mirror of
https://codeberg.org/scip/golsky.git
synced 2025-12-17 04:30:57 +01:00
Compare commits
10 Commits
no-pointer
...
try-pointe
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
d1ad4dc7bb | ||
| caec6048a8 | |||
| 18cc6cdf74 | |||
| d87f42b877 | |||
| d0f0af6459 | |||
| 7dbd52970c | |||
| c565187113 | |||
| 78147b287b | |||
| 73e74761bb | |||
| c7be9ab3ee |
@@ -120,7 +120,7 @@ func removeWhitespace(input string) string {
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|||||||
}
|
}
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||||||
|
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||||||
// Store a grid to an RLE file
|
// Store a grid to an RLE file
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func StoreGridToRLE(grid [][]bool, filename, rule string, width, height int) error {
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func StoreGridToRLE(grid [][]uint8, filename, rule string, width, height int) error {
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fd, err := os.Create(filename)
|
fd, err := os.Create(filename)
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if err != nil {
|
if err != nil {
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return err
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return err
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@@ -132,7 +132,7 @@ func StoreGridToRLE(grid [][]bool, filename, rule string, width, height int) err
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line := ""
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line := ""
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for x := 0; x < width; x++ {
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for x := 0; x < width; x++ {
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char := "b"
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char := "b"
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if grid[y][x] {
|
if grid[y][x] == 1 {
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char = "o"
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char = "o"
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}
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}
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|
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@@ -43,9 +43,9 @@ type Config struct {
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}
|
}
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|
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const (
|
const (
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VERSION = "v0.0.8"
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VERSION = "v0.0.9"
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Alive = true
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Alive = 1
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Dead = false
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Dead = 0
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|
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DEFAULT_GRID_WIDTH = 600
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DEFAULT_GRID_WIDTH = 600
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DEFAULT_GRID_HEIGHT = 400
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DEFAULT_GRID_HEIGHT = 400
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109
src/grid.go
109
src/grid.go
@@ -12,35 +12,100 @@ import (
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"github.com/tlinden/golsky/rle"
|
"github.com/tlinden/golsky/rle"
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)
|
)
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|
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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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|
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|
func (cell *Cell) Count() uint8 {
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|
var count uint8
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|
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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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|
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|
return count
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|
}
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|
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type Grid struct {
|
type Grid struct {
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Data [][]bool
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Data [][]*Cell
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Width, Height, Density int
|
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Empty bool
|
Empty bool
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|
Config *Config
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}
|
}
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|
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// Create new empty grid and allocate Data according to provided dimensions
|
// Create new empty grid and allocate Data according to provided dimensions
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func NewGrid(width, height, density int, empty bool) *Grid {
|
func NewGrid(config *Config) *Grid {
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grid := &Grid{
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grid := &Grid{
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Height: height,
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Data: make([][]*Cell, config.Height),
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Width: width,
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Empty: config.Empty,
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Density: density,
|
Config: config,
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Data: make([][]bool, height),
|
|
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Empty: empty,
|
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}
|
}
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|
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for y := 0; y < height; y++ {
|
// first setup the cells
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grid.Data[y] = make([]bool, width)
|
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][x] = &Cell{}
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||||||
|
}
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||||||
|
}
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|
|
||||||
|
// 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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||||||
|
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||||||
return grid
|
return grid
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}
|
}
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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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|
|
||||||
|
for nbgY := -1; nbgY < 2; nbgY++ {
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||||||
|
for nbgX := -1; nbgX < 2; nbgX++ {
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|
var col, row int
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|
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|
if grid.Config.Wrap {
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|
// In wrap mode we look at all the 8 neighbors surrounding us.
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|
// In case we are on an edge we'll look at the neighbor on the
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|
// other side of the grid, thus wrapping lookahead around
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|
// using the mod() function.
