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https://codeberg.org/scip/golsky.git
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25 Commits
trackui
...
no-pointer
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| 4074debdbf | |||
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| f14f4ff21a |
1
.gitignore
vendored
1
.gitignore
vendored
@@ -6,3 +6,4 @@ rect*
|
|||||||
*prof
|
*prof
|
||||||
*lif
|
*lif
|
||||||
*rle
|
*rle
|
||||||
|
svgicons
|
||||||
|
|||||||
12
Makefile
12
Makefile
@@ -1,5 +1,8 @@
|
|||||||
.PHONY: all
|
.PHONY all:
|
||||||
all:
|
all: build
|
||||||
|
|
||||||
|
.PHONY: build
|
||||||
|
build:
|
||||||
make -C src
|
make -C src
|
||||||
mv src/golsky .
|
mv src/golsky .
|
||||||
|
|
||||||
@@ -7,3 +10,8 @@ all:
|
|||||||
clean:
|
clean:
|
||||||
make -C src clean
|
make -C src clean
|
||||||
rm -f dump* rect*
|
rm -f dump* rect*
|
||||||
|
|
||||||
|
.PHONY: profile
|
||||||
|
profile: build
|
||||||
|
./golsky -W 1500 -H 1500 -d --profile-file cpu.profile
|
||||||
|
go tool pprof --http localhost:8888 golsky cpu.profile
|
||||||
|
|||||||
@@ -82,17 +82,16 @@ Usage of ./golsky:
|
|||||||
|
|
||||||
While it runs, there are a couple of commands you can use:
|
While it runs, there are a couple of commands you can use:
|
||||||
|
|
||||||
* left mouse click: set a cell to alife (also pauses the game)
|
|
||||||
* right mouse click: set a cell to dead
|
|
||||||
* space: pause or resume the game
|
* space: pause or resume the game
|
||||||
* while game is paused: press n to forward one step
|
* while game is paused: press n to forward one step
|
||||||
* page up: speed up
|
* page up: speed up
|
||||||
* page down: slow down
|
* page down: slow down
|
||||||
* 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
|
||||||
* i: enter "insert" (draw) mode: use left mouse to set cells alife and right
|
* i: enter "insert" (draw) mode: use left mouse to toggle cells alife state.
|
||||||
button to dead. Leave with "space". While in insert mode, use middle mouse
|
Leave with insert mode "space". While in insert mode, use middle mouse
|
||||||
button to drag grid.
|
button to drag the grid.
|
||||||
* r: reset to 1:1 zoom
|
* r: reset to 1:1 zoom
|
||||||
* escape: open menu
|
* escape: open menu
|
||||||
* s: save game state to file (can be loaded with -l)
|
* s: save game state to file (can be loaded with -l)
|
||||||
|
|||||||
18
TODO.md
18
TODO.md
@@ -1,23 +1,29 @@
|
|||||||
- add all other options like size etc
|
- add all other options like size etc
|
||||||
- add gif export
|
- add gif export
|
||||||
- add toolbar
|
- add toolbar (not working yet, see branch trackui)
|
||||||
- turn input ifs to switch
|
|
||||||
- only draw visible part of the world
|
- only draw visible part of the world
|
||||||
- use themes instead of the current weird color lists
|
|
||||||
- print current mode to the bottom like pause, insert and mark
|
- print current mode to the bottom like pause, insert and mark
|
||||||
- add https://www.ibiblio.org/lifepatterns/october1970.html
|
- add https://www.ibiblio.org/lifepatterns/october1970.html
|
||||||
- history: dont count age but do calc to get index to age tile based on cell age
|
- history: dont count age but do calc to get index to age tile based on cell age
|
||||||
- maybe pre calc neighbors as 8 slice of pointers to neighboring cells to faster do the count
|
- maybe pre calc neighbors as 8 slice of pointers to neighboring cells to faster do the count
|
||||||
|
see various-tests/perf-2dim-pointers/: it's NOT faster :(
|
||||||
|
- use an array of 8 pointers to neighbors. on edge just add either fake dead neighbors or the wrap around neighbors.
|
||||||
|
- try arche ecs variant with either a component of the cells neighbors or using relations.
|
||||||
- https://mattnakama.com/blog/go-branchless-coding/
|
- https://mattnakama.com/blog/go-branchless-coding/
|
||||||
- add performance measurements, see:
|
- add performance measurements, see:
|
||||||
DrawTriangles: https://github.com/TLINDEN/testgol
|
DrawTriangles: https://github.com/TLINDEN/testgol
|
||||||
WritePixels: https://github.com/TLINDEN/testgol/tree/wrpixels
|
WritePixels: https://github.com/TLINDEN/testgol/tree/wrpixels
|
||||||
https://www.tasnimzotder.com/blog/optimizing-game-of-life-algorithm
|
https://www.tasnimzotder.com/blog/optimizing-game-of-life-algorithm
|
||||||
|
- pre-draw the grid separately to a cache grid image, then during
|
||||||
- show gridlines menu has no effect of grid was enabled with -g
|
rendering, first draw the dead background, then the life cells, and
|
||||||
|
lastly the grid - if enabled. If disabled, there's be no gap between
|
||||||
|
the cells anymore.
