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Compare commits
10 Commits
no-pointer
...
try-pointe
| Author | SHA1 | Date | |
|---|---|---|---|
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|
d1ad4dc7bb | ||
| caec6048a8 | |||
| 18cc6cdf74 | |||
| d87f42b877 | |||
| d0f0af6459 | |||
| 7dbd52970c | |||
| c565187113 | |||
| 78147b287b | |||
| 73e74761bb | |||
| c7be9ab3ee |
12
Makefile
12
Makefile
@@ -1,8 +1,5 @@
|
|||||||
.PHONY all:
|
.PHONY: all
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||||||
all: build
|
all:
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||||||
|
|
||||||
.PHONY: build
|
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||||||
build:
|
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||||||
make -C src
|
make -C src
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||||||
mv src/golsky .
|
mv src/golsky .
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||||||
|
|
||||||
@@ -10,8 +7,3 @@ build:
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|||||||
clean:
|
clean:
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||||||
make -C src clean
|
make -C src clean
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||||||
rm -f dump* rect*
|
rm -f dump* rect*
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||||||
|
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||||||
.PHONY: profile
|
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||||||
profile: build
|
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||||||
./golsky -W 1500 -H 1500 -d --profile-file cpu.profile
|
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||||||
go tool pprof --http localhost:8888 golsky cpu.profile
|
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||||||
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|||||||
@@ -82,16 +82,17 @@ Usage of ./golsky:
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|||||||
|
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||||||
While it runs, there are a couple of commands you can use:
|
While it runs, there are a couple of commands you can use:
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||||||
|
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||||||
|
* left mouse click: set a cell to alife (also pauses the game)
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||||||
|
* right mouse click: set a cell to dead
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||||||
* space: pause or resume the game
|
* space: pause or resume the game
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||||||
* while game is paused: press n to forward one step
|
* while game is paused: press n to forward one step
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||||||
* page up: speed up
|
* page up: speed up
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||||||
* page down: slow down
|
* page down: slow down
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||||||
* Mouse wheel: zoom in or out
|
* Mouse wheel: zoom in or out
|
||||||
* move mouse while left mouse button pressed: move canvas
|
* move mouse while left mouse button pressed: move canvas
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||||||
* i: enter "insert" (draw) mode: use left mouse to toggle cells alife state.
|
* i: enter "insert" (draw) mode: use left mouse to set cells alife and right
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||||||
Leave with insert mode "space". While in insert mode, use middle mouse
|
button to dead. Leave with "space". While in insert mode, use middle mouse
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||||||
button to drag the grid.
|
button to drag grid.
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||||||
* r: reset to 1:1 zoom
|
* r: reset to 1:1 zoom
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||||||
* escape: open menu
|
* escape: open menu
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||||||
* s: save game state to file (can be loaded with -l)
|
* s: save game state to file (can be loaded with -l)
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||||||
|
|||||||
4
TODO.md
4
TODO.md
@@ -20,10 +20,6 @@ https://www.tasnimzotder.com/blog/optimizing-game-of-life-algorithm
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|||||||
the cells anymore.
|
the cells anymore.
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||||||
- Speed
|
- Speed
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||||||
https://conwaylife.com/forums/viewtopic.php?f=7&t=3237
|
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:
|
- Patterns:
|
||||||
|
|
||||||
|
|||||||
@@ -52,7 +52,7 @@ const (
|
|||||||
DEFAULT_CELLSIZE = 4
|
DEFAULT_CELLSIZE = 4
|
||||||
DEFAULT_ZOOMFACTOR = 400
|
DEFAULT_ZOOMFACTOR = 400
|
||||||
DEFAULT_GEOM = "640x384"
|
DEFAULT_GEOM = "640x384"
|
||||||
DEFAULT_THEME = "standard"
|
DEFAULT_THEME = "standard" // "light" // inverse => "dark"
|
||||||
)
|
)
|
||||||
|
|
||||||
const KEYBINDINGS string = `
|
const KEYBINDINGS string = `
|
||||||
@@ -62,9 +62,9 @@ const KEYBINDINGS string = `
|
|||||||
- PAGE DOWN: slow down
|
- PAGE DOWN: slow down
|
||||||
- MOUSE WHEEL: zoom in or out
|
- MOUSE WHEEL: zoom in or out
|
||||||
- LEFT MOUSE BUTTON: use to drag canvas, keep clicked and move mouse
|
- 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.