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|
col = (x + nbgX + grid.Config.Width) % grid.Config.Width
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|
row = (y + nbgY + grid.Config.Height) % grid.Config.Height
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|
|
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|
} else {
|
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|
// In traditional grid mode the edges are deadly
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|
if x+nbgX < 0 || x+nbgX >= grid.Config.Width || y+nbgY < 0 || y+nbgY >= grid.Config.Height {
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||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
col = x + nbgX
|
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|
row = y + nbgY
|
||||||
|
}
|
||||||
|
|
||||||
|
if col == x && row == y {
|
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|
continue
|
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|
}
|
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|
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|
grid.Data[y][x].Neighbors[idx] = grid.Data[row][col]
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|
grid.Data[y][x].NeighborCount++
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|
idx++
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|
}
|
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|
}
|
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|
}
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|
|
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|
// count the living neighbors of a cell
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|
func (grid *Grid) CountNeighbors(x, y int) uint8 {
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|
return grid.Data[y][x].Count()
|
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|
}
|
||||||
|
|
||||||
// Create a new 1:1 instance
|
// Create a new 1:1 instance
|
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func (grid *Grid) Clone() *Grid {
|
func (grid *Grid) Clone() *Grid {
|
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newgrid := &Grid{}
|
newgrid := &Grid{}
|
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|
|
||||||
newgrid.Width = grid.Width
|
newgrid.Config = grid.Config
|
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newgrid.Height = grid.Height
|
|
||||||
newgrid.Data = grid.Data
|
newgrid.Data = grid.Data
|
||||||
|
|
||||||
return newgrid
|
return newgrid
|
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@@ -59,7 +124,7 @@ func (grid *Grid) Copy(other *Grid) {
|
|||||||
func (grid *Grid) Clear() {
|
func (grid *Grid) Clear() {
|
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for y := range grid.Data {
|
for y := range grid.Data {
|
||||||
for x := range grid.Data[y] {
|
for x := range grid.Data[y] {
|
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grid.Data[y][x] = false
|
grid.Data[y][x].State = 0
|
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}
|
}
|
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}
|
}
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}
|
}
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@@ -69,8 +134,8 @@ func (grid *Grid) FillRandom() {
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if !grid.Empty {
|
if !grid.Empty {
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for y := range grid.Data {
|
for y := range grid.Data {
|
||||||
for x := range grid.Data[y] {
|
for x := range grid.Data[y] {
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if rand.Intn(grid.Density) == 1 {
|
if rand.Intn(grid.Config.Density) == 1 {
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grid.Data[y][x] = true
|
grid.Data[y][x].State = 1
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||||||
}
|
}
|
||||||
}
|
}
|
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}
|
}
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@@ -78,9 +143,9 @@ func (grid *Grid) FillRandom() {
|
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}
|
}
|
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|
|
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func (grid *Grid) Dump() {
|
func (grid *Grid) Dump() {
|
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for y := 0; y < grid.Height; y++ {
|
for y := 0; y < grid.Config.Height; y++ {
|
||||||
for x := 0; x < grid.Width; x++ {
|
for x := 0; x < grid.Config.Width; x++ {
|
||||||
if grid.Data[y][x] {
|
if grid.Data[y][x].State == 1 {
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fmt.Print("XX")
|
fmt.Print("XX")
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} else {
|
} else {
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fmt.Print(" ")
|
fmt.Print(" ")
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@@ -93,8 +158,8 @@ func (grid *Grid) Dump() {
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|||||||
// initialize using a given RLE pattern
|
// initialize using a given RLE pattern
|
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func (grid *Grid) LoadRLE(pattern *rle.RLE) {
|
func (grid *Grid) LoadRLE(pattern *rle.RLE) {
|
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if pattern != nil {
|
if pattern != nil {
|
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startX := (grid.Width / 2) - (pattern.Width / 2)
|
startX := (grid.Config.Width / 2) - (pattern.Width / 2)
|
||||||
startY := (grid.Height / 2) - (pattern.Height / 2)
|
startY := (grid.Config.Height / 2) - (pattern.Height / 2)
|
||||||
var y, x int
|
var y, x int
|
||||||
|
|
||||||
for rowIndex, patternRow := range pattern.Pattern {
|
for rowIndex, patternRow := range pattern.Pattern {
|
||||||
@@ -103,7 +168,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
|
|||||||
x = colIndex + startX
|
x = colIndex + startX
|
||||||
y = rowIndex + startY
|
y = rowIndex + startY
|
||||||
|
|
||||||
grid.Data[y][x] = true
|
grid.Data[y][x].State = 1
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
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@@ -214,7 +279,7 @@ func (grid *Grid) SaveState(filename, rule string) error {
|
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for y := range grid.Data {
|
for y := range grid.Data {
|
||||||
for _, cell := range grid.Data[y] {
|
for _, cell := range grid.Data[y] {
|
||||||
row := "."
|
row := "."
