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10 Commits
no-pointer
...
try-pointe
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
d1ad4dc7bb | ||
| caec6048a8 | |||
| 18cc6cdf74 | |||
| d87f42b877 | |||
| d0f0af6459 | |||
| 7dbd52970c | |||
| c565187113 | |||
| 78147b287b | |||
| 73e74761bb | |||
| c7be9ab3ee |
12
Makefile
12
Makefile
@@ -1,8 +1,5 @@
|
||||
.PHONY all:
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||||
all: build
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||||
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.PHONY: build
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build:
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.PHONY: all
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all:
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make -C src
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mv src/golsky .
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@@ -10,8 +7,3 @@ build:
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clean:
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make -C src clean
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rm -f dump* rect*
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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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@@ -82,16 +82,17 @@ Usage of ./golsky:
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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
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* while game is paused: press n to forward one step
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* page up: speed up
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* page down: slow down
|
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* Mouse wheel: zoom in or out
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* move mouse while left mouse button pressed: move canvas
|
||||
* i: enter "insert" (draw) mode: use left mouse to toggle cells alife state.
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Leave with insert mode "space". While in insert mode, use middle mouse
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button to drag the grid.
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* i: enter "insert" (draw) mode: use left mouse to set cells alife and right
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button to dead. Leave with "space". While in insert mode, use middle mouse
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button to drag grid.
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* r: reset to 1:1 zoom
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* escape: open menu
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* 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.
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- Speed
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https://conwaylife.com/forums/viewtopic.php?f=7&t=3237
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Look at try-pointers-and-cells branch, we're using pre-calculated
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neighbor list of pointers to cells, but it's only a liiiiitle bit
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better :(
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- Patterns:
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@@ -52,7 +52,7 @@ const (
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DEFAULT_CELLSIZE = 4
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DEFAULT_ZOOMFACTOR = 400
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DEFAULT_GEOM = "640x384"
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DEFAULT_THEME = "standard"
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DEFAULT_THEME = "standard" // "light" // inverse => "dark"
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)
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const KEYBINDINGS string = `
|
||||
@@ -62,9 +62,9 @@ const KEYBINDINGS string = `
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- PAGE DOWN: slow down
|
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- MOUSE WHEEL: zoom in or out
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- LEFT MOUSE BUTTON: use to drag canvas, keep clicked and move mouse
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- I: enter "insert" (draw) mode: use left mouse to toggle a cells alife state.
|
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Leave with insert mode with "space". While in insert mode, use middle mouse
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button to drag the grid.
|
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- I: enter "insert" (draw) mode: use left mouse to set cells alife and right
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button to dead. Leave with "space". While in insert mode, use middle mouse
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button to drag grid.
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- R: reset to 1:1 zoom
