.Old, op)
} else {
scene.World.DrawImage(scene.Tiles.Black, op)
}
case 0:
if scene.History.Data[y][x] > 1 && scene.Config.ShowEvolution {
switch {
case age < 10:
scene.World.DrawImage(scene.Tiles.Age1, op)
case age < 20:
scene.World.DrawImage(scene.Tiles.Age2, op)
case age < 30:
scene.World.DrawImage(scene.Tiles.Age3, op)
default:
scene.World.DrawImage(scene.Tiles.Age4, op)
}
} else {
scene.World.DrawImage(scene.Tiles.White, op)
}
}
}
}
if scene.Markmode && scene.MarkTaken {
x := float32(scene.Mark.X * scene.Config.Cellsize)
y := float32(scene.Mark.Y * scene.Config.Cellsize)
w := float32((scene.Point.X - scene.Mark.X) * scene.Config.Cellsize)
h := float32((scene.Point.Y - scene.Mark.Y) * scene.Config.Cellsize)
// fmt.Printf("%d,%d=>%0.0f,%0.0f to %d,%d=>%0.0f,%0.0f\n",
// scene.Mark.X, scene.Mark.Y, x, y, scene.Point.X, scene.Point.Y, w, h)
vector.StrokeRect(
scene.World,
x+1, y+1,
w, h,
1.0, scene.Old, false,
)
}
scene.Camera.Render(scene.World, screen)
if scene.Config.Debug {
paused := ""
if scene.Paused {
paused = "-- paused --"
}
ebitenutil.DebugPrint(
screen,
fmt.Sprintf("FPS: %0.2f, TPG: %d, Mem: %0.2f MB, Generations: %d %s",
ebiten.ActualTPS(), scene.TPG, GetMem(), scene.Generations, paused),
)
}
}
// FIXME: move these into Grid
// load a pre-computed pattern from RLE file
func (scene *ScenePlay) InitPattern() {
if scene.Config.RLE != nil {
startX := (scene.Config.Width / 2) - (scene.Config.RLE.Width / 2)
startY := (scene.Config.Height / 2) - (scene.Config.RLE.Height / 2)
var y, x int
for rowIndex, patternRow := range scene.Config.RLE.Pattern {
for colIndex := range patternRow {
if scene.Config.RLE.Pattern[rowIndex][colIndex] > 0 {
x = colIndex + startX
y = rowIndex + startY
scene.History.Data[y][x] = 1
scene.Grids[0].Data[y][x] = 1
}
}
}
}
}
func (scene *ScenePlay) InitGrid(grid *Grid) {
if grid != nil {
// use pre-loaded grid
scene.Grids = []*Grid{
grid,
NewGrid(grid.Width, grid.Height, 0, false),
}
scene.History = NewGrid(grid.Width, grid.Height, 0, false)
return
}
grida := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
gridb := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
history := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
for y := 0; y < scene.Config.Height; y++ {
if !scene.Config.Empty {
for x := 0; x < scene.Config.Width; x++ {
if rand.Intn(scene.Config.Density) == 1 {
history.Data[y][x] = 1
grida.Data[y][x] = 1
}
}
}
}
scene.Grids = []*Grid{
grida,
gridb,
}
scene.History = history
}
// prepare tile images
func (scene *ScenePlay) InitTiles() {
scene.Grey = color.RGBA{128, 128, 128, 0xff}
scene.Old = color.RGBA{255, 30, 30, 0xff}
scene.Black = color.RGBA{0, 0, 0, 0xff}
scene.White = color.RGBA{200, 200, 200, 0xff}
scene.AgeColor1 = color.RGBA{255, 195, 97, 0xff} // FIXME: use slice!
scene.AgeColor2 = color.RGBA{255, 211, 140, 0xff}
scene.AgeColor3 = color.RGBA{255, 227, 181, 0xff}
scene.AgeColor4 = color.RGBA{255, 240, 224, 0xff}
if scene.Config.Invert {
scene.White = color.RGBA{0, 0, 0, 0xff}
scene.Black = color.RGBA{200, 200, 200, 0xff}
scene.AgeColor1 = color.RGBA{82, 38, 0, 0xff}
scene.AgeColor2 = color.RGBA{66, 35, 0, 0xff}
scene.AgeColor3 = color.RGBA{43, 27, 0, 0xff}
scene.AgeColor4 = color.RGBA{25, 17, 0, 0xff}
}
scene.Tiles.Black = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
scene.Tiles.White = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
scene.Tiles.Old = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
scene.Tiles.Age1 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
scene.Tiles.Age2 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
scene.Tiles.Age3 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
scene.Tiles.Age4 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize)
cellsize := scene.Config.ScreenWidth / scene.Config.Cellsize
FillCell(scene.Tiles.Black, cellsize, scene.Black)
FillCell(scene.Tiles.White, cellsize, scene.White)
FillCell(scene.Tiles.Old, cellsize, scene.Old)
FillCell(scene.Tiles.Age1, cellsize, scene.AgeColor1)
FillCell(scene.Tiles.Age2, cellsize, scene.AgeColor2)
FillCell(scene.Tiles.Age3, cellsize, scene.AgeColor3)
FillCell(scene.Tiles.Age4, cellsize, scene.AgeColor4)
}
func (scene *ScenePlay) Init() {
// setup the scene
var grid *Grid
if scene.Config.StateGrid != nil {
grid = scene.Config.StateGrid
}
scene.Camera = Camera{
ViewPort: f64.Vec2{
float64(scene.Config.ScreenWidth),
float64(scene.Config.ScreenHeight),
},
}
scene.World = ebiten.NewImage(scene.Config.ScreenWidth, scene.Config.ScreenHeight)
scene.InitGrid(grid)
scene.InitPattern()
scene.InitTiles()
scene.Index = 0
scene.TicksElapsed = 0
scene.LastCursorPos = make([]int, 2)
}
// count the living neighbors of a cell
func (scene *ScenePlay) CountNeighbors(x, y int) int64 {
var sum int64
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if scene.Config.Wrap {
// In wrap mode we look at all the 8 neighbors surrounding us.
// In case we are on an edge we'll look at the neighbor on the
// other side of the grid, thus wrapping lookahead around
// using the mod() function.
col = (x + nbgX + scene.Config.Width) % scene.Config.Width
row = (y + nbgY + scene.Config.Height) % scene.Config.Height
} else {
// In traditional grid mode the edges are deadly
if x+nbgX < 0 || x+nbgX >= scene.Config.Width || y+nbgY < 0 || y+nbgY >= scene.Config.Height {
continue
}
col = x + nbgX
row = y + nbgY
}
sum += scene.Grids[scene.Index].Data[row][col]
}
}
// don't count ourselfes though
sum -= scene.Grids[scene.Index].Data[y][x]
return sum
}
// fill a cell with the given color
func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) {
vector.DrawFilledRect(
tile,
float32(1),
float32(1),
float32(cellsize-1),
float32(cellsize-1),
col, false,
)
}

