mirror of
https://codeberg.org/scip/golsky.git
synced 2025-12-17 12:40:56 +01:00
Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 422c5d5b7f |
@@ -120,7 +120,7 @@ func removeWhitespace(input string) string {
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}
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}
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// Store a grid to an RLE file
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// Store a grid to an RLE file
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func StoreGridToRLE(grid [][]int64, filename, rule string, width, height int) error {
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func StoreGridToRLE(grid [][]uint8, filename, rule string, width, height int) error {
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fd, err := os.Create(filename)
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fd, err := os.Create(filename)
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if err != nil {
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if err != nil {
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return err
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return err
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10
src/grid.go
10
src/grid.go
@@ -13,7 +13,7 @@ import (
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)
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)
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type Grid struct {
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type Grid struct {
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Data [][]int64
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Data [][]uint8
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Width, Height, Density int
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Width, Height, Density int
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Empty bool
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Empty bool
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}
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}
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@@ -24,12 +24,12 @@ func NewGrid(width, height, density int, empty bool) *Grid {
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Height: height,
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Height: height,
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Width: width,
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Width: width,
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Density: density,
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Density: density,
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Data: make([][]int64, height),
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Data: make([][]uint8, height),
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Empty: empty,
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Empty: empty,
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}
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}
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for y := 0; y < height; y++ {
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for y := 0; y < height; y++ {
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grid.Data[y] = make([]int64, width)
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grid.Data[y] = make([]uint8, width)
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}
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}
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return grid
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return grid
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@@ -233,12 +233,12 @@ func (grid *Grid) SaveState(filename, rule string) error {
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}
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}
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// generate filenames for dumps
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// generate filenames for dumps
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func GetFilename(generations int64) string {
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func GetFilename(generations uint64) string {
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now := time.Now()
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now := time.Now()
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return fmt.Sprintf("dump-%s-%d.lif", now.Format("20060102150405"), generations)
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return fmt.Sprintf("dump-%s-%d.lif", now.Format("20060102150405"), generations)
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}
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}
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func GetFilenameRLE(generations int64) string {
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func GetFilenameRLE(generations uint64) string {
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now := time.Now()
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now := time.Now()
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return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations)
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return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations)
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}
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}
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41
src/play.go
41
src/play.go
@@ -30,10 +30,10 @@ type ScenePlay struct {
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Clear bool
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Clear bool
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Grids []*Grid // 2 grids: one current, one next
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Grids []*Grid // 2 grids: one current, one next
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History *Grid // holds state of past dead cells for evolution traces
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History [][]uint64 // holds state of past dead cells for evolution traces
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Index int // points to current grid
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Index int // points to current grid
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Generations int64 // Stats
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Generations uint64 // Stats
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Black, White, Grey, Old color.RGBA
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Black, White, Grey, Old color.RGBA
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AgeColor1, AgeColor2, AgeColor3, AgeColor4 color.RGBA
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AgeColor1, AgeColor2, AgeColor3, AgeColor4 color.RGBA
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TicksElapsed int // tick counter for game speed
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TicksElapsed int // tick counter for game speed
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@@ -85,8 +85,8 @@ func (scene *ScenePlay) SetNext(next SceneName) {
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scene.Next = next
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scene.Next = next
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}
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}
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func (scene *ScenePlay) CheckRule(state int64, neighbors int64) int64 {
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func (scene *ScenePlay) CheckRule(state uint8, neighbors uint8) uint8 {
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var nextstate int64
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var nextstate uint8
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// The standard Scene of Life is symbolized in rule-string notation
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// The standard Scene of Life is symbolized in rule-string notation
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// as B3/S23 (23/3 here). A cell is born if it has exactly three
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// as B3/S23 (23/3 here). A cell is born if it has exactly three
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@@ -133,8 +133,9 @@ func (scene *ScenePlay) UpdateCells() {
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// set history to current generation so we can infer the
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// set history to current generation so we can infer the
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// age of the cell's state during rendering and use it to
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// age of the cell's state during rendering and use it to
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// deduce the color to use if evolution tracing is enabled
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// deduce the color to use if evolution tracing is enabled
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// FIXME: unbranch somehow
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if state != nextstate {
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if state != nextstate {
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scene.History.Data[y][x] = scene.Generations
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scene.History[y][x] = scene.Generations
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}
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}
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}
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}
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}
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}
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@@ -363,10 +364,10 @@ func (scene *ScenePlay) SaveRectRLE() {
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height = scene.Mark.Y - scene.Point.Y
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height = scene.Mark.Y - scene.Point.Y
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}
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}
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grid := make([][]int64, height)
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grid := make([][]uint8, height)
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for y := 0; y < height; y++ {
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for y := 0; y < height; y++ {
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grid[y] = make([]int64, width)
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grid[y] = make([]uint8, width)
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for x := 0; x < width; x++ {
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for x := 0; x < width; x++ {
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grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx]
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grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx]
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@@ -414,15 +415,15 @@ func (scene *ScenePlay) Update() error {
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}
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}
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// set a cell to alive or dead
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// set a cell to alive or dead
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func (scene *ScenePlay) ToggleCellOnCursorPos(alive int64) {
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func (scene *ScenePlay) ToggleCellOnCursorPos(state uint8) {
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// use cursor pos relative to the world
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// use cursor pos relative to the world
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worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
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worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