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- ESCAPE: open menu, o: open options menu
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- S: save game state to file (can be loaded with -l)
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165
src/grid.go
165
src/grid.go
@@ -12,67 +12,57 @@ import (
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"github.com/tlinden/golsky/rle"
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)
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// equals grid height, is being used to access grid elements and must be global
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var STRIDE int
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type Cell struct {
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State uint8
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Neighbors [8]*Cell
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NeighborCount int
|
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}
|
||||
|
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type Neighbor struct {
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X, Y int
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||||
func (cell *Cell) Count() uint8 {
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var count uint8
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for idx := 0; idx < cell.NeighborCount; idx++ {
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count += cell.Neighbors[idx].State
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}
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return count
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}
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||||
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type Grid struct {
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Data []uint8
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NeighborCount []int
|
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Neighbors [][]Neighbor
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||||
Data [][]*Cell
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Empty bool
|
||||
Config *Config
|
||||
Counter func(x, y int) uint8
|
||||
}
|
||||
|
||||
// Create new empty grid and allocate Data according to provided dimensions
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func NewGrid(config *Config) *Grid {
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STRIDE = config.Height
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if config.Width > config.Height {
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STRIDE = config.Width
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}
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size := STRIDE * STRIDE
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grid := &Grid{
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Data: make([]uint8, size),
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NeighborCount: make([]int, size),
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Neighbors: make([][]Neighbor, size),
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Data: make([][]*Cell, config.Height),
|
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Empty: config.Empty,
|
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Config: config,
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}
|
||||
|
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// first setup the cells
|
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for y := 0; y < config.Height; y++ {
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grid.Data[y] = make([]*Cell, config.Width)
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for x := 0; x < config.Width; x++ {
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grid.Data[y+STRIDE*x] = 0
|
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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
|
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for y := 0; y < config.Height; y++ {
|
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for x := 0; x < config.Width; x++ {
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grid.SetupNeighbors(x, y)
|
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}
|
||||
}
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|
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if grid.Config.Wrap {
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grid.Counter = grid.CountNeighborsWrap
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} else {
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grid.Counter = grid.CountNeighbors
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}
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||||
|
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return grid
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}
|
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func (grid *Grid) SetupNeighbors(x, y int) {
|
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idx := 0
|