12
various-tests/README.md Normal file
View File

@@ -0,0 +1,12 @@
## Various performance tests
Running with 1500x1500 grid 5k times
| Variation | Description | Duration |
|------------------------------|-----------------------------------------------------------------------------|-------------------|
| perf-2dim | uses 2d grid of bools, no tuning | 00:03:14 |
| perf-2dim-pointers | use 2d grid of `Cell{Neighbors,NeighborCount}`s using pointers to neighbors | 00:03:35/00:04:75 |
| perf-2dim-pointers-array | same as above but array of neighbors instead of slice | 00:02:40 |
| perf-2dim-pointers-all-array | use arrays for everything, static 1500x1500 | infinite, aborted |
| perf-1dim | use 1d grid of bools, access using y*x, no further tuning | 00:03:24 |
| perf-ecs | use arche ecs, unusable | 00:14:51 |

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@@ -0,0 +1,13 @@
module drawminimal
go 1.22
require (
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect
github.com/hajimehoshi/ebiten/v2 v2.7.4 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/sync v0.7.0 // indirect
golang.org/x/sys v0.20.0 // indirect
)

View File

@@ -0,0 +1,14 @@
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 h1:48bCqKTuD7Z0UovDfvpCn7wZ0GUZ+yosIteNDthn3FU=
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895/go.mod h1:XZdLv05c5hOZm3fM2NlJ92FyEZjnslcMcNRrhxs8+8M=
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 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
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/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=

View File

@@ -0,0 +1,362 @@
package main
import (
"fmt"
"image"
"image/color"
"log"
"math/rand"
"os"
"runtime/pprof"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector"
)
var (
blackImage = ebiten.NewImage(3, 3)
blackSubImage = blackImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
)
type Images struct {
Black, White *ebiten.Image
}
type Grid struct {
Data [][]int64
Width, Height, Density int
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(width, height, density int) *Grid {
grid := &Grid{
Height: height,
Width: width,
Density: density,
Data: make([][]int64, height),
}
for y := 0; y < height; y++ {
grid.Data[y] = make([]int64, width)
}
return grid
}
// live console output of the grid
func (grid *Grid) Dump() {
/*
cmd := exec.Command("clear")
cmd.Stdout = os.Stdout
cmd.Run()
for y := 0; y < grid.Height; y++ {
for x := 0; x < grid.Width; x++ {
if grid.Data[y][x] == 1 {
fmt.Print("XX")
} else {
fmt.Print(" ")
}
}
fmt.Println()
}
*/
fmt.Printf("FPS: %0.2f\n", ebiten.ActualTPS())
}
type Game struct {
Width, Height, Cellsize, Density int
ScreenWidth, ScreenHeight int
Grids []*Grid
Index int
Black, White, Grey color.RGBA
Tiles Images
Cache *ebiten.Image
Elapsed int64
TPG int64 // adjust game speed independently of TPS
Vertices []ebiten.Vertex
Indices []uint16
Pause, Debug bool
}
// fill a cell
func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) {
vector.DrawFilledRect(
tile,
float32(1),
float32(1),
float32(cellsize-1),
float32(cellsize-1),
col, false,
)
}
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return game.ScreenWidth, game.ScreenHeight
}
func (game *Game) Init() {
// setup two grids, one for display, one for next state
grida := NewGrid(game.Width, game.Height, game.Density)
gridb := NewGrid(game.Width, game.Height, game.Density)
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
if rand.Intn(game.Density) == 1 {
grida.Data[y][x] = 1
}
}
}
game.Grids = []*Grid{
grida,
gridb,
}
// setup colors
game.Grey = color.RGBA{128, 128, 128, 0xff}
game.Black = color.RGBA{0, 0, 0, 0xff}
game.White = color.RGBA{200, 200, 200, 0xff}
game.Tiles.White = ebiten.NewImage(game.Cellsize, game.Cellsize)
game.Cache = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
FillCell(game.Tiles.White, game.Cellsize, game.White)
game.Cache.Fill(game.Grey)
// draw the offscreen image
op := &ebiten.DrawImageOptions{}
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
op.GeoM.Reset()
op.GeoM.Translate(float64(x*game.Cellsize), float64(y*game.Cellsize))
game.Cache.DrawImage(game.Tiles.White, op)
}
}
blackSubImage.Fill(game.Black)
lenvertices := game.ScreenHeight * game.ScreenWidth
game.Vertices = make([]ebiten.Vertex, lenvertices)
game.Indices = make([]uint16, lenvertices+(lenvertices/2))
}
// count the living neighbors of a cell
func (game *Game) CountNeighbors(x, y int) int64 {
var sum int64
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
// Wrap mode we look at all the 8 neighbors surrounding
// us. In case we are on an edge we'll look at the
// neighbor on the other side of the grid, thus wrapping
// lookahead around using the mod() function.
col = (x + nbgX + game.Width) % game.Width
row = (y + nbgY + 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
}
// the heart of the game
func (game *Game) CheckRule(state int64, neighbors int64) int64 {
var nextstate int64
if state == 0 && neighbors == 3 {
nextstate = 1
} else if state == 1 && (neighbors == 2 || neighbors == 3) {
nextstate = 1
} else {
nextstate = 0
}
return nextstate
}
// we only update the cells if we are not in pause state or if the
// game timer (TPG) is elapsed.
func (game *Game) UpdateCells() {
if game.Pause {
return
}
if game.Elapsed < game.TPG {
game.Elapsed++
return
}
// next grid index. we only have to, so we just xor it
next := game.Index ^ 1
// reset vertices
// FIXME: fails!
game.ClearVertices()
// calculate cell life state, this is the actual game of life
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 := game.CountNeighbors(x, y) // alive neighbor count
// actually apply the current rules
nextstate := game.CheckRule(state, neighbors)
// change state of current cell in next grid
game.Grids[next].Data[y][x] = nextstate
}
}
// calculate triangles for rendering
game.UpdateTriangles()
// switch grid for rendering
game.Index ^= 1
game.Elapsed = 0
if game.Debug {
game.Grids[next].Dump()
}
}
func (game *Game) Update() error {
game.UpdateCells()
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
game.Pause = !game.Pause
}
return nil
}
func (game *Game) ClearVertices() {
// FIXME: fails
for i := 0; i < len(game.Vertices); i++ {
game.Vertices[i] = ebiten.Vertex{}
// game.Vertices[i].DstX = 0
// game.Vertices[i].DstY = 1
}
game.Indices = game.Indices[:len(game.Indices)]
}
// create the triangles needed for rendering. Actual rendering doesn't
// happen here but in Draw()
func (game *Game) UpdateTriangles() {
var base uint16 = 0
var index uint16 = 0
idx := 0
// iterate over every cell
for celly := 0; celly < game.Height; celly++ {
for cellx := 0; cellx < game.Width; cellx++ {
// if the cell is alife
if game.Grids[game.Index].Data[celly][cellx] == 1 {
/* iterate over the cell's corners:
0 1
2 3
*/
for i := 0; i < 2; i++ {
for j := 0; j < 2; j++ {
// calculate the corner position
x := (cellx * game.Cellsize) + (i * game.Cellsize) + 1
y := (celly * game.Cellsize) + (j * game.Cellsize) + 1
if i == 1 {
x -= 1
}
if j == 1 {
y -= 1
}
// setup the vertex
game.Vertices[idx].DstX = float32(x)
game.Vertices[idx].DstY = float32(y)
game.Vertices[idx].SrcX = 1
game.Vertices[idx].SrcY = 1
game.Vertices[idx].ColorR = float32(game.Black.R)
game.Vertices[idx].ColorG = float32(game.Black.G)
game.Vertices[idx].ColorB = float32(game.Black.B)
game.Vertices[idx].ColorA = 1
idx++
}
}
}
// indices for first triangle
game.Indices[index] = base
game.Indices[index+1] = base + 1
game.Indices[index+2] = base + 3
// for the second one
game.Indices[index+3] = base
game.Indices[index+4] = base + 2
game.Indices[index+5] = base + 3
index += 6 // 3 indicies per triangle
base += 4 // 4 vertices per cell
}
}
}
func (game *Game) Draw(screen *ebiten.Image) {
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(0, 0)
screen.DrawImage(game.Cache, op)
triop := &ebiten.DrawTrianglesOptions{}
screen.DrawTriangles(game.Vertices, game.Indices, blackSubImage, triop)
}
func main() {
size := 200
game := &Game{
Width: size,
Height: size,
Cellsize: 4,
Density: 5,
TPG: 5,
Debug: true,
}
game.ScreenWidth = game.Width * game.Cellsize
game.ScreenHeight = game.Height * game.Cellsize
game.Init()
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
ebiten.SetWindowTitle("triangle conway's game of life")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
if err := ebiten.RunGame(game); err != nil {
log.Fatal(err)
}
}