|
||||||
- Speed
|
- Speed
|
||||||
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:
|
||||||
|
|
||||||
|
|||||||
1
go.mod
1
go.mod
@@ -16,6 +16,7 @@ require (
|
|||||||
github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21 // indirect
|
github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21 // indirect
|
||||||
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 // indirect
|
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 // indirect
|
||||||
github.com/jezek/xgb v1.1.1 // indirect
|
github.com/jezek/xgb v1.1.1 // indirect
|
||||||
|
github.com/mlange-42/arche v0.13.0 // indirect
|
||||||
github.com/tinne26/etxt v0.0.8 // indirect
|
github.com/tinne26/etxt v0.0.8 // indirect
|
||||||
golang.org/x/exp v0.0.0-20240222234643-814bf88cf225 // indirect
|
golang.org/x/exp v0.0.0-20240222234643-814bf88cf225 // indirect
|
||||||
golang.org/x/sync v0.7.0 // indirect
|
golang.org/x/sync v0.7.0 // indirect
|
||||||
|
|||||||
2
go.sum
2
go.sum
@@ -16,6 +16,8 @@ github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2X
|
|||||||
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
|
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 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
|
||||||
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
|
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
|
||||||
|
github.com/mlange-42/arche v0.13.0 h1:ef0fu9qC2KIr8wIlVs+CgeQ5CSUJ8A1Hut6nXYdf+xk=
|
||||||
|
github.com/mlange-42/arche v0.13.0/go.mod h1:bFktKnvGDj2kP01xar79z0hKwGHdnoaEZR8HWmJkIyU=
|
||||||
github.com/spf13/pflag v1.0.5 h1:iy+VFUOCP1a+8yFto/drg2CJ5u0yRoB7fZw3DKv/JXA=
|
github.com/spf13/pflag v1.0.5 h1:iy+VFUOCP1a+8yFto/drg2CJ5u0yRoB7fZw3DKv/JXA=
|
||||||
github.com/spf13/pflag v1.0.5/go.mod h1:McXfInJRrz4CZXVZOBLb0bTZqETkiAhM9Iw0y3An2Bg=
|
github.com/spf13/pflag v1.0.5/go.mod h1:McXfInJRrz4CZXVZOBLb0bTZqETkiAhM9Iw0y3An2Bg=
|
||||||
github.com/tinne26/etxt v0.0.8 h1:rjb58jkMkapRGLmhBMWnT76E/nMTXC5P1Q956BRZkoc=
|
github.com/tinne26/etxt v0.0.8 h1:rjb58jkMkapRGLmhBMWnT76E/nMTXC5P1Q956BRZkoc=
|
||||||
|
|||||||
@@ -120,7 +120,7 @@ func removeWhitespace(input string) string {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Store a grid to an RLE file
|
// Store a grid to an RLE file
|
||||||
func StoreGridToRLE(grid [][]bool, filename, rule string, width, height int) error {
|
func StoreGridToRLE(grid [][]uint8, filename, rule string, width, height int) error {
|
||||||
fd, err := os.Create(filename)
|
fd, err := os.Create(filename)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
return err
|
return err
|
||||||
@@ -132,7 +132,7 @@ func StoreGridToRLE(grid [][]bool, filename, rule string, width, height int) err
|
|||||||
line := ""
|
line := ""
|
||||||
for x := 0; x < width; x++ {
|
for x := 0; x < width; x++ {
|
||||||
char := "b"
|
char := "b"
|
||||||
if grid[y][x] {
|
if grid[y][x] == 1 {
|
||||||
char = "o"
|
char = "o"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -43,16 +43,16 @@ type Config struct {
|
|||||||
}
|
}
|
||||||
|
|
||||||
const (
|
const (
|
||||||
VERSION = "v0.0.8"
|
VERSION = "v0.0.9"
|
||||||
Alive = true
|
Alive = 1
|
||||||
Dead = false
|
Dead = 0
|
||||||
|
|
||||||
DEFAULT_GRID_WIDTH = 600
|
DEFAULT_GRID_WIDTH = 600
|
||||||
DEFAULT_GRID_HEIGHT = 400
|
DEFAULT_GRID_HEIGHT = 400
|
||||||
DEFAULT_CELLSIZE = 4
|
DEFAULT_CELLSIZE = 4
|
||||||
DEFAULT_ZOOMFACTOR = 400
|
DEFAULT_ZOOMFACTOR = 400
|
||||||
DEFAULT_GEOM = "640x384"
|
DEFAULT_GEOM = "640x384"
|
||||||
DEFAULT_THEME = "standard" // "light" // inverse => "dark"
|
DEFAULT_THEME = "standard"
|
||||||
)
|
)
|
||||||
|
|
||||||
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 set cells alife and right
|
- I: enter "insert" (draw) mode: use left mouse to toggle a cells alife state.
|
||||||
button to dead. Leave with "space". While in insert mode, use middle mouse
|
Leave with insert mode with "space". While in insert mode, use middle mouse
|
||||||
button to drag grid.
|
button to drag the 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)
|
||||||
@@ -278,10 +278,8 @@ func (config *Config) SwitchTheme(theme string) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (config *Config) ToggleGridlines() {
|
func (config *Config) ToggleGridlines() {
|
||||||
fmt.Printf("toggle grid lines, current: %t\n", config.ShowGrid)
|
|
||||||
config.ShowGrid = !config.ShowGrid
|
config.ShowGrid = !config.ShowGrid
|
||||||
config.RestartCache = true
|
config.RestartCache = true
|
||||||
fmt.Printf("toggle grid lines, new: %t\n", config.ShowGrid)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func (config *Config) ToggleEvolution() {
|
func (config *Config) ToggleEvolution() {
|
||||||
|
|||||||
@@ -10,7 +10,6 @@ type Game struct {
|
|||||||
CurrentScene SceneName
|
CurrentScene SceneName
|
||||||
Config *Config
|
Config *Config
|
||||||
Scale float32
|
Scale float32
|
||||||
Screen *ebiten.Image
|
|
||||||
}
|
}
|
||||||
|
|
||||||
func NewGame(config *Config, startscene SceneName) *Game {
|
func NewGame(config *Config, startscene SceneName) *Game {
|
||||||
@@ -34,7 +33,6 @@ func NewGame(config *Config, startscene SceneName) *Game {
|
|||||||
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
|
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
|
||||||
ebiten.SetScreenClearedEveryFrame(true)
|
ebiten.SetScreenClearedEveryFrame(true)
|
||||||
|
|
||||||
game.Screen = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
|
|
||||||
return game
|
return game
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
161
src/grid.go
161
src/grid.go
@@ -12,65 +12,146 @@ 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
|
||||||
|
var STRIDE int
|
||||||
|
|
||||||
|
type Neighbor struct {
|
||||||
|
X, Y int
|
||||||
|
}
|
||||||
|
|
||||||
type Grid struct {
|
type Grid struct {
|
||||||
Data [][]bool
|
Data []uint8
|
||||||
Width, Height, Density int
