17 Commits

Author SHA1 Message Date
422c5d5b7f int64 => uint8 2024-06-05 19:26:25 +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
36 changed files with 1134 additions and 285 deletions

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

101
Makefile
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@@ -1,97 +1,4 @@
# Copyright © 2024 Thomas von Dein .PHONY: all
all:
# This program is free software: you can redistribute it and/or modify make -C src
# it under the terms of the GNU General Public License as published by mv src/golsky .
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# no need to modify anything below
tool = golsky
VERSION = $(shell grep VERSION main.go | head -1 | cut -d '"' -f2)
archs = darwin freebsd linux windows
PREFIX = /usr/local
UID = root
GID = 0
HAVE_POD := $(shell pod2text -h 2>/dev/null)
#TAGS = -tags=ebitenginedebug
all: buildlocal
buildlocal:
go build $(TAGS) -o $(tool)
install: buildlocal
install -d -o $(UID) -g $(GID) $(PREFIX)/bin
install -d -o $(UID) -g $(GID) $(PREFIX)/man/man1
install -o $(UID) -g $(GID) -m 555 $(tool) $(PREFIX)/sbin/
install -o $(UID) -g $(GID) -m 444 $(tool).1 $(PREFIX)/man/man1/
clean:
rm -rf $(tool) coverage.out testdata t/out
test: clean
mkdir -p t/out
go test ./... $(ARGS)
testlint: test lint
lint:
golangci-lint run
lint-full:
golangci-lint run --enable-all --exclude-use-default --disable exhaustivestruct,exhaustruct,depguard,interfacer,deadcode,golint,structcheck,scopelint,varcheck,ifshort,maligned,nosnakecase,godot,funlen,gofumpt,cyclop,noctx,gochecknoglobals,paralleltest
testfuzzy: clean
go test -fuzz ./... $(ARGS)
singletest:
@echo "Call like this: make singletest TEST=TestPrepareColumns ARGS=-v"
go test -run $(TEST) $(ARGS)
cover-report:
go test ./... -cover -coverprofile=coverage.out
go tool cover -html=coverage.out
goupdate:
go get -t -u=patch ./...
buildall:
./mkrel.sh $(tool) $(VERSION)
release: buildall
gh release create $(VERSION) --generate-notes releases/*
show-versions: buildlocal
@echo "### golsky version:"
@./golsky -V
@echo
@echo "### go module versions:"
@go list -m all
@echo
@echo "### go version used for building:"
@grep -m 1 go go.mod
# lint:
# golangci-lint run -p bugs -p unused
buildwasm:
env GOOS=js GOARCH=wasm go build -o $(tool).wasm $(LDFLAGS) .
zipwasm:
zip -r openquell-$(SHORTVERSION).zip index.html $(tool).wasm wasm_exec.js
wasm: buildwasm zipwasm
@ls -l $(tool)-$(SHORTVERSION).zip

53
TODO.md
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@@ -1,17 +1,46 @@
- add all other options like size etc - add all other options like size etc
- do not process history if turned off
- add gif export
- add toolbar
- turn input ifs to switch
- add insert mode for edit like vi
- use left mouse to drag grid unless insert mode is active
- keep supporting middle mouse to drag so that dragging is possible in insert mode
- print current mode to the bottom like pause, insert and mark
- add https://www.ibiblio.org/lifepatterns/october1970.html
- use uint8 or bool, history needs not be larger than 256 anyway
- 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
- https://mattnakama.com/blog/go-branchless-coding/
- add performance measurements, see:
DrawTriangles: https://github.com/TLINDEN/testgol
WritePixels: https://github.com/TLINDEN/testgol/tree/wrpixels
https://www.tasnimzotder.com/blog/optimizing-game-of-life-algorithm
- changing options mid-game has no effect in most cases, even after a restart - Speed
https://conwaylife.com/forums/viewtopic.php?f=7&t=3237
- Statefile loading does not work correclty anymore. With larger grids - Patterns:
everything is empty. With square grids part of the grid is cut
off. Smaller grids load though
- Also when loading a state file, centering doesn't work anymore, I A Catagolue textcensus of, say, period-2 oscillators from
think the geom calculation is overthrown by the parser func. So, put non-symmetrical soups can be found at
this calc into its own func and always call. Or - as stated below -
put it onto camera.go and call from Init().
- Zoom 0 on reset only works when world<screen. otherwise zoom would https://catagolue.hatsya.com/textcensus/b3s23/C1/xp2
be negative So, on Init() memoize centered camera position or add a
Center() function to camera.go. Then on reset calculate the zoom The URL is made by just adding the prefix "text" to the word "census",
level so that the world fits into the screen. 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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@@ -120,7 +120,7 @@ func removeWhitespace(input string) string {
} }
// Store a grid to an RLE file // 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) fd, err := os.Create(filename)
if err != nil { if err != nil {
return err return err