View File

@@ -0,0 +1,3 @@
module perf
go 1.22

View File

@@ -0,0 +1,117 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"runtime/pprof"
"unsafe"
)
const (
dim int = 1500
loops int = 5000
density int = 8
debug bool = false
)
var max int
// https://dev.to/chigbeef_77/bool-int-but-stupid-in-go-3jb3
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func Count(grid []bool, x, y int) int {
var sum int
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= dim || y+nbgY < 0 || y+nbgY >= dim {
continue
}
col = x + nbgX
row = y + nbgY
state := grid[row*col]
intstate := bool2int(state)
sum += intstate
}
}
sum -= bool2int(grid[y*x])
return sum
}
func Init() []bool {
max = dim * dim
grid := make([]bool, max)
for y := 0; y < dim; y++ {
for x := 0; x < dim; x++ {
if rand.Intn(density) == 1 {
grid[y*x] = true
}
}
}
return grid
}
func Loop(grid []bool) {
c := 0
for i := 0; i < loops; i++ {
for y := 0; y < dim; y++ {
for x := 0; x < dim; x++ {
state := grid[y*x]
neighbors := Count(grid, x, y)
if state && neighbors > 1 {
if debug {
fmt.Printf("Loop %d - cell at %d,%d is %t and has %d living neighbors\n", i, x, y, state, neighbors)
}
c = 1
}
}
}
}
if c > 1 {
c = 0
}
}
func main() {
grid := make([]int, 50*50)
for y := 0; y < 50; y++ {
for x := 0; x < 50; x++ {
grid[y+50*x] = 1
fmt.Printf("%d,%d => %d\n", x, y, x+50*y)
}
}
}
func xmain() {
// enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
// init
grid := Init()
// main loop
Loop(grid)
}

View File

@@ -0,0 +1,3 @@
module perf
go 1.22

View File

@@ -0,0 +1,141 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"runtime/pprof"
"time"
"unsafe"
)
const (
max int = 1500
loops int = 5000
density int = 8
debug bool = false
)
type Cell struct {
State bool
Neighbors [8]*Cell
NeighborCount int
}
type Grid [1500][1500]Cell
// https://dev.to/chigbeef_77/bool-int-but-stupid-in-go-3jb3
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func (cell *Cell) Count(x, y int) {
cell.NeighborCount = 0
for _, neighbor := range cell.Neighbors {
cell.NeighborCount += bool2int(neighbor.State)
}
}
func SetNeighbors(grid Grid, x, y int) {
cells := []*Cell{}
deadcell := &Cell{}
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= max || y+nbgY < 0 || y+nbgY >= max {
cells = append(cells, deadcell)
} else {
col = x + nbgX
row = y + nbgY
if col == x && row == y {
// do not add self
continue
}
cells = append(cells, &grid[row][col])
}
}
}
for idx, cell := range cells {
grid[y][x].Neighbors[idx] = cell
}
}
func Init() Grid {
grid := Grid{}
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
if rand.Intn(density) == 1 {
grid[y][x].State = true
}
}
}
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
SetNeighbors(grid, x, y)
}
}
return grid
}
func Loop(grid Grid) {
c := 0
for i := 0; i < loops; i++ {
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
cell := &grid[y][x]
state := cell.State
cell.Count(x, y)
if state && cell.NeighborCount > 1 {
if debug {
fmt.Printf(
"Loop %d - cell at %d,%d is %t and has %d living neighbors\n",
i, x, y, state, cell.NeighborCount)
}
c = 1
}
}
}
}
if c > 1 {
c = 0
}
}
func main() {
// enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
// init
grid := Init()
// main loop
loopstart := time.Now()
Loop(grid)
loopend := time.Now()
diff := loopstart.Sub(loopend)
fmt.Printf("Loop took %.04f\n", diff.Seconds())
}

