47 Commits

Author SHA1 Message Date
06105e2960 forego ci 2025-11-13 21:29:01 +01:00
57684cabd6 use 1.22 2025-11-13 21:17:17 +01:00
65431e04eb Revert "update go"
This reverts commit 5be80ced12.
2025-11-13 21:16:20 +01:00
5be80ced12 update go 2025-11-13 21:11:00 +01:00
03494cd749 fix tar 2025-11-13 21:06:22 +01:00
fd12b0d4bb urgs 2025-11-13 21:05:05 +01:00
8b30bee747 fix apt 2025-11-13 21:03:26 +01:00
2e75b8ebc4 try w/o xi 2025-11-13 21:02:15 +01:00
e6e66beeca debug apt 2025-11-13 20:55:45 +01:00
c67bc59cbe add curl 2025-11-13 20:51:26 +01:00
c7e8cfc70d multi 2025-11-13 20:50:18 +01:00
6c45127ffe fix cursor 2025-11-13 20:48:52 +01:00
3cbd12421c fix libs 2025-11-13 20:47:53 +01:00
6e1efa3092 add yes 2025-11-13 20:41:39 +01:00
e88de796d9 install go directly 2025-11-13 20:40:16 +01:00
9a7580fc74 use ubuntu 2025-11-13 20:28:11 +01:00
f0068f0905 repackage code to cmd 2025-11-13 20:11:00 +01:00
0989fdb3cc moving to codeberg 2025-11-13 19:50:36 +01:00
a115db60f6 Merge branch 'main' of github.com:TLINDEN/gameoflife 2024-10-20 13:10:15 +02:00
1250f1113e fixed standard evolution colors 2024-10-20 13:07:12 +02:00
78aba6f005 fixed standard evolution colors 2024-10-20 12:39:37 +02:00
a680cca30c always calculate neighbor count 2024-07-16 19:33:06 +02:00
4074debdbf using only one dimensional grid by calculating y+STRIDE*x 2024-07-16 19:07:51 +02:00
e8ed283233 next try to enhance performance: now using uint9 again and no pointers 2024-07-15 14:21:21 +02:00
89d25db9e7 added profiling target, makes it easier 2024-07-15 14:21:03 +02:00
89903fdcec better comments, simplified check 2024-07-13 20:46:11 +02:00
05d56568e4 fix #7: use only left mouse button to draw, it toggles cell state 2024-07-13 19:31:25 +02:00
Thomas von Dein
50b630791a bumpversion 2024-07-12 23:00:28 +02:00
957db29a37 added C test 2024-07-12 23:00:28 +02:00
eb95c72538 fixed grid lines performance problem 2024-07-12 23:00:28 +02:00
604cbea127 use optimized rule check if B3/S23 is active 2024-07-12 23:00:28 +02:00
f3e7428775 draw the grid explicitly thus leading to full cells w/o the grid 2024-07-12 23:00:28 +02:00
6685207fde revert last revert and fixed history slow down bug 2024-07-12 23:00:28 +02:00
41da9b8536 revert history=>struct, but evolution doesn't work anymore anyway 2024-07-12 23:00:28 +02:00
6dec8c74ef bool => uint8 2024-07-12 23:00:28 +02:00
861ba86b0c using go-routines (one per row), makes it faster 2024-07-12 23:00:28 +02:00
7b0a74fb93 use cells instead of only bools, use pointer list to all neighbors 2024-07-12 23:00:28 +02:00
e516b218fd tuning fail 2024-06-14 19:58:03 +02:00
6544052bb7 tried more variants: writepixel+pointer+int, which is not much better 2024-06-14 19:56:00 +02:00
45e5fc7e3b tried arche ecs: utter fail, needs 4.3 the time 2024-06-12 20:01:30 +02:00
39da34cb5c more tests 2024-06-11 23:59:47 +02:00
T.v.Dein
1623277c85 Update TODO.md: add pointer idea, try ecs 2024-06-11 23:08:49 +02:00
15bce3cb3a add grid idea 2024-06-11 19:47:01 +02:00
3cff41c991 fixed colors of standard theme 2024-06-11 19:43:30 +02:00
d66fb489fe using switch in input checks 2024-06-11 19:39:46 +02:00
927e47dc92 remove old debug prints, update TODO 2024-06-11 19:22:29 +02:00
f14f4ff21a removed unneeded code, fixed game exit from menu 2024-06-11 19:15:40 +02:00
80 changed files with 2116 additions and 779 deletions