97
src/Makefile Normal file
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@@ -0,0 +1,97 @@
# Copyright © 2024 Thomas von Dein
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# no need to modify anything below
tool = golsky
VERSION = $(shell grep VERSION main.go | head -1 | cut -d '"' -f2)
archs = darwin freebsd linux windows
PREFIX = /usr/local
UID = root
GID = 0
HAVE_POD := $(shell pod2text -h 2>/dev/null)
#TAGS = -tags=ebitenginedebug
all: buildlocal
buildlocal:
go build $(TAGS) -o $(tool)
install: buildlocal
install -d -o $(UID) -g $(GID) $(PREFIX)/bin
install -d -o $(UID) -g $(GID) $(PREFIX)/man/man1
install -o $(UID) -g $(GID) -m 555 $(tool) $(PREFIX)/sbin/
install -o $(UID) -g $(GID) -m 444 $(tool).1 $(PREFIX)/man/man1/
clean:
rm -rf $(tool) coverage.out testdata t/out
test: clean
mkdir -p t/out
go test ./... $(ARGS)
testlint: test lint
lint:
golangci-lint run
lint-full:
golangci-lint run --enable-all --exclude-use-default --disable exhaustivestruct,exhaustruct,depguard,interfacer,deadcode,golint,structcheck,scopelint,varcheck,ifshort,maligned,nosnakecase,godot,funlen,gofumpt,cyclop,noctx,gochecknoglobals,paralleltest
testfuzzy: clean
go test -fuzz ./... $(ARGS)
singletest:
@echo "Call like this: make singletest TEST=TestPrepareColumns ARGS=-v"
go test -run $(TEST) $(ARGS)
cover-report:
go test ./... -cover -coverprofile=coverage.out
go tool cover -html=coverage.out
goupdate:
go get -t -u=patch ./...
buildall:
./mkrel.sh $(tool) $(VERSION)
release: buildall
gh release create $(VERSION) --generate-notes releases/*
show-versions: buildlocal
@echo "### golsky version:"
@./golsky -V
@echo
@echo "### go module versions:"
@go list -m all
@echo
@echo "### go version used for building:"
@grep -m 1 go go.mod
# lint:
# golangci-lint run -p bugs -p unused
buildwasm:
env GOOS=js GOARCH=wasm go build -o $(tool).wasm $(LDFLAGS) .
zipwasm:
zip -r openquell-$(SHORTVERSION).zip index.html $(tool).wasm wasm_exec.js
wasm: buildwasm zipwasm
@ls -l $(tool)-$(SHORTVERSION).zip

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@@ -1,3 +1,5 @@
// this comes from the camera example but I enhanced it a little bit
package main package main
import ( import (
@@ -12,6 +14,9 @@ type Camera struct {
ViewPort f64.Vec2 ViewPort f64.Vec2
Position f64.Vec2 Position f64.Vec2
ZoomFactor int ZoomFactor int
InitialZoomFactor int
InitialPosition f64.Vec2
ZoomOutFactor int
} }
func (c *Camera) String() string { func (c *Camera) String() string {
@@ -32,15 +37,17 @@ func (c *Camera) worldMatrix() ebiten.GeoM {
m := ebiten.GeoM{} m := ebiten.GeoM{}
m.Translate(-c.Position[0], -c.Position[1]) m.Translate(-c.Position[0], -c.Position[1])
viewportCenter := c.viewportCenter()
// We want to scale and rotate around center of image / screen // 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( m.Scale(
math.Pow(1.01, float64(c.ZoomFactor)), math.Pow(1.01, float64(c.ZoomFactor)),
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 return m
} }
@@ -61,8 +68,14 @@ func (c *Camera) ScreenToWorld(posX, posY int) (float64, float64) {
} }
} }
func (c *Camera) Reset() { func (c *Camera) Setup() {
c.Position[0] = 0 c.Position[0] = c.InitialPosition[0]
c.Position[1] = 0 c.Position[1] = c.InitialPosition[1]
c.ZoomFactor = 0 c.ZoomFactor = c.InitialZoomFactor
}
func (c *Camera) Reset() {
c.Position[0] = c.InitialPosition[0]
c.Position[1] = c.InitialPosition[1]
c.ZoomFactor = c.ZoomOutFactor
} }