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@@ -0,0 +1,3 @@
module perf
go 1.22

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@@ -0,0 +1,139 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"runtime/pprof"
"time"
"unsafe"
)
const (
max int = 1500
loops int = 5000
density int = 8
debug bool = false
)
type Cell struct {
State bool
Neighbors [8]*Cell
NeighborCount int
}
// https://dev.to/chigbeef_77/bool-int-but-stupid-in-go-3jb3
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func (cell *Cell) Count(x, y int) {
cell.NeighborCount = 0
for _, neighbor := range cell.Neighbors {
cell.NeighborCount += bool2int(neighbor.State)
}
}
func SetNeighbors(grid [][]Cell, x, y int) {
cells := []*Cell{}
deadcell := &Cell{}
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= max || y+nbgY < 0 || y+nbgY >= max {
cells = append(cells, deadcell)
} else {
col = x + nbgX
row = y + nbgY
if col == x && row == y {
// do not add self
continue
}
cells = append(cells, &grid[row][col])
}
}
}
for idx, cell := range cells {
grid[y][x].Neighbors[idx] = cell
}
}
func Init() [][]Cell {
grid := make([][]Cell, max)
for y := 0; y < max; y++ {
grid[y] = make([]Cell, max)
for x := 0; x < max; x++ {
if rand.Intn(density) == 1 {
grid[y][x].State = true
}
}
}
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
SetNeighbors(grid, x, y)
}
}
return grid
}
func Loop(grid [][]Cell) {
c := 0
for i := 0; i < loops; i++ {
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
cell := &grid[y][x]
state := cell.State
cell.Count(x, y)
if state && cell.NeighborCount > 1 {
if debug {
fmt.Printf(
"Loop %d - cell at %d,%d is %t and has %d living neighbors\n",
i, x, y, state, cell.NeighborCount)
}
c = 1
}
}
}
}
if c > 1 {
c = 0
}
}
func main() {
// enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
// init
grid := Init()
// main loop
loopstart := time.Now()
Loop(grid)
loopend := time.Now()
diff := loopstart.Sub(loopend)
fmt.Printf("Loop took %.04f\n", diff.Seconds())
}

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@@ -0,0 +1,3 @@
module perf
go 1.22

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@@ -0,0 +1,137 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"runtime/pprof"
"time"
"unsafe"
)
const (
max int = 1500
loops int = 5000
density int = 8
debug bool = false
)
type Cell struct {
State bool
Neighbors []*Cell
NeighborCount int
}
// https://dev.to/chigbeef_77/bool-int-but-stupid-in-go-3jb3
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func (cell *Cell) Count(x, y int) {
cell.NeighborCount = 0
for _, neighbor := range cell.Neighbors {
cell.NeighborCount += bool2int(neighbor.State)
}
}
func SetNeighbors(grid [][]Cell, x, y int) {
cells := []*Cell{}
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= max || y+nbgY < 0 || y+nbgY >= max {
continue
}
col = x + nbgX
row = y + nbgY
if col == x && row == y {
continue
}
cells = append(cells, &grid[row][col])
}
}
grid[y][x].Neighbors = make([]*Cell, len(cells))
for idx, cell := range cells {
grid[y][x].Neighbors[idx] = cell
}
}
func Init() [][]Cell {
grid := make([][]Cell, max)
for y := 0; y < max; y++ {
grid[y] = make([]Cell, max)
for x := 0; x < max; x++ {
if rand.Intn(density) == 1 {
grid[y][x].State = true
}
}
}
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
SetNeighbors(grid, x, y)
}
}
return grid
}
func Loop(grid [][]Cell) {
c := 0
for i := 0; i < loops; i++ {
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
cell := &grid[y][x]
state := cell.State
cell.Count(x, y)
if state && cell.NeighborCount > 1 {
if debug {
fmt.Printf(
"Loop %d - cell at %d,%d is %t and has %d living neighbors\n",
i, x, y, state, cell.NeighborCount)
}
c = 1
}
}
}
}
if c > 1 {
c = 0
}
}
func main() {
// enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
// init
grid := Init()
// main loop
loopstart := time.Now()
Loop(grid)
loopend := time.Now()
diff := loopstart.Sub(loopend)
fmt.Printf("Loop took %.04f\n", diff.Seconds())
}

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@@ -0,0 +1,3 @@
module perf
go 1.22

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@@ -0,0 +1,102 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"runtime/pprof"
"unsafe"
)
const (
max int = 1500
loops int = 5000
density int = 8
debug bool = false
)
// https://dev.to/chigbeef_77/bool-int-but-stupid-in-go-3jb3
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func Count(grid [][]bool, x, y int) int {
var sum int
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= max || y+nbgY < 0 || y+nbgY >= max {
continue
}
col = x + nbgX
row = y + nbgY
state := grid[row][col]
intstate := bool2int(state)
sum += intstate
}
}
sum -= bool2int(grid[y][x])
return sum
}
func Init() [][]bool {
grid := make([][]bool, max)
for y := 0; y < max; y++ {
grid[y] = make([]bool, max)
for x := 0; x < max; x++ {
if rand.Intn(density) == 1 {
grid[y][x] = true
}
}
}
return grid
}
func Loop(grid [][]bool) {
c := 0
for i := 0; i < loops; i++ {
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
state := grid[y][x]
neighbors := Count(grid, x, y)
if state && neighbors > 1 {
if debug {
fmt.Printf("Loop %d - cell at %d,%d is %t and has %d living neighbors\n", i, x, y, state, neighbors)
}
c = 1
}
}
}
}
if c > 1 {
c = 0
}
}
func main() {
// enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
// init
grid := Init()
// main loop
Loop(grid)
}