|
- I: enter "insert" (draw) mode: use left mouse to set cells alife and right
|
||||||
Leave with insert mode with "space". While in insert mode, use middle mouse
|
button to dead. Leave with "space". While in insert mode, use middle mouse
|
||||||
button to drag the grid.
|
button to drag grid.
|
||||||
- R: reset to 1:1 zoom
|
- R: reset to 1:1 zoom
|
||||||
- ESCAPE: open menu, o: open options menu
|
- ESCAPE: open menu, o: open options menu
|
||||||
- S: save game state to file (can be loaded with -l)
|
- S: save game state to file (can be loaded with -l)
|
||||||
|
|||||||
165
src/grid.go
165
src/grid.go
@@ -12,67 +12,57 @@ import (
|
|||||||
"github.com/tlinden/golsky/rle"
|
"github.com/tlinden/golsky/rle"
|
||||||
)
|
)
|
||||||
|
|
||||||
// equals grid height, is being used to access grid elements and must be global
|
type Cell struct {
|
||||||
var STRIDE int
|
State uint8
|
||||||
|
Neighbors [8]*Cell
|
||||||
|
NeighborCount int
|
||||||
|
}
|
||||||
|
|
||||||
type Neighbor struct {
|
func (cell *Cell) Count() uint8 {
|
||||||
X, Y int
|
var count uint8
|
||||||
|
|
||||||
|
for idx := 0; idx < cell.NeighborCount; idx++ {
|
||||||
|
count += cell.Neighbors[idx].State
|
||||||
|
}
|
||||||
|
|
||||||
|
return count
|
||||||
}
|
}
|
||||||
|
|
||||||
type Grid struct {
|
type Grid struct {
|
||||||
Data []uint8
|
Data [][]*Cell
|
||||||
NeighborCount []int
|
|
||||||
Neighbors [][]Neighbor
|
|
||||||
Empty bool
|
Empty bool
|
||||||
Config *Config
|
Config *Config
|
||||||
Counter func(x, y int) uint8
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create new empty grid and allocate Data according to provided dimensions
|
// Create new empty grid and allocate Data according to provided dimensions
|
||||||
func NewGrid(config *Config) *Grid {
|
func NewGrid(config *Config) *Grid {
|
||||||
STRIDE = config.Height
|
|
||||||
if config.Width > config.Height {
|
|
||||||
STRIDE = config.Width
|
|
||||||
}
|
|
||||||
|
|
||||||
size := STRIDE * STRIDE
|
|
||||||
|
|
||||||
grid := &Grid{
|
grid := &Grid{
|
||||||
Data: make([]uint8, size),
|
Data: make([][]*Cell, config.Height),
|
||||||
NeighborCount: make([]int, size),
|
|
||||||
Neighbors: make([][]Neighbor, size),
|
|
||||||
Empty: config.Empty,
|
Empty: config.Empty,
|
||||||
Config: config,
|
Config: config,
|
||||||
}
|
}
|
||||||
|
|
||||||
// first setup the cells
|
// first setup the cells
|
||||||
for y := 0; y < config.Height; y++ {
|
for y := 0; y < config.Height; y++ {
|
||||||
|
grid.Data[y] = make([]*Cell, config.Width)
|
||||||
for x := 0; x < config.Width; x++ {
|
for x := 0; x < config.Width; x++ {
|
||||||
grid.Data[y+STRIDE*x] = 0
|
grid.Data[y][x] = &Cell{}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// in a second pass, collect positions to the neighbors of each cell
|
// in a second pass, collect pointers to the neighbors of each cell
|
||||||
for y := 0; y < config.Height; y++ {
|
for y := 0; y < config.Height; y++ {
|
||||||
for x := 0; x < config.Width; x++ {
|
for x := 0; x < config.Width; x++ {
|
||||||
grid.SetupNeighbors(x, y)
|
grid.SetupNeighbors(x, y)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if grid.Config.Wrap {
|
|
||||||
grid.Counter = grid.CountNeighborsWrap
|
|
||||||
} else {
|
|
||||||
grid.Counter = grid.CountNeighbors
|
|
||||||
}
|
|
||||||
|
|
||||||
return grid
|
return grid
|
||||||
}
|
}
|
||||||
|
|
||||||
func (grid *Grid) SetupNeighbors(x, y int) {
|
func (grid *Grid) SetupNeighbors(x, y int) {
|
||||||
idx := 0
|
idx := 0
|
||||||
|
|
||||||
var neighbors []Neighbor
|
|
||||||
|
|
||||||
for nbgY := -1; nbgY < 2; nbgY++ {