|
NeighborCount []int
|
||||||
|
Neighbors [][]Neighbor
|
||||||
Empty bool
|
Empty bool
|
||||||
|
Config *Config
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create new empty grid and allocate Data according to provided dimensions
|
// Create new empty grid and allocate Data according to provided dimensions
|
||||||
func NewGrid(width, height, density int, empty bool) *Grid {
|
func NewGrid(config *Config) *Grid {
|
||||||
grid := &Grid{
|
STRIDE = config.Height
|
||||||
Height: height,
|
if config.Width > config.Height {
|
||||||
Width: width,
|
STRIDE = config.Width
|
||||||
Density: density,
|
|
||||||
Data: make([][]bool, height),
|
|
||||||
Empty: empty,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
for y := 0; y < height; y++ {
|
size := STRIDE * STRIDE
|
||||||
grid.Data[y] = make([]bool, width)
|
|
||||||
|
grid := &Grid{
|
||||||
|
Data: make([]uint8, size),
|
||||||
|
NeighborCount: make([]int, size),
|
||||||
|
Neighbors: make([][]Neighbor, size),
|
||||||
|
Empty: config.Empty,
|
||||||
|
Config: config,
|
||||||
|
}
|
||||||
|
|
||||||
|
// first setup the cells
|
||||||
|
for y := 0; y < config.Height; y++ {
|
||||||
|
for x := 0; x < config.Width; x++ {
|
||||||
|
grid.Data[y+STRIDE*x] = 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// in a second pass, collect positions to the neighbors of each cell
|
||||||
|
for y := 0; y < config.Height; y++ {
|
||||||
|
for x := 0; x < config.Width; x++ {
|
||||||
|
grid.SetupNeighbors(x, y)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return grid
|
return grid
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (grid *Grid) SetupNeighbors(x, y int) {
|
||||||
|
idx := 0
|
||||||
|
|
||||||
|
var neighbors []Neighbor
|
||||||
|
|
||||||
|
for nbgY := -1; nbgY < 2; nbgY++ {
|
||||||
|
for nbgX := -1; nbgX < 2; nbgX++ {
|
||||||
|
var col, row int
|
||||||
|
|
||||||
|
if grid.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 + grid.Config.Width) % grid.Config.Width
|
||||||
|
row = (y + nbgY + grid.Config.Height) % grid.Config.Height
|
||||||
|
|
||||||
|
} else {
|
||||||
|
// In traditional grid mode the edges are deadly
|
||||||
|
if x+nbgX < 0 || x+nbgX >= grid.Config.Width || y+nbgY < 0 || y+nbgY >= grid.Config.Height {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
col = x + nbgX
|
||||||
|
row = y + nbgY
|
||||||
|
}
|
||||||
|
|
||||||
|
if col == x && row == y {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
neighbors = append(neighbors, Neighbor{X: col, Y: row})
|
||||||
|
grid.NeighborCount[y+STRIDE*x]++
|
||||||
|
idx++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
grid.Neighbors[y+STRIDE*x] = neighbors
|
||||||
|
}
|
||||||
|
|
||||||
|
// count the living neighbors of a cell
|
||||||
|
func (grid *Grid) CountNeighbors(x, y int) uint8 {
|
||||||
|
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
|
||||||
|
}
|
||||||
|
|
||||||
// Create a new 1:1 instance
|
// Create a new 1:1 instance
|
||||||
func (grid *Grid) Clone() *Grid {
|
func (grid *Grid) Clone() *Grid {
|
||||||
newgrid := &Grid{}
|
newgrid := &Grid{}
|
||||||
|
|
||||||
newgrid.Width = grid.Width
|
newgrid.Config = grid.Config
|
||||||
newgrid.Height = grid.Height
|
|
||||||
newgrid.Data = grid.Data
|
newgrid.Data = grid.Data
|
||||||
|
|
||||||
return newgrid
|
return newgrid
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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][x] = grid.Data[y][x]
|
// other.Data[y+STRIDE*x] = grid.Data[y+STRIDE*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][x] = false
|
// grid.Data[y+STRIDE*x] = 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 := range grid.Data {
|
for y := 0; y < grid.Config.Height; y++ {
|
||||||
for x := range grid.Data[y] {
|
for x := 0; x < grid.Config.Width; x++ {
|
||||||
if rand.Intn(grid.Density) == 1 {
|
if rand.Intn(grid.Config.Density) == 1 {
|
||||||
grid.Data[y][x] = true
|
grid.Data[y+STRIDE*x] = 1
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -78,9 +159,9 @@ func (grid *Grid) FillRandom() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (grid *Grid) Dump() {
|
func (grid *Grid) Dump() {
|
||||||
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+STRIDE*x] == 1 {
|
||||||
fmt.Print("XX")
|
fmt.Print("XX")
|
||||||
} else {
|
} else {
|
||||||
fmt.Print(" ")
|
fmt.Print(" ")
|
||||||
@@ -93,8 +174,8 @@ func (grid *Grid) Dump() {
|
|||||||
// initialize using a given RLE pattern
|
// initialize using a given RLE pattern
|
||||||
func (grid *Grid) LoadRLE(pattern *rle.RLE) {
|
func (grid *Grid) LoadRLE(pattern *rle.RLE) {
|
||||||
if pattern != nil {
|
if pattern != nil {
|
||||||
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 +184,7 @@ 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+STRIDE*x] = 1
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -211,10 +292,10 @@ 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 := range grid.Data {
|
for y := 0; y < grid.Config.Height; y++ {
|
||||||
for _, cell := range grid.Data[y] {
|
for x := 0; x < grid.Config.Width; x++ {
|
||||||
row := "."
|
row := "."
|
||||||
if cell {
|
if grid.Data[y+STRIDE*x] == 1 {
|
||||||
row = "o"
|
row = "o"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -2,7 +2,6 @@ package main
|
|||||||
|
|
||||||
import (
|
import (
|
||||||
"image/color"
|
"image/color"
|
||||||
"os"
|
|
||||||
|
|
||||||
"github.com/ebitenui/ebitenui"
|
"github.com/ebitenui/ebitenui"
|
||||||
"github.com/ebitenui/ebitenui/widget"
|
"github.com/ebitenui/ebitenui/widget"
|
||||||
@@ -19,6 +18,7 @@ type SceneMenu struct {
|
|||||||
Ui *ebitenui.UI
|
Ui *ebitenui.UI
|
||||||
FontColor color.RGBA
|
FontColor color.RGBA
|
||||||
First bool
|
First bool
|
||||||
|
Exit bool
|
||||||
}
|
}
|
||||||
|
|
||||||
func NewMenuScene(game *Game, config *Config) Scene {
|
func NewMenuScene(game *Game, config *Config) Scene {