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|
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var neighbors []Neighbor
|
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|
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for nbgY := -1; nbgY < 2; nbgY++ {
|
||||
for nbgX := -1; nbgX < 2; nbgX++ {
|
||||
var col, row int
|
||||
@@ -99,83 +89,16 @@ func (grid *Grid) SetupNeighbors(x, y int) {
|
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continue
|
||||
}
|
||||
|
||||
neighbors = append(neighbors, Neighbor{X: col, Y: row})
|
||||
grid.NeighborCount[y+STRIDE*x]++
|
||||
grid.Data[y][x].Neighbors[idx] = grid.Data[row][col]
|
||||
grid.Data[y][x].NeighborCount++
|
||||
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.
|
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col = (x + nbgX + grid.Config.Width) % grid.Config.Width
|
||||
row = (y + nbgY + grid.Config.Height) % grid.Config.Height
|
||||
|
||||
sum += grid.Data[row+STRIDE*col]
|
||||
}
|
||||
}
|
||||
|
||||
// don't count ourselfes though
|
||||
sum -= grid.Data[y+STRIDE*x]
|
||||
|
||||
return sum
|
||||
}
|
||||
|
||||
func (grid *Grid) CountNeighbors(x, y int) uint8 {
|
||||
var sum uint8
|
||||
|
||||
width := grid.Config.Width
|
||||
height := grid.Config.Height
|
||||
|
||||
for nbgX := -1; nbgX < 2; nbgX++ {
|
||||
for nbgY := -1; nbgY < 2; nbgY++ {
|
||||
var col, row int
|
||||
|
||||
xnbgX := x + nbgX
|
||||
ynbgY := y + nbgY
|
||||
|
||||
// In traditional grid mode the edges are deadly
|
||||
if xnbgX < 0 || xnbgX >= width || ynbgY < 0 || ynbgY >= height {
|
||||
continue
|
||||
}
|
||||
col = xnbgX
|
||||
row = ynbgY
|
||||
|
||||
sum += grid.Data[row+STRIDE*col]
|
||||
}
|
||||
}
|
||||
|
||||
// don't count ourselfes though
|
||||
sum -= grid.Data[y+STRIDE*x]
|
||||
|
||||
return sum
|
||||
}
|
||||
|
||||
// count the living neighbors of a cell
|
||||
func (grid *Grid) _CountNeighbors(x, y int) uint8 {
|
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var count uint8
|
||||
|
||||
pos := y + STRIDE*x
|
||||
neighbors := grid.Neighbors[pos]
|
||||
neighborCount := grid.NeighborCount[pos]
|
||||
|
||||
for idx := 0; idx < neighborCount; idx++ {
|
||||
neighbor := neighbors[idx]
|
||||
count += grid.Data[neighbor.Y+STRIDE*neighbor.X]
|
||||
}
|
||||
|
||||
return count
|
||||
func (grid *Grid) CountNeighbors(x, y int) uint8 {
|
||||
return grid.Data[y][x].Count()
|
||||
}
|
||||
|
||||
// Create a new 1:1 instance
|
||||
@@ -189,30 +112,30 @@ func (grid *Grid) Clone() *Grid {
|
||||
}
|
||||
|
||||
// copy data
|
||||
// func (grid *Grid) Copy(other *Grid) {
|
||||
// for y := range grid.Data {
|
||||
// for x := range grid.Data[y] {
|
||||
// other.Data[y+STRIDE*x] = grid.Data[y+STRIDE*x]
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
func (grid *Grid) Copy(other *Grid) {
|
||||
for y := range grid.Data {
|
||||
for x := range grid.Data[y] {
|
||||
other.Data[y][x] = grid.Data[y][x]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// delete all contents
|
||||
// func (grid *Grid) Clear() {
|
||||
// for y := range grid.Data {
|
||||
// for x := range grid.Data[y] {
|
||||
// grid.Data[y+STRIDE*x] = 0
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
func (grid *Grid) Clear() {
|
||||
for y := range grid.Data {
|
||||
for x := range grid.Data[y] {
|
||||
grid.Data[y][x].State = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// initialize with random life cells using the given density
|
||||
func (grid *Grid) FillRandom() {
|
||||
if !grid.Empty {
|
||||
for y := 0; y < grid.Config.Height; y++ {
|
||||
for x := 0; x < grid.Config.Width; x++ {
|
||||
for y := range grid.Data {
|
||||
for x := range grid.Data[y] {
|
||||
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() {
|
||||
for y := 0; y < grid.Config.Height; y++ {
|
||||
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")
|
||||
} else {
|
||||
fmt.Print(" ")
|
||||
@@ -245,7 +168,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
|
||||
x = colIndex + startX
|
||||
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)
|
||||
|
||||
for y := 0; y < grid.Config.Height; y++ {
|
||||
for x := 0; x < grid.Config.Width; x++ {
|
||||
for y := range grid.Data {
|
||||
for _, cell := range grid.Data[y] {
|
||||
row := "."
|
||||
if grid.Data[y+STRIDE*x] == 1 {
|
||||
if cell.State == 1 {
|
||||
row = "o"
|
||||
}
|
||||
|
||||
|
||||
60
src/play.go
60
src/play.go
@@ -100,35 +100,34 @@ func (scene *ScenePlay) SetNext(next SceneName) {
|
||||
scene.Next = next
|
||||
}
|
||||
|
||||
/* The standard Scene of Life is symbolized in rule-string notation
|
||||
* as B3/S23 (23/3 here). A cell is born if it has exactly three
|
||||
* neighbors, survives if it has two or three living neighbors,
|
||||
* and dies otherwise.
|
||||
* we abbreviate the calculation: if state is 0 and 3 neighbors
|
||||
* are a life, check will be just 3. If the cell is alive, 9 will
|
||||
* be added to the life neighbors (to avoid a collision with the
|
||||
* result 3), which will be 11|12 in case of 2|3 life neighbors.