|
for nbgY := -1; nbgY < 2; nbgY++ {
|
||||||
for nbgX := -1; nbgX < 2; nbgX++ {
|
for nbgX := -1; nbgX < 2; nbgX++ {
|
||||||
var col, row int
|
var col, row int
|
||||||
@@ -99,83 +89,16 @@ func (grid *Grid) SetupNeighbors(x, y int) {
|
|||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
|
||||||
neighbors = append(neighbors, Neighbor{X: col, Y: row})
|
grid.Data[y][x].Neighbors[idx] = grid.Data[row][col]
|
||||||
grid.NeighborCount[y+STRIDE*x]++
|
grid.Data[y][x].NeighborCount++
|
||||||
idx++
|
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
|
// count the living neighbors of a cell
|
||||||
func (grid *Grid) _CountNeighbors(x, y int) uint8 {
|
func (grid *Grid) CountNeighbors(x, y int) uint8 {
|
||||||
var count uint8
|
return grid.Data[y][x].Count()
|
||||||
|
|
||||||
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
|
// Create a new 1:1 instance
|
||||||
@@ -189,30 +112,30 @@ func (grid *Grid) Clone() *Grid {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// copy data
|
// copy data
|
||||||
// func (grid *Grid) Copy(other *Grid) {
|
func (grid *Grid) Copy(other *Grid) {
|
||||||
// for y := range grid.Data {
|
for y := range grid.Data {
|
||||||
// for x := range grid.Data[y] {
|
for x := range grid.Data[y] {
|
||||||
// other.Data[y+STRIDE*x] = grid.Data[y+STRIDE*x]
|
other.Data[y][x] = grid.Data[y][x]
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
|
|
||||||
// delete all contents
|
// delete all contents
|
||||||
// func (grid *Grid) Clear() {
|
func (grid *Grid) Clear() {
|
||||||
// for y := range grid.Data {
|
for y := range grid.Data {
|
||||||
// for x := range grid.Data[y] {
|
for x := range grid.Data[y] {
|
||||||
// grid.Data[y+STRIDE*x] = 0
|
grid.Data[y][x].State = 0
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
|
|
||||||
// initialize with random life cells using the given density
|
// initialize with random life cells using the given density
|
||||||
func (grid *Grid) FillRandom() {
|
func (grid *Grid) FillRandom() {
|
||||||
if !grid.Empty {
|
if !grid.Empty {
|
||||||
for y := 0; y < grid.Config.Height; y++ {
|
for y := range grid.Data {
|
||||||
for x := 0; x < grid.Config.Width; x++ {
|
for x := range grid.Data[y] {
|
||||||
if rand.Intn(grid.Config.Density) == 1 {
|
if rand.Intn(grid.Config.Density) == 1 {
|
||||||
grid.Data[y+STRIDE*x] = 1
|
grid.Data[y][x].State = 1
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -222,7 +145,7 @@ func (grid *Grid) FillRandom() {
|
|||||||
func (grid *Grid) Dump() {
|
func (grid *Grid) Dump() {
|
||||||
for y := 0; y < grid.Config.Height; y++ {
|
for y := 0; y < grid.Config.Height; y++ {
|
||||||
for x := 0; x < grid.Config.Width; x++ {
|
for x := 0; x < grid.Config.Width; x++ {
|
||||||
if grid.Data[y+STRIDE*x] == 1 {
|
if grid.Data[y][x].State == 1 {
|
||||||
fmt.Print("XX")
|
fmt.Print("XX")
|
||||||
} else {
|
} else {
|
||||||
fmt.Print(" ")
|
fmt.Print(" ")
|
||||||
@@ -245,7 +168,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
|
|||||||
x = colIndex + startX
|
x = colIndex + startX
|
||||||
y = rowIndex + startY
|
y = rowIndex + startY
|
||||||
|
|
||||||
grid.Data[y+STRIDE*x] = 1
|
grid.Data[y][x].State = 1
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -353,10 +276,10 @@ func (grid *Grid) SaveState(filename, rule string) error {
|
|||||||
|
|
||||||
fmt.Fprintf(file, "#Life 1.05\n#R %s\n#D golsky state file\n#P -1 -1\n", rule)
|
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 y := range grid.Data {
|
||||||
for x := 0; x < grid.Config.Width; x++ {
|
for _, cell := range grid.Data[y] {
|
||||||
row := "."