|
||||||
@@ -54,6 +54,10 @@ func (scene *SceneMenu) SetNext(next SceneName) {
|
|||||||
func (scene *SceneMenu) Update() error {
|
func (scene *SceneMenu) Update() error {
|
||||||
scene.Ui.Update()
|
scene.Ui.Update()
|
||||||
|
|
||||||
|
if scene.Exit {
|
||||||
|
return ebiten.Termination
|
||||||
|
}
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) || inpututil.IsKeyJustPressed(ebiten.KeyQ) {
|
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) || inpututil.IsKeyJustPressed(ebiten.KeyQ) {
|
||||||
scene.Config.DelayedStart = false
|
scene.Config.DelayedStart = false
|
||||||
scene.Leave()
|
scene.Leave()
|
||||||
@@ -120,7 +124,7 @@ func (scene *SceneMenu) Init() {
|
|||||||
|
|
||||||
quit := NewMenuButton("Exit Golsky",
|
quit := NewMenuButton("Exit Golsky",
|
||||||
func(args *widget.ButtonClickedEventArgs) {
|
func(args *widget.ButtonClickedEventArgs) {
|
||||||
os.Exit(0)
|
scene.Exit = true
|
||||||
})
|
})
|
||||||
|
|
||||||
rowContainer.AddChild(empty)
|
rowContainer.AddChild(empty)
|
||||||
|
|||||||
@@ -1,10 +1,8 @@
|
|||||||
package main
|
package main
|
||||||
|
|
||||||
import (
|
import (
|
||||||
"fmt"
|
|
||||||
"image/color"
|
"image/color"
|
||||||
|
|
||||||
"github.com/alecthomas/repr"
|
|
||||||
"github.com/ebitenui/ebitenui"
|
"github.com/ebitenui/ebitenui"
|
||||||
"github.com/ebitenui/ebitenui/widget"
|
"github.com/ebitenui/ebitenui/widget"
|
||||||
"github.com/hajimehoshi/ebiten/v2"
|
"github.com/hajimehoshi/ebiten/v2"
|
||||||
@@ -96,8 +94,6 @@ func (scene *SceneOptions) Init() {
|
|||||||
gridlines := NewCheckbox("Show grid lines",
|
gridlines := NewCheckbox("Show grid lines",
|
||||||
scene.Config.ShowGrid,
|
scene.Config.ShowGrid,
|
||||||
func(args *widget.CheckboxChangedEventArgs) {
|
func(args *widget.CheckboxChangedEventArgs) {
|
||||||
fmt.Println("CHECKBOX CALLED")
|
|
||||||
repr.Println(args.State)
|
|
||||||
scene.Config.ToggleGridlines()
|
scene.Config.ToggleGridlines()
|
||||||
})
|
})
|
||||||
|
|
||||||
|
|||||||
240
src/play.go
240
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 {
|
||||||
@@ -83,18 +100,38 @@ func (scene *ScenePlay) SetNext(next SceneName) {
|
|||||||
scene.Next = next
|
scene.Next = next
|
||||||
}
|
}
|
||||||
|
|
||||||
func (scene *ScenePlay) CheckRule(state bool, neighbors int) bool {
|
/* The standard Scene of Life is symbolized in rule-string notation
|
||||||
var nextstate bool
|
* 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 {
|
||||||
|
case 11:
|
||||||
|
fallthrough
|
||||||
|
case 12:
|
||||||
|
fallthrough
|
||||||
|
case 3:
|
||||||
|
return Alive
|
||||||
|
}
|
||||||
|
|
||||||
// The standard Scene of Life is symbolized in rule-string notation
|
return Dead
|
||||||
// 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 && Contains(scene.Config.Rule.Birth, neighbors) {
|
/*
|
||||||
|
* 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
|
||||||
|
|
||||||
|
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 +153,27 @@ 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)
|
||||||
|
|
||||||
|
width := scene.Config.Width
|
||||||
|
height := 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 < height; y++ {
|
||||||
for x := 0; x < scene.Config.Width; x++ {
|
|
||||||
state := scene.Grids[scene.Index].Data[y][x] // 0|1 == dead or alive
|
go func() {
|
||||||
neighbors := scene.CountNeighbors(x, y) // alive neighbor count
|
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].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+STRIDE*x] = 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 +181,14 @@ 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
|
||||||
@@ -174,50 +221,40 @@ func (scene *ScenePlay) CheckExit() error {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (scene *ScenePlay) CheckInput() {
|
func (scene *ScenePlay) CheckInput() {
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
|
// primary functions, always available
|
||||||
|
switch {
|
||||||
|
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
|
||||||
scene.SetNext(Menu)
|
scene.SetNext(Menu)
|
||||||
}
|
case inpututil.IsKeyJustPressed(ebiten.KeyO):
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyO) {
|
|
||||||
scene.SetNext(Options)
|
scene.SetNext(Options)
|
||||||
}
|
case inpututil.IsKeyJustPressed(ebiten.KeyC):
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyC) {
|
|
||||||
scene.Config.Markmode = true
|
scene.Config.Markmode = true
|
||||||
scene.Config.Drawmode = false
|
scene.Config.Drawmode = false
|
||||||
scene.Config.Paused = true
|
scene.Config.Paused = true
|
||||||
}
|
case inpututil.IsKeyJustPressed(ebiten.KeyI):
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyI) {
|
|
||||||
scene.Config.Drawmode = true
|
scene.Config.Drawmode = true
|
||||||
scene.Config.Paused = true
|
scene.Config.Paused = true
|
||||||
}
|
}
|
||||||
|
|
||||||
if scene.Config.Markmode {
|
if scene.Config.Markmode {
|
||||||
|
// no need to check any more input in mark mode
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
|
switch {
|
||||||
|
case inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter):
|
||||||
scene.Config.TogglePaused()
|
scene.Config.TogglePaused()
|
||||||
}
|
case inpututil.IsKeyJustPressed(ebiten.KeyPageDown):
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyPageDown) {
|
|
||||||
if scene.TPG < 120 {
|
if scene.TPG < 120 {
|
||||||
scene.TPG++
|
scene.TPG++
|
||||||
}
|
}
|
||||||
}
|
case inpututil.IsKeyJustPressed(ebiten.KeyPageUp):
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyPageUp) {
|
|
||||||
if scene.TPG >= 1 {
|
if scene.TPG >= 1 {
|
||||||
scene.TPG--
|
scene.TPG--
|
||||||
}
|
}
|
||||||
}
|
case inpututil.IsKeyJustPressed(ebiten.KeyS):
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyS) {
|
|
||||||
scene.SaveState()
|
scene.SaveState()
|
||||||
}
|
case inpututil.IsKeyJustPressed(ebiten.KeyD):