View File

@@ -30,6 +30,7 @@ type Config struct {
Restart, RestartGrid, RestartCache bool Restart, RestartGrid, RestartCache bool
StartWithMenu bool StartWithMenu bool
Zoomfactor int Zoomfactor int
ZoomOutFactor int
InitialCamPos []float64 InitialCamPos []float64
DelayedStart bool // if true game, we wait. like pause but program induced DelayedStart bool // if true game, we wait. like pause but program induced
@@ -51,6 +52,40 @@ const (
DEFAULT_GEOM = "640x384" DEFAULT_GEOM = "640x384"
) )
func (config *Config) SetupCamera() {
config.Zoomfactor = DEFAULT_ZOOMFACTOR
// 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 // parse given window geometry and adjust game settings according to it
func (config *Config) ParseGeom(geom string) error { func (config *Config) ParseGeom(geom string) error {
// force a geom // force a geom
@@ -73,40 +108,37 @@ func (config *Config) ParseGeom(geom string) error {
config.ScreenHeight = height config.ScreenHeight = height
config.Cellsize = DEFAULT_CELLSIZE config.Cellsize = DEFAULT_CELLSIZE
config.Zoomfactor = DEFAULT_ZOOMFACTOR
// 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])
}
if config.Height*config.Cellsize > config.ScreenHeight {
config.InitialCamPos[1] = math.Abs(float64(((config.ScreenHeight - (config.Height * config.Cellsize)) / 2)))
}
return nil return nil
} }
// check if we have been given an RLE file to load, then load it and // check if we have been given an RLE or LIF file to load, then load
// adjust game settings accordingly // it and adjust game settings accordingly
func (config *Config) ParseRLE(rlefile string) error { func (config *Config) ParseRLE(rlefile string) error {
if rlefile == "" { if rlefile == "" {
return nil return nil
} }
rleobj, err := rle.GetRLE(rlefile) var rleobj *rle.RLE
if strings.HasSuffix(rlefile, ".lif") {
lifobj, err := LoadLIF(rlefile)
if err != nil { if err != nil {
return err return err
} }
rleobj = lifobj
} else {
rleobject, err := rle.GetRLE(rlefile)
if err != nil {
return err
}
rleobj = rleobject
}
if rleobj == nil { if rleobj == nil {
return errors.New("failed to load RLE file (uncatched module error)") return errors.New("failed to load pattern file (uncatched module error)")
} }
config.RLE = rleobj config.RLE = rleobj
@@ -132,25 +164,6 @@ func (config *Config) ParseRLE(rlefile string) error {
return nil return nil
} }
// parse a state file, if given, and adjust game settings accordingly
func (config *Config) ParseStatefile() error {
if config.Statefile == "" {
return nil
}
grid, err := LoadState(config.Statefile)
if err != nil {
return fmt.Errorf("failed to load game state: %s", err)
}
config.Width = grid.Width
config.Height = grid.Height
config.Cellsize = config.ScreenWidth / config.Width
config.StateGrid = grid
return nil
}
func (config *Config) EnableCPUProfiling(filename string) error { func (config *Config) EnableCPUProfiling(filename string) error {
if filename == "" { if filename == "" {
return nil return nil
@@ -185,8 +198,7 @@ func ParseCommandline() (*Config, error) {
"game speed: the higher the slower (default: 10)") "game speed: the higher the slower (default: 10)")
pflag.StringVarP(&rule, "rule", "r", "B3/S23", "game rule") pflag.StringVarP(&rule, "rule", "r", "B3/S23", "game rule")
pflag.StringVarP(&rlefile, "rle-file", "f", "", "RLE pattern file") pflag.StringVarP(&rlefile, "pattern-file", "f", "", "RLE or LIF 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.ShowVersion, "version", "v", false, "show version")
pflag.BoolVarP(&config.Paused, "paused", "p", false, "do not start simulation (use space to start)") pflag.BoolVarP(&config.Paused, "paused", "p", false, "do not start simulation (use space to start)")
@@ -214,17 +226,14 @@ func ParseCommandline() (*Config, error) {
return nil, err return nil, err
} }
err = config.ParseStatefile()
if err != nil {
return nil, err
}
// load rule from commandline when no rule came from RLE file, // load rule from commandline when no rule came from RLE file,
// default is B3/S23, aka conways game of life // default is B3/S23, aka conways game of life
if config.Rule == nil { if config.Rule == nil {
config.Rule = ParseGameRule(rule) config.Rule = ParseGameRule(rule)
} }
config.SetupCamera()
//repr.Println(config) //repr.Println(config)
return &config, nil return &config, nil
} }
@@ -234,7 +243,6 @@ func (config *Config) TogglePaused() {
} }
func (config *Config) ToggleDebugging() { func (config *Config) ToggleDebugging() {
fmt.Println("DEBUG TOGGLED")
config.Debug = !config.Debug config.Debug = !config.Debug
} }
@@ -247,3 +255,11 @@ func (config *Config) ToggleGridlines() {
config.ShowGrid = !config.ShowGrid config.ShowGrid = !config.ShowGrid
config.RestartCache = true config.RestartCache = true
} }
func (config *Config) ToggleEvolution() {
config.ShowEvolution = !config.ShowEvolution
}
func (config *Config) ToggleWrap() {
config.Wrap = !config.Wrap
}