|
||||||
if cell {
|
if cell.State == 1 {
|
||||||
row = "o"
|
row = "o"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
156
src/play.go
156
src/play.go
@@ -4,6 +4,7 @@ import (
|
|||||||
"fmt"
|
"fmt"
|
||||||
"image"
|
"image"
|
||||||
"log"
|
"log"
|
||||||
|
"sync"
|
||||||
"unsafe"
|
"unsafe"
|
||||||
|
|
||||||
"github.com/hajimehoshi/ebiten/v2"
|
"github.com/hajimehoshi/ebiten/v2"
|
||||||
@@ -21,6 +22,21 @@ const (
|
|||||||
DEBUG_FORMAT = "FPS: %0.2f, TPG: %d, M: %0.2fMB, Generations: %d\nScale: %.02f, Zoom: %d, Cam: %.02f,%.02f Cursor: %d,%d %s"
|
DEBUG_FORMAT = "FPS: %0.2f, TPG: %d, M: %0.2fMB, Generations: %d\nScale: %.02f, Zoom: %d, Cam: %.02f,%.02f Cursor: %d,%d %s"
|
||||||
)
|
)
|
||||||
|
|
||||||
|
type History struct {
|
||||||
|
Age [][]int64
|
||||||
|
}
|
||||||
|
|
||||||
|
func NewHistory(height, width int) History {
|
||||||
|
hist := History{}
|
||||||
|
|
||||||
|
hist.Age = make([][]int64, height)
|
||||||
|
for y := 0; y < height; y++ {
|
||||||
|
hist.Age[y] = make([]int64, width)
|
||||||
|
}
|
||||||
|
|
||||||
|
return hist
|
||||||
|
}
|
||||||
|
|
||||||
type ScenePlay struct {
|
type ScenePlay struct {
|
||||||
Game *Game
|
Game *Game
|
||||||
Config *Config
|
Config *Config
|
||||||
@@ -31,7 +47,7 @@ type ScenePlay struct {
|
|||||||
Clear bool
|
Clear bool
|
||||||
|
|
||||||
Grids []*Grid // 2 grids: one current, one next
|
Grids []*Grid // 2 grids: one current, one next
|
||||||
History [][]int64 // holds state of past dead cells for evolution traces
|
History History // 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 int64 // Stats
|
||||||
TicksElapsed int // tick counter for game speed
|
TicksElapsed int // tick counter for game speed
|
||||||
@@ -46,6 +62,7 @@ type ScenePlay struct {
|
|||||||
RunOneStep bool // mutable flags from config
|
RunOneStep bool // mutable flags from config
|
||||||
TPG int // current game speed (ticks per game)
|
TPG int // current game speed (ticks per game)
|
||||||
Theme Theme
|
Theme Theme
|
||||||
|
RuleCheckFunc func(uint8, uint8) uint8
|
||||||
}
|
}
|
||||||
|
|
||||||
func NewPlayScene(game *Game, config *Config) Scene {
|
func NewPlayScene(game *Game, config *Config) Scene {
|
||||||
@@ -83,8 +100,27 @@ func (scene *ScenePlay) SetNext(next SceneName) {
|
|||||||
scene.Next = next
|
scene.Next = next
|
||||||
}
|
}
|
||||||
|
|
||||||
func (scene *ScenePlay) CheckRule(state bool, neighbors int) bool {
|
func (scene *ScenePlay) CheckRuleB3S23(state uint8, neighbors uint8) uint8 {
|
||||||
var nextstate bool
|
var nextstate uint8
|
||||||
|
|
||||||
|
check := (9 * state) + neighbors
|
||||||
|
|
||||||
|
switch check {
|
||||||
|
case 11:
|
||||||
|
fallthrough
|
||||||
|
case 12:
|
||||||
|
fallthrough
|
||||||
|
case 3:
|
||||||
|
nextstate = Alive
|
||||||
|
default:
|
||||||
|
nextstate = Dead
|
||||||
|
}
|
||||||
|
|
||||||
|
return nextstate
|
||||||
|
}
|
||||||
|
|
||||||
|
func (scene *ScenePlay) CheckRuleGeneric(state uint8, neighbors uint8) uint8 {
|
||||||
|
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
|
||||||
@@ -92,9 +128,9 @@ func (scene *ScenePlay) CheckRule(state bool, neighbors int) bool {
|
|||||||
// and dies otherwise. The first number, or list of numbers, is
|
// and dies otherwise. The first number, or list of numbers, is
|
||||||
// what is required for a dead cell to be born.
|
// what is required for a dead cell to be born.