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyD) {
|
|
||||||
scene.Config.Debug = !scene.Config.Debug
|
scene.Config.Debug = !scene.Config.Debug
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -230,15 +267,10 @@ func (scene *ScenePlay) CheckInput() {
|
|||||||
|
|
||||||
func (scene *ScenePlay) CheckDrawingInput() {
|
func (scene *ScenePlay) CheckDrawingInput() {
|
||||||
if scene.Config.Drawmode {
|
if scene.Config.Drawmode {
|
||||||
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
|
switch {
|
||||||
scene.ToggleCellOnCursorPos(Alive)
|
case inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft):
|
||||||
}
|
scene.ToggleCellOnCursorPos()
|
||||||
|
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
|
||||||
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
|
|
||||||
scene.ToggleCellOnCursorPos(Dead)
|
|
||||||
}
|
|
||||||
|
|
||||||
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
|
|
||||||
scene.Config.Drawmode = false
|
scene.Config.Drawmode = false
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -282,16 +314,14 @@ func (scene *ScenePlay) CheckDraggingInput() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// also support the arrow keys to move the canvas
|
// also support the arrow keys to move the canvas
|
||||||
if ebiten.IsKeyPressed(ebiten.KeyArrowLeft) {
|
switch {
|
||||||
|
case ebiten.IsKeyPressed(ebiten.KeyArrowLeft):
|
||||||
scene.Camera.Position[0] -= 1
|
scene.Camera.Position[0] -= 1
|
||||||
}
|
case ebiten.IsKeyPressed(ebiten.KeyArrowRight):
|
||||||
if ebiten.IsKeyPressed(ebiten.KeyArrowRight) {
|
|
||||||
scene.Camera.Position[0] += 1
|
scene.Camera.Position[0] += 1
|
||||||
}
|
case ebiten.IsKeyPressed(ebiten.KeyArrowUp):
|
||||||
if ebiten.IsKeyPressed(ebiten.KeyArrowUp) {
|
|
||||||
scene.Camera.Position[1] -= 1
|
scene.Camera.Position[1] -= 1
|
||||||
}
|
case ebiten.IsKeyPressed(ebiten.KeyArrowDown):
|
||||||
if ebiten.IsKeyPressed(ebiten.KeyArrowDown) {
|
|
||||||
scene.Camera.Position[1] += 1
|
scene.Camera.Position[1] += 1
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -385,13 +415,13 @@ 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)+STRIDE*(x+startx)]
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -437,15 +467,15 @@ 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() {
|
||||||
// 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+STRIDE*x] ^= 1
|
||||||
scene.History[y][x] = 1
|
scene.History.Age[y][x] = 1
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -470,7 +500,7 @@ 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+STRIDE*x] == 1 {
|
||||||
scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
|
scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -482,17 +512,12 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
|
|||||||
scene.Camera.Render(scene.World, screen)
|
scene.Camera.Render(scene.World, screen)
|
||||||
|
|
||||||
scene.DrawDebug(screen)
|
scene.DrawDebug(screen)
|
||||||
|
|
||||||
op.GeoM.Reset()
|
|
||||||
op.GeoM.Translate(0, 0)
|
|
||||||
|
|
||||||
scene.Game.Screen.DrawImage(screen, op)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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+STRIDE*x] {
|
||||||
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)
|
||||||
@@ -501,7 +526,7 @@ 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)
|
||||||
@@ -573,17 +598,24 @@ 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++ {
|
||||||
@@ -600,8 +632,8 @@ 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()
|
||||||
@@ -611,10 +643,8 @@ 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() {
|
||||||
@@ -646,6 +676,8 @@ 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
|
||||||
@@ -671,38 +703,10 @@ 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
|
||||||
|
|||||||
30
src/theme.go
30
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 {
|
||||||
@@ -38,32 +40,32 @@ var THEMES = map[string]ThemeDef{
|
|||||||
"standard": {
|
"standard": {
|
||||||
life: "e15f0b",
|
life: "e15f0b",
|
||||||
dead: "5a5a5a",
|
dead: "5a5a5a",
|
||||||
|
old: "ff1e1e",
|
||||||
grid: "808080",
|
grid: "808080",
|
||||||
old: "7b5e4b",
|
|
||||||
age1: "735f52",
|
age1: "735f52",
|
||||||
age2: "6c6059",
|
age2: "6c6059",
|
||||||
age3: "635d59",
|
age3: "635d59",
|
||||||
age4: "808080",
|
age4: "7b5e4b",
|
||||||
},
|
},
|
||||||
"dark": {
|
"dark": {
|
||||||
life: "c8c8c8",
|
life: "c8c8c8",
|
||||||
dead: "000000",
|
dead: "000000",
|
||||||
old: "ff1e1e",
|
old: "ff1e1e",
|
||||||
|
grid: "808080",
|
||||||
age1: "522600",
|
age1: "522600",
|
||||||
age2: "422300",
|
age2: "422300",
|
||||||
age3: "2b1b00",
|
age3: "2b1b00",
|
||||||
age4: "191100",
|
age4: "191100",
|
||||||
grid: "808080",
|
|
||||||
},
|
},
|
||||||
"light": {
|
"light": {
|
||||||
life: "000000",
|
life: "000000",
|
||||||
dead: "c8c8c8",
|
dead: "c8c8c8",
|
||||||
old: "ff1e1e",
|
old: "ff1e1e",
|
||||||
|
grid: "808080",
|
||||||
age1: "ffc361",
|
age1: "ffc361",
|
||||||
age2: "ffd38c",
|
age2: "ffd38c",
|
||||||
age3: "ffe3b5",
|
age3: "ffe3b5",
|
||||||
age4: "fff0e0",
|
age4: "fff0e0",
|
||||||
grid: "808080",
|
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -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,
|
||||||
|
|||||||
@@ -3,7 +3,10 @@
|
|||||||
Running with 1500x1500 grid 5k times
|
Running with 1500x1500 grid 5k times
|
||||||
|
|
||||||
| Variation | Description | Duration |
|
| Variation | Description | Duration |
|
||||||
|--------------------|-----------------------------------------------------------------------------|----------|
|
|------------------------------|-----------------------------------------------------------------------------|-------------------|
|
||||||
| perf-2dim | uses 2d grid of bools, no tuning | 00:03:14 |
|
| perf-2dim | uses 2d grid of bools, no tuning | 00:03:14 |
|
||||||