View File

@@ -49,10 +49,14 @@ func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
func (game *Game) Update() error { func (game *Game) Update() error {
scene := game.GetCurrentScene() scene := game.GetCurrentScene()
scene.Update()
if quit := scene.Update(); quit != nil {
return quit
}
next := scene.GetNext() next := scene.GetNext()
if next != game.CurrentScene { if next != game.CurrentScene {
game.Scenes[next].SetPrevious(game.CurrentScene)
scene.ResetNext() scene.ResetNext()
game.CurrentScene = next game.CurrentScene = next
} }

View File

@@ -6,7 +6,6 @@ import (
"fmt" "fmt"
"math/rand" "math/rand"
"os" "os"
"strconv"
"strings" "strings"
"time" "time"
@@ -14,7 +13,7 @@ import (
) )
type Grid struct { type Grid struct {
Data [][]int64 Data [][]uint8
Width, Height, Density int Width, Height, Density int
Empty bool Empty bool
} }
@@ -25,12 +24,12 @@ func NewGrid(width, height, density int, empty bool) *Grid {
Height: height, Height: height,
Width: width, Width: width,
Density: density, Density: density,
Data: make([][]int64, height), Data: make([][]uint8, height),
Empty: empty, Empty: empty,
} }
for y := 0; y < height; y++ { for y := 0; y < height; y++ {
grid.Data[y] = make([]int64, width) grid.Data[y] = make([]uint8, width)
} }
return grid return grid
@@ -113,30 +112,8 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
} }
} }
// save the contents of the whole grid as a simple mcell alike // load a lif file parameters like R and P are not supported yet
// file. One line per row, 0 for dead and 1 for life cell. func LoadLIF(filename string) (*rle.RLE, error) {
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
}
// the reverse of the above, load a mcell file
func LoadState(filename string) (*Grid, error) {
fd, err := os.Open(filename) fd, err := os.Open(filename)
if err != nil { if err != nil {
return nil, err return nil, err
@@ -146,33 +123,60 @@ func LoadState(filename string) (*Grid, error) {
scanner.Split(bufio.ScanLines) scanner.Split(bufio.ScanLines)
grid := &Grid{} gothead := false
grid := &rle.RLE{}
for scanner.Scan() { for scanner.Scan() {
items := strings.Split(scanner.Text(), "") line := scanner.Text()
row := make([]int64, len(items)) 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 { for idx, item := range items {
num, err := strconv.ParseInt(item, 10, 64) switch item {
if err != nil { case ".":
return nil, err row[idx] = 0
case "o":
fallthrough
case "*":
row[idx] = 1
default:
return nil, errors.New("cells must be . or o")
}
} }
if num > 1 { grid.Pattern = append(grid.Pattern, row)
return nil, errors.New("cells must be 0 or 1")
}
row[idx] = num
}
grid.Data = append(grid.Data, row)
} }
// sanity check the grid // sanity check the grid
explen := 0 explen := 0
rows := 0 rows := 0
first := true first := true
for _, row := range grid.Data { for _, row := range grid.Pattern {
length := len(row) length := len(row)
if first { if first {
@@ -195,13 +199,46 @@ func LoadState(filename string) (*Grid, error) {
return grid, nil return grid, nil
} }
// generate filenames for dumps // save the contents of the whole grid as a simple lif alike
func GetFilename(generations int64) string { // file. One line per row, 0 for dead and 1 for life cell.
now := time.Now() // file format: https://conwaylife.com/wiki/Life_1.05
return fmt.Sprintf("dump-%s-%d.gol", now.Format("20060102150405"), generations) 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 := range grid.Data {
for _, cell := range grid.Data[y] {
row := ""
switch cell {
case 1:
row += "o"
case 0:
row += "."
}
_, err := file.WriteString(row)
if err != nil {
return fmt.Errorf("failed to write to state file: %w", err)
}
}
file.WriteString("\n")
}
return nil
} }
func GetFilenameRLE(generations int64) string { // generate filenames for dumps
func GetFilename(generations uint64) string {
now := time.Now()
return fmt.Sprintf("dump-%s-%d.lif", now.Format("20060102150405"), generations)
}
func GetFilenameRLE(generations uint64) string {
now := time.Now() now := time.Now()
return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations) return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations)
} }