|
||||||
|
|
||||||
if !state && Contains(scene.Config.Rule.Birth, neighbors) {
|
if state != 1 && Contains(scene.Config.Rule.Birth, neighbors) {
|
||||||
nextstate = Alive
|
nextstate = Alive
|
||||||
} else if state && Contains(scene.Config.Rule.Death, neighbors) {
|
} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
|
||||||
nextstate = Alive
|
nextstate = Alive
|
||||||
} else {
|
} else {
|
||||||
nextstate = Dead
|
nextstate = Dead
|
||||||
@@ -116,17 +152,24 @@ func (scene *ScenePlay) UpdateCells() {
|
|||||||
// next grid index, we just xor 0|1 to 1|0
|
// next grid index, we just xor 0|1 to 1|0
|
||||||
next := scene.Index ^ 1
|
next := scene.Index ^ 1
|
||||||
|
|
||||||
|
var wg sync.WaitGroup
|
||||||
|
wg.Add(scene.Config.Height)
|
||||||
|
|
||||||
// compute life status of cells
|
// compute life status of cells
|
||||||
for y := 0; y < scene.Config.Height; y++ {
|
for y := 0; y < scene.Config.Height; y++ {
|
||||||
|
|
||||||
|
go func() {
|
||||||
|
defer wg.Done()
|
||||||
|
|
||||||
for x := 0; x < scene.Config.Width; x++ {
|
for x := 0; x < scene.Config.Width; x++ {
|
||||||
state := scene.Grids[scene.Index].Data[y][x] // 0|1 == dead or alive
|
state := scene.Grids[scene.Index].Data[y][x].State // 0|1 == dead or alive
|
||||||
neighbors := scene.CountNeighbors(x, y) // alive neighbor count
|
neighbors := scene.Grids[scene.Index].CountNeighbors(x, y)
|
||||||
|
|
||||||
// actually apply the current rules
|
// actually apply the current rules
|
||||||
nextstate := scene.CheckRule(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][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
|
||||||
@@ -134,14 +177,14 @@ func (scene *ScenePlay) UpdateCells() {
|
|||||||
// deduce the color to use if evolution tracing is enabled
|
// deduce the color to use if evolution tracing is enabled
|
||||||
// 60FPS:
|
// 60FPS:
|
||||||
if state != nextstate {
|
if state != nextstate {
|
||||||
scene.History[y][x] = scene.Generations
|
scene.History.Age[y][x] = scene.Generations
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}()
|
||||||
}
|
}
|
||||||
|
|
||||||
// 10FPS:
|
wg.Wait()
|
||||||
//scene.History.Data[y][x] = (state ^ (1 ^ nextstate)) * (scene.Generations - scene.History.Data[y][x])
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// switch grid for rendering
|
// switch grid for rendering
|
||||||
scene.Index ^= 1
|
scene.Index ^= 1
|
||||||
@@ -370,13 +413,13 @@ func (scene *ScenePlay) SaveRectRLE() {
|
|||||||
height = scene.Mark.Y - scene.Point.Y
|
height = scene.Mark.Y - scene.Point.Y
|
||||||
}
|
}
|
||||||
|
|
||||||
grid := make([][]bool, height)
|
grid := make([][]uint8, height)
|
||||||
|
|
||||||
for y := 0; y < height; y++ {
|
for y := 0; y < height; y++ {
|
||||||
grid[y] = make([]bool, 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].State
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -422,15 +465,15 @@ func (scene *ScenePlay) Update() error {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// set a cell to alive or dead
|
// set a cell to alive or dead
|
||||||
func (scene *ScenePlay) ToggleCellOnCursorPos(alive bool) {
|
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][x] = alive
|
scene.Grids[scene.Index].Data[y][x].State = alive
|
||||||
scene.History[y][x] = 1
|
scene.History.Age[y][x] = 1
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -455,7 +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][x] {
|
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)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -470,9 +513,9 @@ 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[y][x]
|
age := scene.Generations - scene.History.Age[y][x]
|
||||||
|
|
||||||
switch scene.Grids[scene.Index].Data[y][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)
|
||||||
@@ -481,7 +524,7 @@ func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten
|
|||||||
}
|
}
|
||||||
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[y][x] > 1 && scene.Config.ShowEvolution {
|
if scene.History.Age[y][x] > 1 && scene.Config.ShowEvolution {
|
||||||
switch {
|
switch {
|
||||||
case age < 10:
|
case age < 10:
|
||||||
scene.World.DrawImage(scene.Theme.Tile(ColAge1), op)
|
scene.World.DrawImage(scene.Theme.Tile(ColAge1), op)
|
||||||
@@ -553,17 +596,24 @@ 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)
|
||||||
|
|
||||||
|
// rule might have changed
|
||||||
|
scene.InitRuleCheckFunc()
|
||||||
}
|
}
|
||||||
|
|
||||||
// pre-render offscreen cache image
|
// pre-render offscreen cache image
|
||||||
func (scene *ScenePlay) InitCache() {
|
func (scene *ScenePlay) InitCache() {
|
||||||
|
// setup theme
|
||||||
|
scene.Theme.SetGrid(scene.Config.ShowGrid)
|
||||||
|
|
||||||
|
if !scene.Config.ShowGrid {
|
||||||
|
scene.Cache.Fill(scene.Theme.Color(ColDead))
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
op := &ebiten.DrawImageOptions{}
|
op := &ebiten.DrawImageOptions{}
|
||||||
|
|
||||||
if scene.Config.ShowGrid {
|
|
||||||
scene.Cache.Fill(scene.Theme.Color(ColGrid))
|
scene.Cache.Fill(scene.Theme.Color(ColGrid))
|
||||||
} else {
|
|
||||||
scene.Cache.Fill(scene.Theme.Color(ColDead))
|
|
||||||
}
|
|
||||||
|
|
||||||
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++ {
|
||||||
@@ -580,8 +630,8 @@ 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() {
|
func (scene *ScenePlay) InitGrid() {
|
||||||
grida := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
|
grida := NewGrid(scene.Config)
|
||||||
gridb := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
|
gridb := NewGrid(scene.Config)
|
||||||
|
|
||||||
// startup is delayed until user has selected options
|
// startup is delayed until user has selected options
|
||||||
grida.FillRandom()
|
grida.FillRandom()
|
||||||
@@ -591,10 +641,8 @@ func (scene *ScenePlay) InitGrid() {
|
|||||||
gridb,
|
gridb,
|
||||||
}
|
}
|
||||||
|
|
||||||
scene.History = make([][]int64, scene.Config.Height)
|
scene.History = NewHistory(scene.Config.Height, scene.Config.Width)
|
||||||
for y := 0; y < scene.Config.Height; y++ {
|
|
||||||
scene.History[y] = make([]int64, scene.Config.Width)
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (scene *ScenePlay) Init() {
|
func (scene *ScenePlay) Init() {
|
||||||
@@ -626,6 +674,8 @@ func (scene *ScenePlay) Init() {
|
|||||||
scene.InitCache()
|
scene.InitCache()
|
||||||
|
|
||||||
if scene.Config.DelayedStart && !scene.Config.Empty {
|
if scene.Config.DelayedStart && !scene.Config.Empty {
|
||||||
|
// do not fill the grid when the main menu comes up first, the
|
||||||
|
// user decides interactively what to do
|
||||||
scene.Config.Empty = true
|
scene.Config.Empty = true
|
||||||
scene.InitGrid()
|
scene.InitGrid()
|
||||||
scene.Config.Empty = false
|
scene.Config.Empty = false
|
||||||
@@ -651,38 +701,10 @@ func bool2int(b bool) int {
|
|||||||
return int(*(*byte)(unsafe.Pointer(&b)))
|
return int(*(*byte)(unsafe.Pointer(&b)))
|
||||||
}
|
}
|
||||||
|
|
||||||
// count the living neighbors of a cell
|
func (scene *ScenePlay) InitRuleCheckFunc() {
|
||||||
func (scene *ScenePlay) CountNeighbors(x, y int) int {
|
if scene.Config.Rule.Definition == "B3/S23" {
|
||||||
var sum int
|
scene.RuleCheckFunc = scene.CheckRuleB3S23
|
||||||
|
|
||||||
grid := scene.Grids[scene.Index].Data
|
|
||||||
|
|
||||||
for nbgX := -1; nbgX < 2; nbgX++ {
|
|
||||||
for nbgY := -1; nbgY < 2; nbgY++ {
|
|
||||||
var col, row int
|
|
||||||
if scene.Config.Wrap {
|
|
||||||
// In wrap mode we look at all the 8 neighbors surrounding us.
|
|
||||||
// In case we are on an edge we'll look at the neighbor on the
|
|
||||||
// other side of the grid, thus wrapping lookahead around
|
|
||||||
// using the mod() function.