1
.gitignore vendored
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@@ -6,3 +6,4 @@ rect*
*prof *prof
*lif *lif
*rle *rle
svgicons

65
.goreleaser.yaml Normal file
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@@ -0,0 +1,65 @@
# vim: set ts=2 sw=2 tw=0 fo=cnqoj
version: 2
before:
hooks:
- go mod tidy
gitea_urls:
api: https://codeberg.org/api/v1
download: https://codeberg.org
builds:
- env:
- CGO_ENABLED=0
goos:
- linux
- freebsd
archives:
- formats: [tar.gz]
# this name template makes the OS and Arch compatible with the results of `uname`.
name_template: >-
{{ .ProjectName }}_
{{- title .Os }}_
{{- if eq .Arch "amd64" }}x86_64
{{- else if eq .Arch "386" }}i386
{{- else }}{{ .Arch }}{{ end }}
{{- if .Arm }}v{{ .Arm }}{{ end }}_{{ .Tag }}
# use zip for windows archives
format_overrides:
- goos: windows
formats: [zip]
- goos: linux
formats: [tar.gz,binary]
files:
- src: "*.md"
strip_parent: true
- src: Makefile.dist
dst: Makefile
wrap_in_directory: true
changelog:
sort: asc
filters:
exclude:
- "^docs:"
- "^test:"
groups:
- title: Improved
regexp: '^.*?(feat|add|new)(\([[:word:]]+\))??!?:.+$'
order: 0
- title: Fixed
regexp: '^.*?(bug|fix)(\([[:word:]]+\))??!?:.+$'
order: 1
- title: Changed
order: 999
release:
header: "# Release Notes"
footer: >-
---
Full Changelog: [{{ .PreviousTag }}...{{ .Tag }}](https://codeberg.org/scip/golsky/compare/{{ .PreviousTag }}...{{ .Tag }})

108
Makefile
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@@ -1,9 +1,103 @@
.PHONY: all # Copyright © 2024 Thomas von Dein
all:
make -C src # This program is free software: you can redistribute it and/or modify
mv src/golsky . # it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# no need to modify anything below
tool = golsky
VERSION = $(shell grep VERSION main.go | head -1 | cut -d '"' -f2)
archs = darwin freebsd linux windows
PREFIX = /usr/local
UID = root
GID = 0
HAVE_POD := $(shell pod2text -h 2>/dev/null)
#TAGS = -tags=ebitenginedebug
all: buildlocal
buildlocal:
go build $(TAGS) -o $(tool)
install: buildlocal
install -d -o $(UID) -g $(GID) $(PREFIX)/bin
install -d -o $(UID) -g $(GID) $(PREFIX)/man/man1
install -o $(UID) -g $(GID) -m 555 $(tool) $(PREFIX)/sbin/
install -o $(UID) -g $(GID) -m 444 $(tool).1 $(PREFIX)/man/man1/
.PHONY: clean
clean: clean:
make -C src clean rm -rf $(tool) coverage.out testdata t/out
rm -f dump* rect*
test: clean
mkdir -p t/out
go test ./... $(ARGS)
testlint: test lint
lint:
golangci-lint run
lint-full:
golangci-lint run --enable-all --exclude-use-default --disable exhaustivestruct,exhaustruct,depguard,interfacer,deadcode,golint,structcheck,scopelint,varcheck,ifshort,maligned,nosnakecase,godot,funlen,gofumpt,cyclop,noctx,gochecknoglobals,paralleltest
testfuzzy: clean
go test -fuzz ./... $(ARGS)
singletest:
@echo "Call like this: make singletest TEST=TestPrepareColumns ARGS=-v"
go test -run $(TEST) $(ARGS)
cover-report:
go test ./... -cover -coverprofile=coverage.out
go tool cover -html=coverage.out
goupdate:
go get -t -u=patch ./...
buildall:
./mkrel.sh $(tool) $(VERSION)
release: buildall
gh release create $(VERSION) --generate-notes releases/*
show-versions: buildlocal
@echo "### golsky version:"
@./golsky -V
@echo
@echo "### go module versions:"
@go list -m all
@echo
@echo "### go version used for building:"
@grep -m 1 go go.mod
# lint:
# golangci-lint run -p bugs -p unused
buildwasm:
env GOOS=js GOARCH=wasm go build -o $(tool).wasm $(LDFLAGS) .
zipwasm:
zip -r openquell-$(SHORTVERSION).zip index.html $(tool).wasm wasm_exec.js
wasm: buildwasm zipwasm
@ls -l $(tool)-$(SHORTVERSION).zip
.PHONY: profile
profile: build
./golsky -W 1500 -H 1500 -d --profile-file cpu.profile
go tool pprof --http localhost:8888 golsky cpu.profile