View File

@@ -14,6 +14,7 @@ type SceneMenu struct {
Game *Game Game *Game
Config *Config Config *Config
Next SceneName Next SceneName
Prev SceneName
Whoami SceneName Whoami SceneName
Ui *ebitenui.UI Ui *ebitenui.UI
FontColor color.RGBA FontColor color.RGBA
@@ -38,6 +39,10 @@ func (scene *SceneMenu) GetNext() SceneName {
return scene.Next return scene.Next
} }
func (scene *SceneMenu) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *SceneMenu) ResetNext() { func (scene *SceneMenu) ResetNext() {
scene.Next = scene.Whoami scene.Next = scene.Whoami
} }
@@ -99,9 +104,9 @@ func (scene *SceneMenu) Init() {
scene.SetNext(Options) scene.SetNext(Options)
}) })
separator1 := NewSeparator() separator1 := NewSeparator(3)
separator2 := NewSeparator() separator2 := NewSeparator(3)
separator3 := NewSeparator() separator3 := NewSeparator(10)
cancel := NewMenuButton("Back", cancel := NewMenuButton("Back",
func(args *widget.ButtonClickedEventArgs) { func(args *widget.ButtonClickedEventArgs) {

View File

@@ -13,6 +13,7 @@ type SceneOptions struct {
Game *Game Game *Game
Config *Config Config *Config
Next SceneName Next SceneName
Prev SceneName
Whoami SceneName Whoami SceneName
Ui *ebitenui.UI Ui *ebitenui.UI
FontColor color.RGBA FontColor color.RGBA
@@ -36,6 +37,10 @@ func (scene *SceneOptions) GetNext() SceneName {
return scene.Next return scene.Next
} }
func (scene *SceneOptions) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *SceneOptions) ResetNext() { func (scene *SceneOptions) ResetNext() {
scene.Next = scene.Whoami scene.Next = scene.Whoami
} }
@@ -90,7 +95,7 @@ func (scene *SceneOptions) Init() {
invert := NewCheckbox("Invert", invert := NewCheckbox("Invert",
func(args *widget.CheckboxChangedEventArgs) { func(args *widget.CheckboxChangedEventArgs) {
scene.Config.Invert = true scene.Config.ToggleInvert()
}) })
scene.SetInitialValue(invert, scene.Config.Invert) scene.SetInitialValue(invert, scene.Config.Invert)
@@ -100,17 +105,31 @@ func (scene *SceneOptions) Init() {
}) })
scene.SetInitialValue(gridlines, scene.Config.ShowGrid) scene.SetInitialValue(gridlines, scene.Config.ShowGrid)
separator := NewSeparator() evolution := NewCheckbox("Show evolution traces",
func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleEvolution()
})
scene.SetInitialValue(evolution, scene.Config.ShowEvolution)
wrap := NewCheckbox("Wrap around edges",
func(args *widget.CheckboxChangedEventArgs) {
scene.Config.ToggleWrap()
})
scene.SetInitialValue(wrap, scene.Config.Wrap)
separator := NewSeparator(3)
cancel := NewMenuButton("Close", cancel := NewMenuButton("Close",
func(args *widget.ButtonClickedEventArgs) { func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(Menu) scene.SetNext(scene.Prev)
}) })
rowContainer.AddChild(pause) rowContainer.AddChild(pause)
rowContainer.AddChild(debugging) rowContainer.AddChild(debugging)
rowContainer.AddChild(invert) rowContainer.AddChild(invert)
rowContainer.AddChild(gridlines) rowContainer.AddChild(gridlines)
rowContainer.AddChild(evolution)
rowContainer.AddChild(wrap)
rowContainer.AddChild(separator) rowContainer.AddChild(separator)
rowContainer.AddChild(cancel) rowContainer.AddChild(cancel)