| perf-2dim-pointers | use 2d grid of `Cell{Neighbors,NeighborCount}`s using pointers to neighbors | 00:03:35 |
|
| perf-2dim-pointers | use 2d grid of `Cell{Neighbors,NeighborCount}`s using pointers to neighbors | 00:03:35/00:04:75 |
|
||||||
|
| perf-2dim-pointers-array | same as above but array of neighbors instead of slice | 00:02:40 |
|
||||||
|
| perf-2dim-pointers-all-array | use arrays for everything, static 1500x1500 | infinite, aborted |
|
||||||
| perf-1dim | use 1d grid of bools, access using y*x, no further tuning | 00:03:24 |
|
| perf-1dim | use 1d grid of bools, access using y*x, no further tuning | 00:03:24 |
|
||||||
|
| perf-ecs | use arche ecs, unusable | 00:14:51 |
|
||||||
|
|||||||
@@ -87,6 +87,17 @@ 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")
|
||||||
|
|||||||
3
various-tests/perf-2dim-pointers-all-array/go.mod
Normal file
3
various-tests/perf-2dim-pointers-all-array/go.mod
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
module perf
|
||||||
|
|
||||||
|
go 1.22
|
||||||
141
various-tests/perf-2dim-pointers-all-array/main.go
Normal file
141
various-tests/perf-2dim-pointers-all-array/main.go
Normal file
@@ -0,0 +1,141 @@
|
|||||||
|
package main
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"log"
|
||||||
|
"math/rand"
|
||||||
|
"os"
|
||||||
|
"runtime/pprof"
|
||||||
|
"time"
|
||||||
|
"unsafe"
|
||||||
|
)
|
||||||
|
|
||||||
|
const (
|
||||||
|
max int = 1500
|
||||||
|
loops int = 5000
|
||||||
|
density int = 8
|
||||||
|
debug bool = false
|
||||||
|
)
|
||||||
|
|
||||||
|
type Cell struct {
|
||||||
|
State bool
|
||||||
|
Neighbors [8]*Cell
|
||||||
|
NeighborCount int
|
||||||
|
}
|
||||||
|
|
||||||
|
type Grid [1500][1500]Cell
|
||||||
|
|
||||||
|
// https://dev.to/chigbeef_77/bool-int-but-stupid-in-go-3jb3
|
||||||
|
func bool2int(b bool) int {
|
||||||
|
return int(*(*byte)(unsafe.Pointer(&b)))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (cell *Cell) Count(x, y int) {
|
||||||
|
cell.NeighborCount = 0
|
||||||
|
|
||||||
|
for _, neighbor := range cell.Neighbors {
|
||||||
|
cell.NeighborCount += bool2int(neighbor.State)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func SetNeighbors(grid Grid, x, y int) {
|
||||||
|
cells := []*Cell{}
|
||||||
|
deadcell := &Cell{}
|
||||||
|
|
||||||
|
for nbgX := -1; nbgX < 2; nbgX++ {
|
||||||
|
for nbgY := -1; nbgY < 2; nbgY++ {
|
||||||
|
var col, row int
|
||||||
|
|
||||||
|
if x+nbgX < 0 || x+nbgX >= max || y+nbgY < 0 || y+nbgY >= max {
|
||||||
|
cells = append(cells, deadcell)
|
||||||
|
} else {
|
||||||
|
|
||||||
|
col = x + nbgX
|
||||||
|
row = y + nbgY
|
||||||
|
|
||||||
|
if col == x && row == y {
|
||||||
|
// do not add self
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
cells = append(cells, &grid[row][col])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for idx, cell := range cells {
|
||||||
|
grid[y][x].Neighbors[idx] = cell
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func Init() Grid {
|
||||||
|
grid := Grid{}
|
||||||
|
|
||||||
|
for y := 0; y < max; y++ {
|
||||||
|
for x := 0; x < max; x++ {
|
||||||
|
if rand.Intn(density) == 1 {
|
||||||
|
grid[y][x].State = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for y := 0; y < max; y++ {
|
||||||
|
for x := 0; x < max; x++ {
|
||||||
|
SetNeighbors(grid, x, y)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return grid
|
||||||
|
}
|
||||||
|
|
||||||
|
func Loop(grid Grid) {
|
||||||
|
c := 0
|
||||||
|
for i := 0; i < loops; i++ {
|
||||||
|
for y := 0; y < max; y++ {
|
||||||
|
for x := 0; x < max; x++ {
|
||||||
|
cell := &grid[y][x]
|
||||||
|
state := cell.State
|
||||||
|
|
||||||
|
cell.Count(x, y)
|
||||||
|
|
||||||
|
if state && cell.NeighborCount > 1 {
|
||||||
|
if debug {
|
||||||
|
fmt.Printf(
|
||||||
|
"Loop %d - cell at %d,%d is %t and has %d living neighbors\n",
|
||||||
|
i, x, y, state, cell.NeighborCount)
|
||||||
|
}
|
||||||
|
c = 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if c > 1 {
|
||||||
|
c = 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func main() {
|
||||||
|
// 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")
|
||||||
|
if err != nil {
|
||||||
|
log.Fatal(err)
|
||||||
|
}
|
||||||
|
defer fd.Close()
|
||||||
|
|
||||||
|
pprof.StartCPUProfile(fd)
|
||||||
|
defer pprof.StopCPUProfile()
|
||||||
|
|
||||||
|
// init
|
||||||
|
grid := Init()
|
||||||
|
|
||||||
|
// main loop
|
||||||
|
loopstart := time.Now()
|
||||||
|
|
||||||
|
Loop(grid)
|
||||||
|
|
||||||
|
loopend := time.Now()
|
||||||
|
diff := loopstart.Sub(loopend)
|
||||||
|
fmt.Printf("Loop took %.04f\n", diff.Seconds())
|
||||||
|
}
|
||||||
3
various-tests/perf-2dim-pointers-array/go.mod
Normal file
3
various-tests/perf-2dim-pointers-array/go.mod
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
module perf
|
||||||
|
|
||||||
|
go 1.22
|
||||||
139
various-tests/perf-2dim-pointers-array/main.go
Normal file
139
various-tests/perf-2dim-pointers-array/main.go
Normal file
@@ -0,0 +1,139 @@
|
|||||||
|
package main
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"log"
|
||||||
|
"math/rand"
|
||||||
|
"os"
|
||||||
|
"runtime/pprof"
|
||||||
|
"time"
|
||||||
|
"unsafe"
|
||||||
|
)
|
||||||
|
|
||||||
|
const (
|
||||||
|
max int = 1500
|
||||||
|
loops int = 5000
|
||||||
|
density int = 8
|
||||||
|
debug bool = false
|
||||||
|
)
|
||||||
|
|
||||||
|
type Cell struct {
|
||||||
|
State bool
|
||||||
|
Neighbors [8]*Cell
|
||||||
|
NeighborCount int
|
||||||
|
}
|
||||||
|
|
||||||
|
// https://dev.to/chigbeef_77/bool-int-but-stupid-in-go-3jb3
|
||||||
|
func bool2int(b bool) int {
|
||||||
|
return int(*(*byte)(unsafe.Pointer(&b)))
|
||||||
|
}
|
||||||
|
|
||||||
|
func (cell *Cell) Count(x, y int) {
|
||||||
|
cell.NeighborCount = 0
|
||||||
|
|
||||||
|
for _, neighbor := range cell.Neighbors {
|
||||||
|