|
|
||||||
col = (x + nbgX + scene.Config.Width) % scene.Config.Width
|
|
||||||
row = (y + nbgY + scene.Config.Height) % scene.Config.Height
|
|
||||||
|
|
||||||
} else {
|
} else {
|
||||||
// In traditional grid mode the edges are deadly
|
scene.RuleCheckFunc = scene.CheckRuleGeneric
|
||||||
if x+nbgX < 0 || x+nbgX >= scene.Config.Width || y+nbgY < 0 || y+nbgY >= scene.Config.Height {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
col = x + nbgX
|
|
||||||
row = y + nbgY
|
|
||||||
}
|
|
||||||
|
|
||||||
sum += bool2int(grid[row][col])
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// don't count ourselfes though
|
|
||||||
sum -= bool2int(grid[y][x])
|
|
||||||
|
|
||||||
return sum
|
|
||||||
}
|
|
||||||
|
|||||||
10
src/rule.go
10
src/rule.go
@@ -9,13 +9,13 @@ import (
|
|||||||
// a GOL rule
|
// a GOL rule
|
||||||
type Rule struct {
|
type Rule struct {
|
||||||
Definition string
|
Definition string
|
||||||
Birth []int
|
Birth []uint8
|
||||||
Death []int
|
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) []int {
|
func NumbersToList(numbers string) []uint8 {
|
||||||
list := []int{}
|
list := []uint8{}
|
||||||
|
|
||||||
items := strings.Split(numbers, "")
|
items := strings.Split(numbers, "")
|
||||||
for _, item := range items {
|
for _, item := range items {
|
||||||
@@ -24,7 +24,7 @@ func NumbersToList(numbers string) []int {
|
|||||||
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
|
||||||
|
|||||||
22
src/theme.go
22
src/theme.go
@@ -26,8 +26,10 @@ const (
|
|||||||
// readily available from play.go
|
// readily available from play.go
|
||||||
type Theme struct {
|
type Theme struct {
|
||||||
Tiles map[int]*ebiten.Image
|
Tiles map[int]*ebiten.Image
|
||||||
|
GridTiles map[int]*ebiten.Image
|
||||||
Colors map[int]color.RGBA
|
Colors map[int]color.RGBA
|
||||||
Name string
|
Name string
|
||||||
|
ShowGrid bool
|
||||||
}
|
}
|
||||||
|
|
||||||
type ThemeDef struct {
|
type ThemeDef struct {
|
||||||
@@ -84,10 +86,14 @@ func NewTheme(def ThemeDef, cellsize int, name string) Theme {
|
|||||||
}
|
}
|
||||||
|
|
||||||
theme.Tiles = make(map[int]*ebiten.Image, 6)
|
theme.Tiles = make(map[int]*ebiten.Image, 6)
|
||||||
|
theme.GridTiles = make(map[int]*ebiten.Image, 6)
|
||||||
|
|
||||||
for cid, col := range theme.Colors {
|
for cid, col := range theme.Colors {
|
||||||
theme.Tiles[cid] = ebiten.NewImage(cellsize, cellsize)
|
theme.Tiles[cid] = ebiten.NewImage(cellsize, cellsize)
|
||||||
FillCell(theme.Tiles[cid], cellsize, col)
|
FillCell(theme.Tiles[cid], cellsize, col, 0)
|
||||||
|
|
||||||
|
theme.GridTiles[cid] = ebiten.NewImage(cellsize, cellsize)
|
||||||
|
FillCell(theme.GridTiles[cid], cellsize, col, 1)
|
||||||
}
|
}
|
||||||
|
|
||||||
return theme
|
return theme
|
||||||
@@ -97,6 +103,10 @@ func NewTheme(def ThemeDef, cellsize int, name string) Theme {
|
|||||||
// unknown type is being used, which is ok, since the code is the only
|
// unknown type is being used, which is ok, since the code is the only
|
||||||
// user anyway
|
// user anyway
|
||||||
func (theme *Theme) Tile(col int) *ebiten.Image {
|
func (theme *Theme) Tile(col int) *ebiten.Image {
|
||||||
|
if theme.ShowGrid {
|
||||||
|
return theme.GridTiles[col]
|
||||||
|
}
|
||||||
|
|
||||||
return theme.Tiles[col]
|
return theme.Tiles[col]
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -104,6 +114,10 @@ func (theme *Theme) Color(col int) color.RGBA {
|
|||||||
return theme.Colors[col]
|
return theme.Colors[col]
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (theme *Theme) SetGrid(showgrid bool) {
|
||||||
|
theme.ShowGrid = showgrid
|
||||||
|
}
|
||||||
|
|
||||||
type ThemeManager struct {
|
type ThemeManager struct {
|
||||||
Theme string
|
Theme string
|
||||||
Themes map[string]Theme
|
Themes map[string]Theme
|
||||||
@@ -152,11 +166,11 @@ func (manager *ThemeManager) SetCurrentTheme(theme string) {
|
|||||||
//
|
//
|
||||||
// So we don't draw a grid, we just left a grid behind, which saves us
|
// So we don't draw a grid, we just left a grid behind, which saves us
|
||||||
// from a lot of drawing operations.