|
||||
*/
|
||||
func (scene *ScenePlay) CheckRuleB3S23(state uint8, neighbors uint8) uint8 {
|
||||
switch (9 * state) + neighbors {
|
||||
var nextstate uint8
|
||||
|
||||
check := (9 * state) + neighbors
|
||||
|
||||
switch check {
|
||||
case 11:
|
||||
fallthrough
|
||||
case 12:
|
||||
fallthrough
|
||||
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 {
|
||||
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) {
|
||||
nextstate = Alive
|
||||
} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
|
||||
@@ -156,24 +155,21 @@ func (scene *ScenePlay) UpdateCells() {
|
||||
var wg sync.WaitGroup
|
||||
wg.Add(scene.Config.Height)
|
||||
|
||||
width := scene.Config.Width
|
||||
height := scene.Config.Height
|
||||
|
||||
// compute life status of cells
|
||||
for y := 0; y < height; y++ {
|
||||
for y := 0; y < scene.Config.Height; y++ {
|
||||
|
||||
go func() {
|
||||
defer wg.Done()
|
||||
|
||||
for x := 0; x < width; x++ {
|
||||
state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
|
||||
neighbors := scene.Grids[scene.Index].Counter(x, y)
|
||||
for x := 0; x < scene.Config.Width; x++ {
|
||||
state := scene.Grids[scene.Index].Data[y][x].State // 0|1 == dead or alive
|
||||
neighbors := scene.Grids[scene.Index].CountNeighbors(x, y)
|
||||
|
||||
// actually apply the current rules
|
||||
nextstate := scene.RuleCheckFunc(state, neighbors)
|
||||
|
||||
// change state of current cell in next grid
|
||||
scene.Grids[next].Data[y+STRIDE*x] = nextstate
|
||||
scene.Grids[next].Data[y][x].State = nextstate
|
||||
|
||||
if scene.Config.ShowEvolution {
|
||||
// set history to current generation so we can infer the
|
||||
@@ -268,8 +264,10 @@ func (scene *ScenePlay) CheckInput() {
|
||||
func (scene *ScenePlay) CheckDrawingInput() {
|
||||
if scene.Config.Drawmode {
|
||||
switch {
|
||||
case inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft):
|
||||
scene.ToggleCellOnCursorPos()
|
||||
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft):
|
||||
scene.ToggleCellOnCursorPos(Alive)
|
||||
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight):
|
||||
scene.ToggleCellOnCursorPos(Dead)
|
||||
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
|
||||
scene.Config.Drawmode = false
|
||||
}
|
||||
@@ -421,7 +419,7 @@ func (scene *ScenePlay) SaveRectRLE() {
|
||||
grid[y] = make([]uint8, width)
|
||||
|
||||
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
|
||||
func (scene *ScenePlay) ToggleCellOnCursorPos() {
|
||||
func (scene *ScenePlay) ToggleCellOnCursorPos(alive uint8) {
|
||||
// use cursor pos relative to the world
|
||||
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
|
||||
x := int(worldX) / scene.Config.Cellsize
|
||||
y := int(worldY) / scene.Config.Cellsize
|
||||
|
||||
if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
|
||||
scene.Grids[scene.Index].Data[y+STRIDE*x] ^= 1
|
||||
scene.Grids[scene.Index].Data[y][x].State = alive
|
||||
scene.History.Age[y][x] = 1
|
||||
}
|
||||
}
|
||||
@@ -500,7 +498,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
|
||||
if scene.Config.ShowEvolution {
|
||||
scene.DrawEvolution(screen, x, y, op)
|
||||
} 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)
|
||||
}
|
||||
}
|
||||
@@ -517,7 +515,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
|
||||
func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
|
||||
age := scene.Generations - scene.History.Age[y][x]
|
||||
|
||||
switch scene.Grids[scene.Index].Data[y+STRIDE*x] {
|
||||
switch scene.Grids[scene.Index].Data[y][x].State {
|
||||
case Alive:
|
||||
if age > 50 && scene.Config.ShowEvolution {
|
||||
scene.World.DrawImage(scene.Theme.Tile(ColOld), op)
|
||||
|
||||
@@ -87,17 +87,6 @@ func Loop(grid []bool) {
|
||||
}
|
||||
|
||||
func main() {
|
||||
grid := make([]int, 50*50)
|
||||
|
||||
for y := 0; y < 50; y++ {
|
||||
for x := 0; x < 50; x++ {
|
||||
grid[y+50*x] = 1
|
||||
fmt.Printf("%d,%d => %d\n", x, y, x+50*y)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func xmain() {
|
||||
// enable cpu profiling. Do NOT use q to stop the game but
|
||||
// close the window to get a profile
|
||||
fd, err := os.Create("cpu.profile")
|
||||
|
||||
@@ -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() {
|
||||
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{
|
||||
Width: size,
|
||||
@@ -247,7 +275,7 @@ func main() {
|
||||
Density: 8,
|
||||
TPG: 10,
|
||||
Debug: false,
|
||||
Profile: true,
|
||||
Profile: false,
|
||||
Gridlines: false,
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user