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x := int(worldX) / scene.Config.Cellsize
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x := int(worldX) / scene.Config.Cellsize
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y := int(worldY) / scene.Config.Cellsize
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y := int(worldY) / scene.Config.Cellsize
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if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
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if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
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scene.Grids[scene.Index].Data[y][x] = alive
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scene.Grids[scene.Index].Data[y][x] = state
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scene.History.Data[y][x] = 1
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scene.History[y][x] = 1
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}
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}
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}
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}
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@@ -436,7 +437,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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op.GeoM.Translate(0, 0)
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op.GeoM.Translate(0, 0)
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scene.World.DrawImage(scene.Cache, op)
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scene.World.DrawImage(scene.Cache, op)
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var age int64
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var age uint64
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for y := 0; y < scene.Config.Height; y++ {
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for y := 0; y < scene.Config.Height; y++ {
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for x := 0; x < scene.Config.Width; x++ {
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for x := 0; x < scene.Config.Width; x++ {
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@@ -446,7 +447,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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float64(y*scene.Config.Cellsize),
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float64(y*scene.Config.Cellsize),
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)
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)
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age = scene.Generations - scene.History.Data[y][x]
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age = scene.Generations - scene.History[y][x]
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switch scene.Grids[scene.Index].Data[y][x] {
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switch scene.Grids[scene.Index].Data[y][x] {
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case Alive:
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case Alive:
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@@ -458,7 +459,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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}
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}
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case Dead:
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case Dead:
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// only draw dead cells in case evolution trace is enabled
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// only draw dead cells in case evolution trace is enabled
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if scene.History.Data[y][x] > 1 && scene.Config.ShowEvolution {
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if scene.History[y][x] > 1 && scene.Config.ShowEvolution {
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switch {
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switch {
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case age < 10:
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case age < 10:
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scene.World.DrawImage(scene.Tiles.Age1, op)
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scene.World.DrawImage(scene.Tiles.Age1, op)
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@@ -539,7 +540,6 @@ func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
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// load a pre-computed pattern from RLE file
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// load a pre-computed pattern from RLE file
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func (scene *ScenePlay) InitPattern() {
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func (scene *ScenePlay) InitPattern() {
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scene.Grids[0].LoadRLE(scene.Config.RLE)
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scene.Grids[0].LoadRLE(scene.Config.RLE)
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scene.History.LoadRLE(scene.Config.RLE)
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}
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}
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// pre-render offscreen cache image
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// pre-render offscreen cache image
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@@ -580,7 +580,10 @@ func (scene *ScenePlay) InitGrid() {
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gridb,
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gridb,
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}
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}
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scene.History = history
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scene.History = make([][]uint64, scene.Config.Height)
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for y := 0; y < scene.Config.Height; y++ {
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scene.History[y] = make([]uint64, scene.Config.Width)
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}
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}
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}
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// prepare tile images
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// prepare tile images
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@@ -675,8 +678,8 @@ func (scene *ScenePlay) Init() {
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}
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}
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// count the living neighbors of a cell
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// count the living neighbors of a cell
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func (scene *ScenePlay) CountNeighbors(x, y int) int64 {
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func (scene *ScenePlay) CountNeighbors(x, y int) uint8 {
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var sum int64
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var sum uint8
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for nbgX := -1; nbgX < 2; nbgX++ {
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for nbgX := -1; nbgX < 2; nbgX++ {
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for nbgY := -1; nbgY < 2; nbgY++ {
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for nbgY := -1; nbgY < 2; nbgY++ {
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12
src/rule.go
12
src/rule.go
@@ -9,22 +9,22 @@ import (
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// a GOL rule
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// a GOL rule
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type Rule struct {
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type Rule struct {
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Definition string
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Definition string
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Birth []int64
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Birth []uint8
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Death []int64
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Death []uint8
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}
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}
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// parse one part of a GOL rule into rule slice
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// parse one part of a GOL rule into rule slice
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func NumbersToList(numbers string) []int64 {
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func NumbersToList(numbers string) []uint8 {
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list := []int64{}
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list := []uint8{}
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items := strings.Split(numbers, "")
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items := strings.Split(numbers, "")
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for _, item := range items {
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for _, item := range items {
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num, err := strconv.ParseInt(item, 10, 64)
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num, err := strconv.ParseInt(item, 10, 8)
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if err != nil {
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if err != nil {
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log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err)
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log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err)
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}
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}
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list = append(list, num)
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list = append(list, uint8(num))
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}
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}
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return list
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return list
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@@ -238,20 +238,14 @@ func (game *Game) Draw(screen *ebiten.Image) {
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}
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}
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func main() {
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func main() {
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//x := 1
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// state := 1
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//y := 0
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// nextstate := 0
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col := 1 >> 0xff
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v := 0
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fmt.Printf("col: %d\n", col)
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for i := 0; i < 600; i++ {
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v = ((v + 1) & 255)
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x := 1
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fmt.Println(i, i&255)
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y := 2
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}
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c := 4
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xm := x & (c - 1)
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ym := y & (c - 1)
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fmt.Println(xm & ym)
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}
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}
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func _main() {
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func _main() {
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Reference in New Issue
Block a user