View File

@@ -5,7 +5,6 @@ import (
"image" "image"
"image/color" "image/color"
"log" "log"
"os"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/hajimehoshi/ebiten/v2/inpututil"
@@ -26,14 +25,15 @@ type ScenePlay struct {
Game *Game Game *Game
Config *Config Config *Config
Next SceneName Next SceneName
Prev SceneName
Whoami SceneName Whoami SceneName
Clear bool Clear bool
Grids []*Grid // 2 grids: one current, one next Grids []*Grid // 2 grids: one current, one next
History *Grid // holds state of past dead cells for evolution traces History [][]uint64 // holds state of past dead cells for evolution traces
Index int // points to current grid Index int // points to current grid
Generations int64 // Stats Generations uint64 // Stats
Black, White, Grey, Old color.RGBA Black, White, Grey, Old color.RGBA
AgeColor1, AgeColor2, AgeColor3, AgeColor4 color.RGBA AgeColor1, AgeColor2, AgeColor3, AgeColor4 color.RGBA
TicksElapsed int // tick counter for game speed TicksElapsed int // tick counter for game speed
@@ -73,6 +73,10 @@ func (scene *ScenePlay) GetNext() SceneName {
return scene.Next return scene.Next
} }
func (scene *ScenePlay) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *ScenePlay) ResetNext() { func (scene *ScenePlay) ResetNext() {
scene.Next = scene.Whoami scene.Next = scene.Whoami
} }
@@ -81,8 +85,8 @@ func (scene *ScenePlay) SetNext(next SceneName) {
scene.Next = next scene.Next = next
} }
func (scene *ScenePlay) CheckRule(state int64, neighbors int64) int64 { func (scene *ScenePlay) CheckRule(state uint8, neighbors uint8) uint8 {
var nextstate int64 var nextstate uint8
// The standard Scene of Life is symbolized in rule-string notation // 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 // as B3/S23 (23/3 here). A cell is born if it has exactly three
@@ -129,8 +133,9 @@ func (scene *ScenePlay) UpdateCells() {
// set history to current generation so we can infer the // set history to current generation so we can infer the
// age of the cell's state during rendering and use it to // age of the cell's state during rendering and use it to
// deduce the color to use if evolution tracing is enabled // deduce the color to use if evolution tracing is enabled
// FIXME: unbranch somehow
if state != nextstate { if state != nextstate {
scene.History.Data[y][x] = scene.Generations scene.History[y][x] = scene.Generations
} }
} }
} }
@@ -152,22 +157,29 @@ func (scene *ScenePlay) UpdateCells() {
func (scene *ScenePlay) Reset() { func (scene *ScenePlay) Reset() {
scene.Config.Paused = true scene.Config.Paused = true
scene.InitGrid(nil) scene.InitGrid()
scene.Config.Paused = false scene.Config.Paused = false
} }
// check user input // check user input
func (scene *ScenePlay) CheckInput() { func (scene *ScenePlay) CheckExit() error {
if inpututil.IsKeyJustPressed(ebiten.KeyQ) { if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
os.Exit(0) return ebiten.Termination
} }
return nil
}
func (scene *ScenePlay) CheckInput() {
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) { if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
scene.SetNext(Menu) scene.SetNext(Menu)
} }
if inpututil.IsKeyJustPressed(ebiten.KeyO) {
scene.SetNext(Options)
}
if inpututil.IsKeyJustPressed(ebiten.KeyC) { if inpututil.IsKeyJustPressed(ebiten.KeyC) {
fmt.Println("mark mode on")
scene.Config.Markmode = true scene.Config.Markmode = true
scene.Config.Paused = true scene.Config.Paused = true
} }
@@ -288,6 +300,10 @@ func (scene *ScenePlay) CheckMarkInput() {
return return
} }
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
scene.Config.Markmode = false
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButton0) { if ebiten.IsMouseButtonPressed(ebiten.MouseButton0) {
if !scene.MarkTaken { if !scene.MarkTaken {
scene.Mark = scene.GetWorldCursorPos() scene.Mark = scene.GetWorldCursorPos()
@@ -308,7 +324,7 @@ func (scene *ScenePlay) CheckMarkInput() {
func (scene *ScenePlay) SaveState() { func (scene *ScenePlay) SaveState() {
filename := GetFilename(scene.Generations) filename := GetFilename(scene.Generations)
err := scene.Grids[scene.Index].SaveState(filename) err := scene.Grids[scene.Index].SaveState(filename, scene.Config.Rule.Definition)
if err != nil { if err != nil {
log.Printf("failed to save game state to %s: %s", filename, err) log.Printf("failed to save game state to %s: %s", filename, err)
} }
@@ -348,10 +364,10 @@ func (scene *ScenePlay) SaveRectRLE() {
height = scene.Mark.Y - scene.Point.Y height = scene.Mark.Y - scene.Point.Y
} }
grid := make([][]int64, height) grid := make([][]uint8, height)
for y := 0; y < height; y++ { for y := 0; y < height; y++ {
grid[y] = make([]int64, width) grid[y] = make([]uint8, width)
for x := 0; x < width; x++ { for x := 0; x < width; x++ {
grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx] grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx]
@@ -370,7 +386,8 @@ func (scene *ScenePlay) SaveRectRLE() {
func (scene *ScenePlay) Update() error { func (scene *ScenePlay) Update() error {
if scene.Config.Restart { if scene.Config.Restart {
scene.Config.Restart = false scene.Config.Restart = false
scene.InitGrid(nil) scene.Generations = 0
scene.InitGrid()
scene.InitCache() scene.InitCache()
return nil return nil
} }
@@ -382,6 +399,10 @@ func (scene *ScenePlay) Update() error {
return nil return nil
} }
if quit := scene.CheckExit(); quit != nil {
return quit
}
scene.CheckInput() scene.CheckInput()
scene.CheckDraggingInput() scene.CheckDraggingInput()
scene.CheckMarkInput() scene.CheckMarkInput()