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@@ -0,0 +1,5 @@
module perf
go 1.22
require github.com/mlange-42/arche v0.13.0 // indirect

View File

@@ -0,0 +1,2 @@
github.com/mlange-42/arche v0.13.0 h1:ef0fu9qC2KIr8wIlVs+CgeQ5CSUJ8A1Hut6nXYdf+xk=
github.com/mlange-42/arche v0.13.0/go.mod h1:bFktKnvGDj2kP01xar79z0hKwGHdnoaEZR8HWmJkIyU=

View File

@@ -0,0 +1,145 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"runtime/pprof"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/generic"
)
const (
max int = 1500
loops int = 5000
density int = 8
debug bool = false
)
// components
type Pos struct {
X, Y, GridX, GridY int
}
type Cell struct {
State bool
Neighbors [8]ecs.Entity
}
type ECS struct {
World *ecs.World
Filter *generic.Filter2[Pos, Cell]
Map *generic.Map2[Pos, Cell]
}
func (cell *Cell) NeighborCount(ECS *ECS) int {
sum := 0
for _, neighbor := range cell.Neighbors {
if ECS.World.Alive(neighbor) {
_, cel := ECS.Map.Get(neighbor)
if cel.State {
sum++
}
}
}
return sum
}
func Loop(ECS *ECS) {
c := 0
for i := 0; i < loops; i++ {
query := ECS.Filter.Query(ECS.World)
for query.Next() {
_, cel := query.Get()
if cel.State && cel.NeighborCount(ECS) > 1 {
c = 1
}
}
}
if c > 1 {
c = 0
}
}
func SetupWorld() *ECS {
world := ecs.NewWorld()
builder := generic.NewMap2[Pos, Cell](&world)
// we need a temporary grid in order to find out neighbors
grid := [max][max]ecs.Entity{}
// setup entities
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
e := builder.New()
pos, cell := builder.Get(e)
pos.X = x
pos.Y = y // pos.GridX = x*cellsize
cell.State = false
if rand.Intn(density) == 1 {
cell.State = true
}
// store to tmp grid
grid[y][x] = e
}
}
// global filter
filter := generic.NewFilter2[Pos, Cell]()
query := filter.Query(&world)
for query.Next() {
pos, cel := query.Get()
n := 0
for x := -1; x < 2; x++ {
for y := -1; y < 2; y++ {
XX := pos.X + x
YY := pos.Y + y
if XX < 0 || XX >= max || YY < 0 || YY >= max {
continue
}
if pos.X != XX || pos.Y != YY {
cel.Neighbors[n] = grid[XX][YY]
n++
}
}
}
}
return &ECS{World: &world, Filter: filter, Map: &builder}
}
func main() {
// enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
// init
fmt.Print("Setup ... ")
ECS := SetupWorld()
fmt.Println("done")
fmt.Println(ECS.World.Stats())
// main loop
Loop(ECS)
}

2
various-tests/raygol/.gitignore vendored Normal file
View File

@@ -0,0 +1,2 @@
golsky
*.o

View File

@@ -0,0 +1,33 @@
CFLAGS = -Wall -Wextra -Werror -O2 -g
LDFLAGS= -L/usr/local/lib -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 -g
CC = clang
OBJS = main.o game.o grid.o
DST = golsky
PREFIX = /usr/local
UID = root
GID = 0
MAN = udpxd.1
.PHONY: all
all: $(DST)
$(DST): $(OBJS)
$(CC) $(OBJS) $(LDFLAGS) -o $(DST)
%.o: %.c
$(CC) -c $(CFLAGS) $*.c -o $*.o
.PHONY: clean
clean:
rm -f *.o $(DST)
.PHONY: install
install: $(DST)
install -d -o $(UID) -g $(GID) $(PREFIX)/sbin
install -d -o $(UID) -g $(GID) $(PREFIX)/man/man1
install -o $(UID) -g $(GID) -m 555 $(DST) $(PREFIX)/sbin/
install -o $(UID) -g $(GID) -m 444 $(MAN) $(PREFIX)/man/man1/
.PHONY: run
run:
LD_LIBRARY_PATH=/usr/local/lib ./golsky

View File

@@ -0,0 +1,48 @@
#include "game.h"
#include <stdio.h>
Game *Init(int width, int height, int gridwidth, int gridheight, int density) {
struct Game *game = malloc(sizeof(struct Game));
game->ScreenWidth = width;
game->ScreenHeight = height;
game->Cellsize = width / gridwidth;
game->Width = gridwidth;
game->Height = gridheight;
InitWindow(width, height, "golsky");
SetTargetFPS(60);
game->Grid = NewGrid(gridwidth, gridheight, density);
return game;
}
void Update(Game *game) {
if (IsKeyDown(KEY_Q)) {
game->Done = true;
exit(0);
}
}
void Draw(Game *game) {
BeginDrawing();
ClearBackground(RAYWHITE);
for (int y = 0; y < game->Width; y++) {
for (int x = 0; x < game->Height; x++) {
if (game->Grid->Data[y][x] == 1) {
DrawRectangle(x * game->Cellsize, y * game->Cellsize, game->Cellsize,
game->Cellsize, GREEN);
} else {
DrawRectangle(x * game->Cellsize, y * game->Cellsize, game->Cellsize,
game->Cellsize, RAYWHITE);
}
}
}
DrawText("TEST", game->ScreenWidth / 2, 10, 20, RED);
EndDrawing();
}

View File

@@ -0,0 +1,25 @@
#ifndef _HAVE_GAME_H
#define _HAVE_GAME_H
#include "grid.h"
#include "raylib.h"
#include <stdlib.h>
typedef struct Game {
// Camera2D Camera;
int ScreenWidth;
int ScreenHeight;
int Cellsize;
// Grid dimensions
int Width;
int Height;
bool Done;
Grid *Grid;
} Game;
Game *Init(int width, int height, int gridwidth, int gridheight, int density);
void Update(Game *game);
void Draw(Game *game);
#endif

View File

@@ -0,0 +1,28 @@
#include "grid.h"
Grid *NewGrid(int width, int height, int density) {
Grid *grid = malloc(sizeof(struct Grid));
grid->Width = width;
grid->Height = height;
grid->Density = density;
grid->Data = malloc(height * sizeof(int *));
for (int y = 0; y < grid->Height; y++) {
grid->Data[y] = malloc(width * sizeof(int *));
}
FillRandom(grid);
return grid;
}
void FillRandom(Grid *grid) {
int r;
for (int y = 0; y < grid->Width; y++) {
for (int x = 0; x < grid->Height; x++) {
r = GetRandomValue(0, grid->Density);
if (r == 1)
grid->Data[y][x] = r;
}
}
}