cell.NeighborCount += bool2int(neighbor.State)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func SetNeighbors(grid [][]Cell, x, y int) {
|
||||||
|
cells := []*Cell{}
|
||||||
|
deadcell := &Cell{}
|
||||||
|
|
||||||
|
for nbgX := -1; nbgX < 2; nbgX++ {
|
||||||
|
for nbgY := -1; nbgY < 2; nbgY++ {
|
||||||
|
var col, row int
|
||||||
|
|
||||||
|
if x+nbgX < 0 || x+nbgX >= max || y+nbgY < 0 || y+nbgY >= max {
|
||||||
|
cells = append(cells, deadcell)
|
||||||
|
} else {
|
||||||
|
|
||||||
|
col = x + nbgX
|
||||||
|
row = y + nbgY
|
||||||
|
|
||||||
|
if col == x && row == y {
|
||||||
|
// do not add self
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
cells = append(cells, &grid[row][col])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for idx, cell := range cells {
|
||||||
|
grid[y][x].Neighbors[idx] = cell
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func Init() [][]Cell {
|
||||||
|
grid := make([][]Cell, max)
|
||||||
|
for y := 0; y < max; y++ {
|
||||||
|
grid[y] = make([]Cell, max)
|
||||||
|
for x := 0; x < max; x++ {
|
||||||
|
if rand.Intn(density) == 1 {
|
||||||
|
grid[y][x].State = true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for y := 0; y < max; y++ {
|
||||||
|
for x := 0; x < max; x++ {
|
||||||
|
SetNeighbors(grid, x, y)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return grid
|
||||||
|
}
|
||||||
|
|
||||||
|
func Loop(grid [][]Cell) {
|
||||||
|
c := 0
|
||||||
|
for i := 0; i < loops; i++ {
|
||||||
|
for y := 0; y < max; y++ {
|
||||||
|
for x := 0; x < max; x++ {
|
||||||
|
cell := &grid[y][x]
|
||||||
|
state := cell.State
|
||||||
|
|
||||||
|
cell.Count(x, y)
|
||||||
|
|
||||||
|
if state && cell.NeighborCount > 1 {
|
||||||
|
if debug {
|
||||||
|
fmt.Printf(
|
||||||
|
"Loop %d - cell at %d,%d is %t and has %d living neighbors\n",
|
||||||
|
i, x, y, state, cell.NeighborCount)
|
||||||
|
}
|
||||||
|
c = 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if c > 1 {
|
||||||
|
c = 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func main() {
|
||||||
|
// 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")
|
||||||
|
if err != nil {
|
||||||
|
log.Fatal(err)
|
||||||
|
}
|
||||||
|
defer fd.Close()
|
||||||
|
|
||||||
|
pprof.StartCPUProfile(fd)
|
||||||
|
defer pprof.StopCPUProfile()
|
||||||
|
|
||||||
|
// init
|
||||||
|
grid := Init()
|
||||||
|
|
||||||
|
// main loop
|
||||||
|
loopstart := time.Now()
|
||||||
|
|
||||||
|
Loop(grid)
|
||||||
|
|
||||||
|
loopend := time.Now()
|
||||||
|
diff := loopstart.Sub(loopend)
|
||||||
|
fmt.Printf("Loop took %.04f\n", diff.Seconds())
|
||||||
|
}
|
||||||
5
various-tests/perf-ecs/go.mod
Normal file
5
various-tests/perf-ecs/go.mod
Normal file
@@ -0,0 +1,5 @@
|
|||||||
|
module perf
|
||||||
|
|
||||||
|
go 1.22
|
||||||
|
|
||||||
|
require github.com/mlange-42/arche v0.13.0 // indirect
|
||||||
2
various-tests/perf-ecs/go.sum
Normal file
2
various-tests/perf-ecs/go.sum
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
github.com/mlange-42/arche v0.13.0 h1:ef0fu9qC2KIr8wIlVs+CgeQ5CSUJ8A1Hut6nXYdf+xk=
|
||||||
|
github.com/mlange-42/arche v0.13.0/go.mod h1:bFktKnvGDj2kP01xar79z0hKwGHdnoaEZR8HWmJkIyU=
|
||||||
145
various-tests/perf-ecs/main.go
Normal file
145
various-tests/perf-ecs/main.go
Normal file
@@ -0,0 +1,145 @@
|
|||||||
|
package main
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"log"
|
||||||
|
"math/rand"
|
||||||
|
"os"
|
||||||
|
"runtime/pprof"
|
||||||
|
|
||||||
|
"github.com/mlange-42/arche/ecs"
|
||||||
|
"github.com/mlange-42/arche/generic"
|
||||||
|
)
|
||||||
|
|
||||||
|
const (
|
||||||
|
max int = 1500
|
||||||
|
loops int = 5000
|
||||||
|
density int = 8
|
||||||
|
debug bool = false
|
||||||
|
)
|
||||||
|
|
||||||
|
// components
|
||||||
|
type Pos struct {
|
||||||
|
X, Y, GridX, GridY int
|
||||||
|
}
|
||||||
|
|
||||||
|
type Cell struct {
|
||||||
|
State bool
|
||||||
|
Neighbors [8]ecs.Entity
|
||||||
|
}
|
||||||
|
|
||||||
|
type ECS struct {
|
||||||
|
World *ecs.World
|
||||||
|
Filter *generic.Filter2[Pos, Cell]
|
||||||
|
Map *generic.Map2[Pos, Cell]
|
||||||
|
}
|
||||||
|
|
||||||
|
func (cell *Cell) NeighborCount(ECS *ECS) int {
|
||||||
|
sum := 0
|
||||||
|
|
||||||
|
for _, neighbor := range cell.Neighbors {
|
||||||
|
if ECS.World.Alive(neighbor) {
|
||||||
|
_, cel := ECS.Map.Get(neighbor)
|
||||||
|
if cel.State {
|
||||||
|
sum++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return sum
|
||||||
|
}
|
||||||
|
|
||||||
|
func Loop(ECS *ECS) {
|
||||||
|
c := 0
|
||||||
|
|
||||||
|
for i := 0; i < loops; i++ {
|
||||||
|
query := ECS.Filter.Query(ECS.World)
|
||||||
|
|
||||||
|
for query.Next() {
|
||||||
|
_, cel := query.Get()
|
||||||
|
if cel.State && cel.NeighborCount(ECS) > 1 {
|
||||||
|
c = 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if c > 1 {
|
||||||
|
c = 0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
func SetupWorld() *ECS {
|
||||||
|
world := ecs.NewWorld()
|
||||||
|
|
||||||
|
builder := generic.NewMap2[Pos, Cell](&world)
|
||||||
|
|
||||||
|
// we need a temporary grid in order to find out neighbors
|
||||||
|
grid := [max][max]ecs.Entity{}
|
||||||
|
|
||||||
|
// setup entities
|
||||||
|
for y := 0; y < max; y++ {
|
||||||
|
for x := 0; x < max; x++ {
|
||||||
|
e := builder.New()
|
||||||
|
pos, cell := builder.Get(e)
|
||||||
|
pos.X = x
|
||||||
|
pos.Y = y // pos.GridX = x*cellsize
|
||||||
|
|
||||||
|
cell.State = false
|
||||||
|
if rand.Intn(density) == 1 {
|
||||||
|
cell.State = true
|
||||||
|
}
|
||||||
|
|
||||||
|
// store to tmp grid
|
||||||
|
grid[y][x] = e
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// global filter
|
||||||
|
filter := generic.NewFilter2[Pos, Cell]()
|
||||||
|
|
||||||
|
query := filter.Query(&world)
|
||||||
|
|
||||||
|
for query.Next() {
|
||||||
|
pos, cel := query.Get()
|
||||||
|
|