@@ -394,15 +415,15 @@ func (scene *ScenePlay) Update() error {
} }
// set a cell to alive or dead // set a cell to alive or dead
func (scene *ScenePlay) ToggleCellOnCursorPos(alive int64) { func (scene *ScenePlay) ToggleCellOnCursorPos(state uint8) {
// use cursor pos relative to the world // use cursor pos relative to the world
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition()) worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
x := int(worldX) / scene.Config.Cellsize x := int(worldX) / scene.Config.Cellsize
y := int(worldY) / scene.Config.Cellsize y := int(worldY) / scene.Config.Cellsize
if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height { if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
scene.Grids[scene.Index].Data[y][x] = alive scene.Grids[scene.Index].Data[y][x] = state
scene.History.Data[y][x] = 1 scene.History[y][x] = 1
} }
} }
@@ -416,7 +437,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
op.GeoM.Translate(0, 0) op.GeoM.Translate(0, 0)
scene.World.DrawImage(scene.Cache, op) scene.World.DrawImage(scene.Cache, op)
var age int64 var age uint64
for y := 0; y < scene.Config.Height; y++ { for y := 0; y < scene.Config.Height; y++ {
for x := 0; x < scene.Config.Width; x++ { for x := 0; x < scene.Config.Width; x++ {
@@ -426,7 +447,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
float64(y*scene.Config.Cellsize), float64(y*scene.Config.Cellsize),
) )
age = scene.Generations - scene.History.Data[y][x] age = scene.Generations - scene.History[y][x]
switch scene.Grids[scene.Index].Data[y][x] { switch scene.Grids[scene.Index].Data[y][x] {
case Alive: case Alive:
@@ -438,7 +459,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
} }
case Dead: case Dead:
// only draw dead cells in case evolution trace is enabled // only draw dead cells in case evolution trace is enabled
if scene.History.Data[y][x] > 1 && scene.Config.ShowEvolution { if scene.History[y][x] > 1 && scene.Config.ShowEvolution {
switch { switch {
case age < 10: case age < 10:
scene.World.DrawImage(scene.Tiles.Age1, op) scene.World.DrawImage(scene.Tiles.Age1, op)
@@ -489,6 +510,10 @@ func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
paused = "-- paused --" paused = "-- paused --"
} }
if scene.Config.Markmode {
paused = "-- mark --"
}
x, y := ebiten.CursorPosition() x, y := ebiten.CursorPosition()
debug := fmt.Sprintf( debug := fmt.Sprintf(
DEBUG_FORMAT, DEBUG_FORMAT,
@@ -515,7 +540,6 @@ func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
// load a pre-computed pattern from RLE file // load a pre-computed pattern from RLE file
func (scene *ScenePlay) InitPattern() { func (scene *ScenePlay) InitPattern() {
scene.Grids[0].LoadRLE(scene.Config.RLE) scene.Grids[0].LoadRLE(scene.Config.RLE)
scene.History.LoadRLE(scene.Config.RLE)
} }
// pre-render offscreen cache image // pre-render offscreen cache image
@@ -542,19 +566,7 @@ func (scene *ScenePlay) InitCache() {
} }
// initialize grid[s], either using pre-computed from state or rle file, or random // initialize grid[s], either using pre-computed from state or rle file, or random
func (scene *ScenePlay) InitGrid(grid *Grid) { func (scene *ScenePlay) InitGrid() {
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) 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) 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) history := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
@@ -568,7 +580,10 @@ func (scene *ScenePlay) InitGrid(grid *Grid) {
gridb, gridb,
} }
scene.History = history scene.History = make([][]uint64, scene.Config.Height)
for y := 0; y < scene.Config.Height; y++ {
scene.History[y] = make([]uint64, scene.Config.Width)
}
} }
// prepare tile images // prepare tile images
@@ -614,17 +629,17 @@ func (scene *ScenePlay) InitTiles() {
func (scene *ScenePlay) Init() { func (scene *ScenePlay) Init() {
// setup the scene // setup the scene
var grid *Grid
if scene.Config.StateGrid != nil {
grid = scene.Config.StateGrid
}
scene.Camera = Camera{ scene.Camera = Camera{
ViewPort: f64.Vec2{ ViewPort: f64.Vec2{
float64(scene.Config.ScreenWidth), float64(scene.Config.ScreenWidth),
float64(scene.Config.ScreenHeight), 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.World = ebiten.NewImage(
@@ -642,10 +657,10 @@ func (scene *ScenePlay) Init() {
if scene.Config.DelayedStart && !scene.Config.Empty { if scene.Config.DelayedStart && !scene.Config.Empty {
scene.Config.Empty = true scene.Config.Empty = true
scene.InitGrid(grid) scene.InitGrid()
scene.Config.Empty = false scene.Config.Empty = false
} else { } else {
scene.InitGrid(grid) scene.InitGrid()
} }
scene.InitPattern() scene.InitPattern()
@@ -659,13 +674,12 @@ func (scene *ScenePlay) Init() {
scene.Camera.ZoomFactor = scene.Config.Zoomfactor scene.Camera.ZoomFactor = scene.Config.Zoomfactor
} }
scene.Camera.Position[0] = scene.Config.InitialCamPos[0] scene.Camera.Setup()
scene.Camera.Position[1] = scene.Config.InitialCamPos[1]
} }
// count the living neighbors of a cell // count the living neighbors of a cell
func (scene *ScenePlay) CountNeighbors(x, y int) int64 { func (scene *ScenePlay) CountNeighbors(x, y int) uint8 {
var sum int64 var sum uint8
for nbgX := -1; nbgX < 2; nbgX++ { for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ { for nbgY := -1; nbgY < 2; nbgY++ {
@@ -703,8 +717,8 @@ func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) {
tile, tile,
float32(1), float32(1),
float32(1), float32(1),
float32(cellsize-1), float32(cellsize),
float32(cellsize-1), float32(cellsize),
col, false, col, false,
) )
} }