View File

@@ -0,0 +1,18 @@
#ifndef _HAVE_GRID_H
#define _HAVE_GRID_H
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
typedef struct Grid {
int Width;
int Height;
int Density;
int **Data;
} Grid;
Grid *NewGrid(int width, int height, int density);
void FillRandom(Grid *grid);
#endif

View File

@@ -0,0 +1,15 @@
#include "game.h"
#include "raylib.h"
int main(void) {
Game *game = Init(800, 800, 10, 10, 8);
while (!WindowShouldClose()) {
Update(game);
Draw(game);
}
CloseWindow();
free(game);
return 0;
}

View File

@@ -0,0 +1,13 @@
module testgol
go 1.22
require (
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect
github.com/hajimehoshi/ebiten/v2 v2.7.4 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/sync v0.7.0 // indirect
golang.org/x/sys v0.20.0 // indirect
)

View File

@@ -0,0 +1,14 @@
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 h1:48bCqKTuD7Z0UovDfvpCn7wZ0GUZ+yosIteNDthn3FU=
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895/go.mod h1:XZdLv05c5hOZm3fM2NlJ92FyEZjnslcMcNRrhxs8+8M=
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 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
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/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=

View File

@@ -0,0 +1,306 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"os/exec"
"runtime/pprof"
"unsafe"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type Images struct {
Black, White *ebiten.Image
}
type Cell struct {
State uint8
Neighbors [8]*Cell
NeighborCount int
}
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func (cell *Cell) Count(x, y int) uint8 {
var sum uint8
for idx := 0; idx < cell.NeighborCount; idx++ {
sum += cell.Neighbors[idx].State
}
return sum
}
func SetNeighbors(grid [][]*Cell, x, y, width, height int) {
idx := 0
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= width || y+nbgY < 0 || y+nbgY >= height {
continue
}
col = x + nbgX
row = y + nbgY
if col == x && row == y {
continue
}
grid[y][x].Neighbors[idx] = grid[row][col]
grid[y][x].NeighborCount++
idx++
}
}
}
type Grid struct {
Data [][]*Cell
Width, Height, Density int
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(width, height, density int) *Grid {
grid := &Grid{
Height: height,
Width: width,
Density: density,
Data: make([][]*Cell, height),
}
for y := 0; y < height; y++ {
grid.Data[y] = make([]*Cell, width)
for x := 0; x < width; x++ {
grid.Data[y][x] = &Cell{}
if rand.Intn(density) == 1 {
grid.Data[y][x].State = 1
}
}
}
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
SetNeighbors(grid.Data, x, y, width, height)
}
}
return grid
}
type Game struct {
Width, Height, Cellsize, Density int
ScreenWidth, ScreenHeight int
Grids []*Grid
Index int
Elapsed int64
TPG int64 // adjust game speed independently of TPS
Pause, Debug, Profile, Gridlines bool
Pixels []byte
OffScreen *ebiten.Image
}
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return game.ScreenWidth, game.ScreenHeight
}
// live console output of the grid
func (game *Game) DebugDump() {
cmd := exec.Command("clear")
cmd.Stdout = os.Stdout
cmd.Run()
if game.Debug {
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
if game.Grids[game.Index].Data[y][x].State == 1 {
fmt.Print("XX")
} else {
fmt.Print(" ")
}
}
fmt.Println()
}
}
fmt.Printf("FPS: %0.2f\n", ebiten.ActualTPS())
}
func (game *Game) Init() {
// setup two grids, one for display, one for next state
grida := NewGrid(game.Width, game.Height, game.Density)
gridb := NewGrid(game.Width, game.Height, game.Density)
game.Grids = []*Grid{
grida,
gridb,
}
game.Pixels = make([]byte, game.ScreenWidth*game.ScreenHeight*4)
game.OffScreen = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
}
// count the living neighbors of a cell
func (game *Game) CountNeighbors(x, y int) uint8 {
return game.Grids[game.Index].Data[y][x].Count(x, y)
}
// the heart of the game
func (game *Game) CheckRule(state uint8, neighbors uint8) uint8 {
var nextstate uint8
if state == 1 && neighbors == 3 {
nextstate = 1
} else if state == 1 && (neighbors == 2 || neighbors == 3) {
nextstate = 1
} else {
nextstate = 0
}
return nextstate
}
// we only update the cells if we are not in pause state or if the
// game timer (TPG) is elapsed.
func (game *Game) UpdateCells() {
if game.Pause {
return
}
if game.Elapsed < game.TPG {
game.Elapsed++
return
}
// next grid index. we only have to, so we just xor it
next := game.Index ^ 1
// calculate cell life state, this is the actual game of life
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
state := game.Grids[game.Index].Data[y][x].State
neighbors := game.CountNeighbors(x, y)
// actually apply the current rules
nextstate := game.CheckRule(state, neighbors)
// change state of current cell in next grid
game.Grids[next].Data[y][x].State = nextstate
}
}
// switch grid for rendering
game.Index ^= 1
game.Elapsed = 0
game.UpdatePixels()
}
func (game *Game) Update() error {
game.UpdateCells()
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
game.Pause = !game.Pause
}
return nil
}
/*
*
r, g, b := color(it)
78 p := 4 * (i + j*screenWidth)
79 gm.offscreenPix[p] = r
80 gm.offscreenPix[p+1] = g
81 gm.offscreenPix[p+2] = b
82 gm.offscreenPix[p+3] = 0xff
*/
func (game *Game) UpdatePixels() {
var col byte
gridx := 0
gridy := 0
idx := 0
for y := 0; y < game.ScreenHeight; y++ {
for x := 0; x < game.ScreenWidth; x++ {
gridx = x / game.Cellsize
gridy = y / game.Cellsize
col = 0xff
if game.Grids[game.Index].Data[gridy][gridx].State == 1 {
col = 0x0
}
if game.Gridlines {
if x%game.Cellsize == 0 || y%game.Cellsize == 0 {
col = 128
}
}
idx = 4 * (x + y*game.ScreenWidth)
game.Pixels[idx] = col
game.Pixels[idx+1] = col
game.Pixels[idx+2] = col
game.Pixels[idx+3] = 0xff
idx++
}
}
game.OffScreen.WritePixels(game.Pixels)
}
func (game *Game) Draw(screen *ebiten.Image) {
screen.DrawImage(game.OffScreen, nil)
game.DebugDump()
}
func main() {
size := 1500
game := &Game{
Width: size,
Height: size,
Cellsize: 4,
Density: 8,
TPG: 10,
Debug: false,
Profile: true,
Gridlines: false,
}
game.ScreenWidth = game.Width * game.Cellsize
game.ScreenHeight = game.Height * game.Cellsize
game.Init()
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
ebiten.SetWindowTitle("triangle conway's game of life")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
if game.Profile {
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
}
if err := ebiten.RunGame(game); err != nil {
log.Fatal(err)
}
}