|
// from a lot of drawing operations.
|
||||||
func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) {
|
func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA, x int) {
|
||||||
vector.DrawFilledRect(
|
vector.DrawFilledRect(
|
||||||
tile,
|
tile,
|
||||||
float32(1),
|
float32(x),
|
||||||
float32(1),
|
float32(x),
|
||||||
float32(cellsize),
|
float32(cellsize),
|
||||||
float32(cellsize),
|
float32(cellsize),
|
||||||
col, false,
|
col, false,
|
||||||
|
|||||||
2
various-tests/raygol/.gitignore
vendored
Normal file
2
various-tests/raygol/.gitignore
vendored
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
golsky
|
||||||
|
*.o
|
||||||
33
various-tests/raygol/Makefile
Normal file
33
various-tests/raygol/Makefile
Normal file
@@ -0,0 +1,33 @@
|
|||||||
|
CFLAGS = -Wall -Wextra -Werror -O2 -g
|
||||||
|
LDFLAGS= -L/usr/local/lib -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 -g
|
||||||
|
CC = clang
|
||||||
|
OBJS = main.o game.o grid.o
|
||||||
|
DST = golsky
|
||||||
|
PREFIX = /usr/local
|
||||||
|
UID = root
|
||||||
|
GID = 0
|
||||||
|
MAN = udpxd.1
|
||||||
|
|
||||||
|
.PHONY: all
|
||||||
|
all: $(DST)
|
||||||
|
|
||||||
|
$(DST): $(OBJS)
|
||||||
|
$(CC) $(OBJS) $(LDFLAGS) -o $(DST)
|
||||||
|
|
||||||
|
%.o: %.c
|
||||||
|
$(CC) -c $(CFLAGS) $*.c -o $*.o
|
||||||
|
|
||||||
|
.PHONY: clean
|
||||||
|
clean:
|
||||||
|
rm -f *.o $(DST)
|
||||||
|
|
||||||
|
.PHONY: install
|
||||||
|
install: $(DST)
|
||||||
|
install -d -o $(UID) -g $(GID) $(PREFIX)/sbin
|
||||||
|
install -d -o $(UID) -g $(GID) $(PREFIX)/man/man1
|
||||||
|
install -o $(UID) -g $(GID) -m 555 $(DST) $(PREFIX)/sbin/
|
||||||
|
install -o $(UID) -g $(GID) -m 444 $(MAN) $(PREFIX)/man/man1/
|
||||||
|
|
||||||
|
.PHONY: run
|
||||||
|
run:
|
||||||
|
LD_LIBRARY_PATH=/usr/local/lib ./golsky
|
||||||
48
various-tests/raygol/game.c
Normal file
48
various-tests/raygol/game.c
Normal file
@@ -0,0 +1,48 @@
|
|||||||
|
#include "game.h"
|
||||||
|
#include <stdio.h>
|
||||||
|
|
||||||
|
Game *Init(int width, int height, int gridwidth, int gridheight, int density) {
|
||||||
|
struct Game *game = malloc(sizeof(struct Game));
|
||||||
|
|
||||||
|
game->ScreenWidth = width;
|
||||||
|
game->ScreenHeight = height;
|
||||||
|
game->Cellsize = width / gridwidth;
|
||||||
|
game->Width = gridwidth;
|
||||||
|
game->Height = gridheight;
|
||||||
|
|
||||||
|
InitWindow(width, height, "golsky");
|
||||||
|
SetTargetFPS(60);
|
||||||
|
|
||||||
|
game->Grid = NewGrid(gridwidth, gridheight, density);
|
||||||
|
|
||||||
|
return game;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update(Game *game) {
|
||||||
|
if (IsKeyDown(KEY_Q)) {
|
||||||
|
game->Done = true;
|
||||||
|
exit(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Draw(Game *game) {
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
for (int y = 0; y < game->Width; y++) {
|
||||||
|
for (int x = 0; x < game->Height; x++) {
|
||||||
|
if (game->Grid->Data[y][x] == 1) {
|
||||||
|
DrawRectangle(x * game->Cellsize, y * game->Cellsize, game->Cellsize,
|
||||||
|
game->Cellsize, GREEN);
|
||||||
|
} else {
|
||||||
|