|
row := "."
|
||||||
if grid.Data[y+STRIDE*x] == 1 {
|
if cell.State == 1 {
|
||||||
row = "o"
|
row = "o"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
60
src/play.go
60
src/play.go
@@ -100,35 +100,34 @@ func (scene *ScenePlay) SetNext(next SceneName) {
|
|||||||
scene.Next = next
|
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 {
|
func (scene *ScenePlay) CheckRuleB3S23(state uint8, neighbors uint8) uint8 {
|
||||||
switch (9 * state) + neighbors {
|
var nextstate uint8
|
||||||
|
|
||||||
|
check := (9 * state) + neighbors
|
||||||
|
|
||||||
|
switch check {
|
||||||
case 11:
|
case 11:
|
||||||
fallthrough
|
fallthrough
|
||||||
case 12:
|
case 12:
|
||||||
fallthrough
|
fallthrough
|
||||||
case 3:
|
case 3:
|
||||||
return Alive
|
nextstate = Alive
|
||||||
|
default:
|
||||||
|
nextstate = Dead
|
||||||
}
|
}
|
||||||
|
|
||||||
return Dead
|
return nextstate
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
|
||||||
* 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 {
|
func (scene *ScenePlay) CheckRuleGeneric(state uint8, neighbors uint8) uint8 {
|
||||||
var nextstate uint8
|
var nextstate uint8
|
||||||
|
|
||||||
|
// 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 != 1 && Contains(scene.Config.Rule.Birth, neighbors) {
|
if state != 1 && Contains(scene.Config.Rule.Birth, neighbors) {
|
||||||
nextstate = Alive
|
nextstate = Alive
|
||||||
} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
|
} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
|
||||||
@@ -156,24 +155,21 @@ func (scene *ScenePlay) UpdateCells() {
|
|||||||
var wg sync.WaitGroup
|
var wg sync.WaitGroup
|
||||||
wg.Add(scene.Config.Height)
|
wg.Add(scene.Config.Height)
|
||||||
|
|
||||||
width := scene.Config.Width
|
|
||||||
height := scene.Config.Height
|
|
||||||
|
|
||||||
// compute life status of cells
|
// compute life status of cells
|
||||||
for y := 0; y < height; y++ {
|
for y := 0; y < scene.Config.Height; y++ {
|
||||||
|
|
||||||
go func() {
|
go func() {
|
||||||
defer wg.Done()
|
defer wg.Done()
|
||||||
|
|
||||||
for x := 0; x < width; x++ {
|
for x := 0; x < scene.Config.Width; x++ {
|
||||||
state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
|
state := scene.Grids[scene.Index].Data[y][x].State // 0|1 == dead or alive
|
||||||
neighbors := scene.Grids[scene.Index].Counter(x, y)
|
neighbors := scene.Grids[scene.Index].CountNeighbors(x, y)
|
||||||
|
|
||||||
// actually apply the current rules
|
// actually apply the current rules
|
||||||
nextstate := scene.RuleCheckFunc(state, neighbors)
|
nextstate := scene.RuleCheckFunc(state, neighbors)
|
||||||
|
|
||||||
// change state of current cell in next grid
|
// change state of current cell in next grid
|
||||||
scene.Grids[next].Data[y+STRIDE*x] = nextstate
|
scene.Grids[next].Data[y][x].State = nextstate
|
||||||
|
|
||||||
if scene.Config.ShowEvolution {
|
if scene.Config.ShowEvolution {
|
||||||
// set history to current generation so we can infer the
|
// set history to current generation so we can infer the
|
||||||
@@ -268,8 +264,10 @@ func (scene *ScenePlay) CheckInput() {
|
|||||||
func (scene *ScenePlay) CheckDrawingInput() {
|
func (scene *ScenePlay) CheckDrawingInput() {
|
||||||
if scene.Config.Drawmode {
|
if scene.Config.Drawmode {
|
||||||
switch {
|
switch {
|
||||||
case inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft):
|
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft):
|
||||||
scene.ToggleCellOnCursorPos()
|
scene.ToggleCellOnCursorPos(Alive)
|
||||||
|
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight):
|
||||||
|
scene.ToggleCellOnCursorPos(Dead)
|
||||||
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
|
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
|
||||||
scene.Config.Drawmode = false
|
scene.Config.Drawmode = false
|
||||||
}
|
}
|
||||||
@@ -421,7 +419,7 @@ func (scene *ScenePlay) SaveRectRLE() {
|
|||||||
grid[y] = make([]uint8, 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)+STRIDE*(x+startx)]
|
grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx].State
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -467,14 +465,14 @@ func (scene *ScenePlay) Update() error {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// set a cell to alive or dead
|
// set a cell to alive or dead
|
||||||
func (scene *ScenePlay) ToggleCellOnCursorPos() {
|
func (scene *ScenePlay) ToggleCellOnCursorPos(alive 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+STRIDE*x] ^= 1
|
scene.Grids[scene.Index].Data[y][x].State = alive
|
||||||
scene.History.Age[y][x] = 1
|
scene.History.Age[y][x] = 1
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -500,7 +498,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
|
|||||||
if scene.Config.ShowEvolution {
|
if scene.Config.ShowEvolution {
|
||||||
scene.DrawEvolution(screen, x, y, op)
|
scene.DrawEvolution(screen, x, y, op)
|
||||||
} else {
|
} else {
|
||||||
if scene.Grids[scene.Index].Data[y+STRIDE*x] == 1 {
|
if scene.Grids[scene.Index].Data[y][x].State == 1 {
|
||||||
scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
|
scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -517,7 +515,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
|
|||||||
func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
|
func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
|
||||||
age := scene.Generations - scene.History.Age[y][x]
|
age := scene.Generations - scene.History.Age[y][x]
|
||||||
|
|
||||||
switch scene.Grids[scene.Index].Data[y+STRIDE*x] {
|
switch scene.Grids[scene.Index].Data[y][x].State {
|
||||||
case Alive:
|
case Alive:
|
||||||
if age > 50 && scene.Config.ShowEvolution {
|
if age > 50 && scene.Config.ShowEvolution {
|
||||||
scene.World.DrawImage(scene.Theme.Tile(ColOld), op)
|
scene.World.DrawImage(scene.Theme.Tile(ColOld), op)
|
||||||
|
|||||||
@@ -87,17 +87,6 @@ func Loop(grid []bool) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func main() {
|
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
|
// enable cpu profiling. Do NOT use q to stop the game but
|
||||||
// close the window to get a profile
|
// close the window to get a profile
|
||||||
fd, err := os.Create("cpu.profile")
|
fd, err := os.Create("cpu.profile")
|
||||||
|
|||||||
@@ -1,13 +0,0 @@
|
|||||||
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
|
|
||||||
)
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
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=
|
|
||||||
@@ -1,306 +0,0 @@
|
|||||||
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)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
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
|
|
||||||
)
|
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
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=
|
|
||||||
@@ -1,306 +0,0 @@
|
|||||||
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)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -238,7 +238,35 @@ func (game *Game) Draw(screen *ebiten.Image) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func main() {
|
func main() {
|
||||||
size := 1500
|
//x := 1
|
||||||
|
//y := 0
|
||||||
|
col := 1 >> 0xff
|
||||||
|
|
||||||
|
fmt.Printf("col: %d\n", col)
|
||||||
|
|
||||||
|
x := 1
|
||||||
|
y := 2
|
||||||
|
c := 4
|
||||||
|
|
||||||
|
xm := x & (c - 1)
|
||||||
|
ym := y & (c - 1)
|
||||||
|
|
||||||
|
fmt.Println(xm & ym)
|
||||||
|
|
||||||
|
a := 1
|
||||||
|
b := 1
|
||||||
|
//gen := 100
|
||||||
|
hist := 0
|
||||||
|
for gen := 0; gen < 50; gen++ {
|
||||||
|
fmt.Println((a ^ (1 ^ b)) * (gen - hist))
|
||||||
|
if gen == 25 {
|
||||||
|
a = 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func _main() {
|
||||||
|
size := 800
|
||||||
|
|
||||||
game := &Game{
|
game := &Game{
|
||||||
Width: size,
|
Width: size,
|
||||||
@@ -247,7 +275,7 @@ func main() {
|
|||||||
Density: 8,
|
Density: 8,
|
||||||
TPG: 10,
|
TPG: 10,
|
||||||
Debug: false,
|
Debug: false,
|
||||||
Profile: true,
|
Profile: false,
|
||||||
Gridlines: false,
|
Gridlines: false,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user