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@@ -0,0 +1,13 @@
module testgol
go 1.22
require (
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect
github.com/hajimehoshi/ebiten/v2 v2.7.4 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/sync v0.7.0 // indirect
golang.org/x/sys v0.20.0 // indirect
)

View File

@@ -0,0 +1,14 @@
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 h1:48bCqKTuD7Z0UovDfvpCn7wZ0GUZ+yosIteNDthn3FU=
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895/go.mod h1:XZdLv05c5hOZm3fM2NlJ92FyEZjnslcMcNRrhxs8+8M=
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 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
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/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=

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@@ -0,0 +1,306 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"os/exec"
"runtime/pprof"
"unsafe"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type Images struct {
Black, White *ebiten.Image
}
type Cell struct {
State bool
Neighbors [8]*Cell
NeighborCount int
}
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func (cell *Cell) Count(x, y int) int {
sum := 0
for idx := 0; idx < cell.NeighborCount; idx++ {
sum += bool2int(cell.Neighbors[idx].State)
}
return sum
}
func SetNeighbors(grid [][]*Cell, x, y, width, height int) {
idx := 0
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= width || y+nbgY < 0 || y+nbgY >= height {
continue
}
col = x + nbgX
row = y + nbgY
if col == x && row == y {
continue
}
grid[y][x].Neighbors[idx] = grid[row][col]
grid[y][x].NeighborCount++
idx++
}
}
}
type Grid struct {
Data [][]*Cell
Width, Height, Density int
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(width, height, density int) *Grid {
grid := &Grid{
Height: height,
Width: width,
Density: density,
Data: make([][]*Cell, height),
}
for y := 0; y < height; y++ {
grid.Data[y] = make([]*Cell, width)
for x := 0; x < width; x++ {
grid.Data[y][x] = &Cell{}
if rand.Intn(density) == 1 {
grid.Data[y][x].State = true
}
}
}
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
SetNeighbors(grid.Data, x, y, width, height)
}
}
return grid
}
type Game struct {
Width, Height, Cellsize, Density int
ScreenWidth, ScreenHeight int
Grids []*Grid
Index int
Elapsed int64
TPG int64 // adjust game speed independently of TPS
Pause, Debug, Profile, Gridlines bool
Pixels []byte
OffScreen *ebiten.Image
}
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return game.ScreenWidth, game.ScreenHeight
}
// live console output of the grid
func (game *Game) DebugDump() {
cmd := exec.Command("clear")
cmd.Stdout = os.Stdout
cmd.Run()
if game.Debug {
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
if game.Grids[game.Index].Data[y][x].State {
fmt.Print("XX")
} else {
fmt.Print(" ")
}
}
fmt.Println()
}
}
fmt.Printf("FPS: %0.2f\n", ebiten.ActualTPS())
}
func (game *Game) Init() {
// setup two grids, one for display, one for next state
grida := NewGrid(game.Width, game.Height, game.Density)
gridb := NewGrid(game.Width, game.Height, game.Density)
game.Grids = []*Grid{
grida,
gridb,
}
game.Pixels = make([]byte, game.ScreenWidth*game.ScreenHeight*4)
game.OffScreen = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
}
// count the living neighbors of a cell
func (game *Game) CountNeighbors(x, y int) int {
return game.Grids[game.Index].Data[y][x].Count(x, y)
}
// the heart of the game
func (game *Game) CheckRule(state bool, neighbors int) bool {
var nextstate bool
if state && neighbors == 3 {
nextstate = true
} else if state && (neighbors == 2 || neighbors == 3) {
nextstate = true
} else {
nextstate = false
}
return nextstate
}
// we only update the cells if we are not in pause state or if the
// game timer (TPG) is elapsed.
func (game *Game) UpdateCells() {
if game.Pause {
return
}
if game.Elapsed < game.TPG {
game.Elapsed++
return
}
// next grid index. we only have to, so we just xor it
next := game.Index ^ 1
// calculate cell life state, this is the actual game of life
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
state := game.Grids[game.Index].Data[y][x].State
neighbors := game.CountNeighbors(x, y)
// actually apply the current rules
nextstate := game.CheckRule(state, neighbors)
// change state of current cell in next grid
game.Grids[next].Data[y][x].State = nextstate
}
}
// switch grid for rendering
game.Index ^= 1
game.Elapsed = 0
game.UpdatePixels()
}
func (game *Game) Update() error {
game.UpdateCells()
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
game.Pause = !game.Pause
}
return nil
}
/*
*
r, g, b := color(it)
78 p := 4 * (i + j*screenWidth)
79 gm.offscreenPix[p] = r
80 gm.offscreenPix[p+1] = g
81 gm.offscreenPix[p+2] = b
82 gm.offscreenPix[p+3] = 0xff
*/
func (game *Game) UpdatePixels() {
var col byte
gridx := 0
gridy := 0
idx := 0
for y := 0; y < game.ScreenHeight; y++ {
for x := 0; x < game.ScreenWidth; x++ {
gridx = x / game.Cellsize
gridy = y / game.Cellsize
col = 0xff
if game.Grids[game.Index].Data[gridy][gridx].State {
col = 0x0
}
if game.Gridlines {
if x%game.Cellsize == 0 || y%game.Cellsize == 0 {
col = 128
}
}
idx = 4 * (x + y*game.ScreenWidth)
game.Pixels[idx] = col
game.Pixels[idx+1] = col
game.Pixels[idx+2] = col
game.Pixels[idx+3] = 0xff
idx++
}
}
game.OffScreen.WritePixels(game.Pixels)
}
func (game *Game) Draw(screen *ebiten.Image) {
screen.DrawImage(game.OffScreen, nil)
game.DebugDump()
}
func main() {
size := 1500
game := &Game{
Width: size,
Height: size,
Cellsize: 4,
Density: 8,
TPG: 10,
Debug: false,
Profile: true,
Gridlines: false,
}
game.ScreenWidth = game.Width * game.Cellsize
game.ScreenHeight = game.Height * game.Cellsize
game.Init()
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
ebiten.SetWindowTitle("triangle conway's game of life")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
if game.Profile {
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
}
if err := ebiten.RunGame(game); err != nil {
log.Fatal(err)
}
}