||||||
|
n := 0
|
||||||
|
for x := -1; x < 2; x++ {
|
||||||
|
for y := -1; y < 2; y++ {
|
||||||
|
XX := pos.X + x
|
||||||
|
YY := pos.Y + y
|
||||||
|
if XX < 0 || XX >= max || YY < 0 || YY >= max {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
if pos.X != XX || pos.Y != YY {
|
||||||
|
cel.Neighbors[n] = grid[XX][YY]
|
||||||
|
n++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return &ECS{World: &world, Filter: filter, Map: &builder}
|
||||||
|
}
|
||||||
|
|
||||||
|
func main() {
|
||||||
|
// 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")
|
||||||
|
if err != nil {
|
||||||
|
log.Fatal(err)
|
||||||
|
}
|
||||||
|
defer fd.Close()
|
||||||
|
|
||||||
|
pprof.StartCPUProfile(fd)
|
||||||
|
defer pprof.StopCPUProfile()
|
||||||
|
|
||||||
|
// init
|
||||||
|
fmt.Print("Setup ... ")
|
||||||
|
ECS := SetupWorld()
|
||||||
|
fmt.Println("done")
|
||||||
|
fmt.Println(ECS.World.Stats())
|
||||||
|
|
||||||
|
// main loop
|
||||||
|
Loop(ECS)
|
||||||
|
}
|
||||||
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;
|
||||||
|
}
|
||||||
13
various-tests/writepixel-pointers-int/go.mod
Normal file
13
various-tests/writepixel-pointers-int/go.mod
Normal file
@@ -0,0 +1,13 @@
|
|||||||
|
module testgol
|
||||||
|
|
||||||
|
go 1.22
|
||||||
|
|
||||||
|
require (
|
||||||
|
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
|
||||||
|
github.com/ebitengine/hideconsole v1.0.0 // indirect
|
||||||
|
github.com/ebitengine/purego v0.7.0 // indirect
|
||||||
|
github.com/hajimehoshi/ebiten/v2 v2.7.4 // indirect
|
||||||
|
github.com/jezek/xgb v1.1.1 // indirect
|
||||||
|
golang.org/x/sync v0.7.0 // indirect
|
||||||
|
golang.org/x/sys v0.20.0 // indirect
|
||||||
|
)
|
||||||
14
various-tests/writepixel-pointers-int/go.sum
Normal file
14
various-tests/writepixel-pointers-int/go.sum
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 h1:48bCqKTuD7Z0UovDfvpCn7wZ0GUZ+yosIteNDthn3FU=
|
||||||
|
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895/go.mod h1:XZdLv05c5hOZm3fM2NlJ92FyEZjnslcMcNRrhxs8+8M=
|
||||||
|
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=
|
||||||
|
github.com/ebitengine/hideconsole v1.0.0/go.mod h1:hTTBTvVYWKBuxPr7peweneWdkUwEuHuB3C1R/ielR1A=
|
||||||
|
github.com/ebitengine/purego v0.7.0 h1:HPZpl61edMGCEW6XK2nsR6+7AnJ3unUxpTZBkkIXnMc=
|
||||||
|
github.com/ebitengine/purego v0.7.0/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
|
||||||
|
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
|
||||||
|
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
|
||||||
|
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
|
||||||
|
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
|
||||||
|
golang.org/x/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
|
||||||
|
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
|
||||||
|
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
|
||||||
|
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
|
||||||
306
various-tests/writepixel-pointers-int/main.go
Normal file
306
various-tests/writepixel-pointers-int/main.go
Normal file
@@ -0,0 +1,306 @@
|
|||||||
|
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)
|
||||||
|
}
|
||||||
|
}
|
||||||
13
various-tests/writepixel-pointers/go.mod
Normal file
13
various-tests/writepixel-pointers/go.mod
Normal file
@@ -0,0 +1,13 @@
|
|||||||
|
module testgol
|
||||||
|
|
||||||
|
go 1.22
|
||||||
|
|
||||||
|
require (
|
||||||
|
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
|
||||||
|
github.com/ebitengine/hideconsole v1.0.0 // indirect
|
||||||
|
github.com/ebitengine/purego v0.7.0 // indirect
|
||||||
|
github.com/hajimehoshi/ebiten/v2 v2.7.4 // indirect
|
||||||
|
github.com/jezek/xgb v1.1.1 // indirect
|
||||||
|
golang.org/x/sync v0.7.0 // indirect
|
||||||
|
golang.org/x/sys v0.20.0 // indirect
|
||||||
|
)
|
||||||
14
various-tests/writepixel-pointers/go.sum
Normal file
14
various-tests/writepixel-pointers/go.sum
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 h1:48bCqKTuD7Z0UovDfvpCn7wZ0GUZ+yosIteNDthn3FU=
|
||||||
|
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895/go.mod h1:XZdLv05c5hOZm3fM2NlJ92FyEZjnslcMcNRrhxs8+8M=
|
||||||
|
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=
|
||||||
|
github.com/ebitengine/hideconsole v1.0.0/go.mod h1:hTTBTvVYWKBuxPr7peweneWdkUwEuHuB3C1R/ielR1A=
|
||||||
|
github.com/ebitengine/purego v0.7.0 h1:HPZpl61edMGCEW6XK2nsR6+7AnJ3unUxpTZBkkIXnMc=
|
||||||
|
github.com/ebitengine/purego v0.7.0/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
|
||||||
|
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
|
||||||
|
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
|
||||||
|
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
|
||||||
|
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
|
||||||
|
golang.org/x/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
|
||||||
|
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
|
||||||
|
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
|
||||||
|
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
|
||||||
306
various-tests/writepixel-pointers/main.go
Normal file
306
various-tests/writepixel-pointers/main.go
Normal file
@@ -0,0 +1,306 @@
|
|||||||
|
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)
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -238,35 +238,7 @@ func (game *Game) Draw(screen *ebiten.Image) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func main() {
|
func main() {
|
||||||
//x := 1
|
size := 1500
|
||||||
//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,
|
||||||
@@ -275,7 +247,7 @@ func _main() {
|
|||||||
Density: 8,
|
Density: 8,
|
||||||
TPG: 10,
|
TPG: 10,
|
||||||
Debug: false,
|
Debug: false,
|
||||||
Profile: false,
|
Profile: true,
|
||||||
Gridlines: false,
|
Gridlines: false,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user