View File

@@ -9,22 +9,22 @@ import (
// a GOL rule // a GOL rule
type Rule struct { type Rule struct {
Definition string Definition string
Birth []int64 Birth []uint8
Death []int64 Death []uint8
} }
// parse one part of a GOL rule into rule slice // parse one part of a GOL rule into rule slice
func NumbersToList(numbers string) []int64 { func NumbersToList(numbers string) []uint8 {
list := []int64{} list := []uint8{}
items := strings.Split(numbers, "") items := strings.Split(numbers, "")
for _, item := range items { for _, item := range items {
num, err := strconv.ParseInt(item, 10, 64) num, err := strconv.ParseInt(item, 10, 8)
if err != nil { if err != nil {
log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err) log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err)
} }
list = append(list, num) list = append(list, uint8(num))
} }
return list return list

View File

@@ -13,6 +13,7 @@ type SceneName int
type Scene interface { type Scene interface {
SetNext(SceneName) SetNext(SceneName)
GetNext() SceneName GetNext() SceneName
SetPrevious(SceneName)
ResetNext() ResetNext()
Update() error Update() error
Draw(screen *ebiten.Image) Draw(screen *ebiten.Image)

View File

@@ -64,12 +64,12 @@ func NewCheckbox(
) )
} }
func NewSeparator() widget.PreferredSizeLocateableWidget { func NewSeparator(padding int) widget.PreferredSizeLocateableWidget {
c := widget.NewContainer( c := widget.NewContainer(
widget.ContainerOpts.Layout(widget.NewRowLayout( widget.ContainerOpts.Layout(widget.NewRowLayout(
widget.RowLayoutOpts.Direction(widget.DirectionVertical), widget.RowLayoutOpts.Direction(widget.DirectionVertical),
widget.RowLayoutOpts.Padding(widget.Insets{ widget.RowLayoutOpts.Padding(widget.Insets{
Top: 3, Top: padding,
Bottom: 0, Bottom: 0,
}))), }))),
widget.ContainerOpts.WidgetOpts( widget.ContainerOpts.WidgetOpts(

View File

@@ -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 +1,13 @@
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 +1,288 @@
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() {
// state := 1
// nextstate := 0
v := 0
for i := 0; i < 600; i++ {
v = ((v + 1) & 255)
fmt.Println(i, i&255)
}
}
func _main() {
size := 800
game := &Game{
Width: size,
Height: size,
Cellsize: 4,
Density: 8,
TPG: 10,
Debug: false,
Profile: false,
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)
}
}