View File

@@ -0,0 +1,13 @@
module testgol
go 1.22
require (
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect
github.com/hajimehoshi/ebiten/v2 v2.7.4 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/sync v0.7.0 // indirect
golang.org/x/sys v0.20.0 // indirect
)

View File

@@ -0,0 +1,14 @@
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 h1:48bCqKTuD7Z0UovDfvpCn7wZ0GUZ+yosIteNDthn3FU=
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895/go.mod h1:XZdLv05c5hOZm3fM2NlJ92FyEZjnslcMcNRrhxs8+8M=
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 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
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/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=

View File

@@ -0,0 +1,277 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"os/exec"
"runtime/pprof"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type Images struct {
Black, White *ebiten.Image
}
type Grid struct {
Data [][]int64
Width, Height, Density int
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(width, height, density int) *Grid {
grid := &Grid{
Height: height,
Width: width,
Density: density,
Data: make([][]int64, height),
}
for y := 0; y < height; y++ {
grid.Data[y] = make([]int64, width)
}
return grid
}
type Game struct {
Width, Height, Cellsize, Density int
ScreenWidth, ScreenHeight int
Grids []*Grid
Index int
Elapsed int64
TPG int64 // adjust game speed independently of TPS
Pause, Debug, Profile, Gridlines bool
Pixels []byte
OffScreen *ebiten.Image
}
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return game.ScreenWidth, game.ScreenHeight
}
// live console output of the grid
func (game *Game) DebugDump() {
cmd := exec.Command("clear")
cmd.Stdout = os.Stdout
cmd.Run()
if game.Debug {
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
if game.Grids[game.Index].Data[y][x] == 1 {
fmt.Print("XX")
} else {
fmt.Print(" ")
}
}
fmt.Println()
}
}
fmt.Printf("FPS: %0.2f\n", ebiten.ActualTPS())
}
func (game *Game) Init() {
// setup two grids, one for display, one for next state
grida := NewGrid(game.Width, game.Height, game.Density)
gridb := NewGrid(game.Width, game.Height, game.Density)
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
if rand.Intn(game.Density) == 1 {
grida.Data[y][x] = 1
}
}
}
game.Grids = []*Grid{
grida,
gridb,
}
game.Pixels = make([]byte, game.ScreenWidth*game.ScreenHeight*4)
game.OffScreen = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
}
// count the living neighbors of a cell
func (game *Game) CountNeighbors(x, y int) int64 {
var sum int64
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
// Wrap mode we look at all the 8 neighbors surrounding
// us. In case we are on an edge we'll look at the
// neighbor on the other side of the grid, thus wrapping
// lookahead around using the mod() function.
col = (x + nbgX + game.Width) % game.Width
row = (y + nbgY + 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
}
// the heart of the game
func (game *Game) CheckRule(state int64, neighbors int64) int64 {
var nextstate int64
if state == 0 && neighbors == 3 {
nextstate = 1
} else if state == 1 && (neighbors == 2 || neighbors == 3) {
nextstate = 1
} else {
nextstate = 0
}
return nextstate
}
// we only update the cells if we are not in pause state or if the
// game timer (TPG) is elapsed.
func (game *Game) UpdateCells() {
if game.Pause {
return
}
if game.Elapsed < game.TPG {
game.Elapsed++
return
}
// next grid index. we only have to, so we just xor it
next := game.Index ^ 1
// calculate cell life state, this is the actual game of life
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 := game.CountNeighbors(x, y) // alive neighbor count
// actually apply the current rules
nextstate := game.CheckRule(state, neighbors)
// change state of current cell in next grid
game.Grids[next].Data[y][x] = nextstate
}
}
// switch grid for rendering
game.Index ^= 1
game.Elapsed = 0
game.UpdatePixels()
}
func (game *Game) Update() error {
game.UpdateCells()
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
game.Pause = !game.Pause
}
return nil
}
/*
*
r, g, b := color(it)
78 p := 4 * (i + j*screenWidth)
79 gm.offscreenPix[p] = r
80 gm.offscreenPix[p+1] = g
81 gm.offscreenPix[p+2] = b
82 gm.offscreenPix[p+3] = 0xff
*/
func (game *Game) UpdatePixels() {
var col byte
gridx := 0
gridy := 0
idx := 0
for y := 0; y < game.ScreenHeight; y++ {
for x := 0; x < game.ScreenWidth; x++ {
gridx = x / game.Cellsize
gridy = y / game.Cellsize
col = 0xff
if game.Grids[game.Index].Data[gridy][gridx] == 1 {
col = 0x0
}
if game.Gridlines {
if x%game.Cellsize == 0 || y%game.Cellsize == 0 {
col = 128
}
}
idx = 4 * (x + y*game.ScreenWidth)
game.Pixels[idx] = col
game.Pixels[idx+1] = col
game.Pixels[idx+2] = col
game.Pixels[idx+3] = 0xff
idx++
}
}
game.OffScreen.WritePixels(game.Pixels)
}
func (game *Game) Draw(screen *ebiten.Image) {
screen.DrawImage(game.OffScreen, nil)
game.DebugDump()
}
func main() {
size := 1500
game := &Game{
Width: size,
Height: size,
Cellsize: 4,
Density: 8,
TPG: 10,
Debug: false,
Profile: true,
Gridlines: false,
}
game.ScreenWidth = game.Width * game.Cellsize
game.ScreenHeight = game.Height * game.Cellsize
game.Init()
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
ebiten.SetWindowTitle("triangle conway's game of life")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
if game.Profile {
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
}
if err := ebiten.RunGame(game); err != nil {
log.Fatal(err)
}
}