DrawRectangle(x * game->Cellsize, y * game->Cellsize, game->Cellsize,
|
||||||
|
game->Cellsize, RAYWHITE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawText("TEST", game->ScreenWidth / 2, 10, 20, RED);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
}
|
||||||
25
various-tests/raygol/game.h
Normal file
25
various-tests/raygol/game.h
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
#ifndef _HAVE_GAME_H
|
||||||
|
#define _HAVE_GAME_H
|
||||||
|
|
||||||
|
#include "grid.h"
|
||||||
|
#include "raylib.h"
|
||||||
|
#include <stdlib.h>
|
||||||
|
|
||||||
|
typedef struct Game {
|
||||||
|
// Camera2D Camera;
|
||||||
|
int ScreenWidth;
|
||||||
|
int ScreenHeight;
|
||||||
|
int Cellsize;
|
||||||
|
|
||||||
|
// Grid dimensions
|
||||||
|
int Width;
|
||||||
|
int Height;
|
||||||
|
bool Done;
|
||||||
|
Grid *Grid;
|
||||||
|
} Game;
|
||||||
|
|
||||||
|
Game *Init(int width, int height, int gridwidth, int gridheight, int density);
|
||||||
|
void Update(Game *game);
|
||||||
|
void Draw(Game *game);
|
||||||
|
|
||||||
|
#endif
|
||||||
28
various-tests/raygol/grid.c
Normal file
28
various-tests/raygol/grid.c
Normal file
@@ -0,0 +1,28 @@
|
|||||||
|
#include "grid.h"
|
||||||
|
|
||||||
|
Grid *NewGrid(int width, int height, int density) {
|
||||||
|
Grid *grid = malloc(sizeof(struct Grid));
|
||||||
|
grid->Width = width;
|
||||||
|
grid->Height = height;
|
||||||
|
grid->Density = density;
|
||||||
|
|
||||||
|
grid->Data = malloc(height * sizeof(int *));
|
||||||
|
for (int y = 0; y < grid->Height; y++) {
|
||||||
|
grid->Data[y] = malloc(width * sizeof(int *));
|
||||||
|
}
|
||||||
|
|
||||||
|
FillRandom(grid);
|
||||||
|
|
||||||
|
return grid;
|
||||||
|
}
|
||||||
|
|
||||||
|
void FillRandom(Grid *grid) {
|
||||||
|
int r;
|
||||||
|
for (int y = 0; y < grid->Width; y++) {
|
||||||
|
for (int x = 0; x < grid->Height; x++) {
|
||||||
|
r = GetRandomValue(0, grid->Density);
|
||||||
|
if (r == 1)
|
||||||
|
grid->Data[y][x] = r;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
18
various-tests/raygol/grid.h
Normal file
18
various-tests/raygol/grid.h
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
#ifndef _HAVE_GRID_H
|
||||||
|
#define _HAVE_GRID_H
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
#include <stdio.h>
|
||||||
|
#include <stdlib.h>
|
||||||
|
|
||||||
|
typedef struct Grid {
|
||||||
|
int Width;
|
||||||
|
int Height;
|
||||||
|
int Density;
|
||||||
|
int **Data;
|
||||||
|
} Grid;
|
||||||
|
|
||||||
|
Grid *NewGrid(int width, int height, int density);
|
||||||
|
void FillRandom(Grid *grid);
|
||||||
|
|
||||||
|
#endif
|
||||||
15
various-tests/raygol/main.c
Normal file
15
various-tests/raygol/main.c
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
#include "game.h"
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
int main(void) {
|
||||||
|
Game *game = Init(800, 800, 10, 10, 8);
|
||||||
|
|
||||||
|
while (!WindowShouldClose()) {
|
||||||
|
Update(game);
|
||||||
|
Draw(game);
|
||||||
|
}
|
||||||
|
|
||||||
|
CloseWindow();
|
||||||
|
free(game);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user