18
Makefile.dist Normal file
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@@ -0,0 +1,18 @@
# -*-make-*-
.PHONY: install all
tool = rpn
PREFIX = /usr/local
UID = root
GID = 0
all:
@echo "Type 'sudo make install' to install the tool."
@echo "To change prefix, type 'sudo make install PREFIX=/opt'"
install:
install -d -o $(UID) -g $(GID) $(PREFIX)/bin
install -d -o $(UID) -g $(GID) $(PREFIX)/share/doc
install -o $(UID) -g $(GID) -m 555 $(tool) $(PREFIX)/sbin/
install -o $(UID) -g $(GID) -m 444 *.md $(PREFIX)/share/doc/

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@@ -1,9 +1,9 @@
# golsky - Conway's game of life written in GO # golsky - Conway's game of life written in GO
![Golsky Logo](https://github.com/TLINDEN/golsky/blob/main/.github/assets/golskylogo.png) ![Golsky Logo](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/golskylogo.png)
[![License](https://img.shields.io/badge/license-GPL-blue.svg)](https://github.com/tlinden/golsky/blob/master/LICENSE) [![License](https://img.shields.io/badge/license-GPL-blue.svg)](https://codeberg.org/scip/golsky/blob/master/LICENSE)
[![Go Report Card](https://goreportcard.com/badge/github.com/tlinden/golsky)](https://goreportcard.com/report/github.com/tlinden/golsky) [![Go Report Card](https://goreportcard.com/badge/codeberg.org/scip/golsky)](https://goreportcard.com/report/codeberg.org/scip/golsky)
I wanted to play around a little bit with [**Conways Game of Life**](https://conwaylife.com/) I wanted to play around a little bit with [**Conways Game of Life**](https://conwaylife.com/)
in golang and here's the result. It's a simple game using in golang and here's the result. It's a simple game using
@@ -14,15 +14,16 @@ John Conway himself: https://youtu.be/R9Plq-D1gEk?si=yYxs77e9yXxeSNbL
Based on: https://youtu.be/FWSR_7kZuYg?si=ix1dmo76D8AmF25F Based on: https://youtu.be/FWSR_7kZuYg?si=ix1dmo76D8AmF25F
# Screenshots # Screenshots
[![golsky-mainmenu.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-mainmenu.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-mainmenu.png) [![golsky-mainmenu.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-mainmenu.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-mainmenu.png)
[![golsky-options.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-options.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-options.png) [![golsky-options.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-options.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-options.png)
[![golsky-bindings.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-bindings.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-bindings.png) [![golsky-bindings.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-bindings.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-bindings.png)
[![golsky-evolution-trace.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-evolution-trace.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-evolution-trace.png) [![golsky-evolution-trace.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-evolution-trace.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-evolution-trace.png)
[![golsky-zoom.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-zoom.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-zoom.png) [![golsky-zoom.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-zoom.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-zoom.png)
[![golsky-debug.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-debug.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-debug.png) [![golsky-debug.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-debug.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-debug.png)
[![golsky-capture.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-capture.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-capture.png) [![golsky-capture.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-capture.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-capture.png)
[![golsky-captured.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-captured.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-captured.png) [![golsky-captured.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-captured.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-captured.png)
[![golsky-dark-theme.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-dark-theme.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-dark-theme.png) [![golsky-dark-theme.png](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/256_golsky-dark-theme.png)](https://codeberg.org/scip/golsky/raw/branch/main/.github/assets/screenshots/golsky-dark-theme.png)
[Youtube video game preview](https://www.youtube.com/watch?v=xEto6Oew16I) [Youtube video game preview](https://www.youtube.com/watch?v=xEto6Oew16I)
@@ -81,17 +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)
@@ -102,7 +102,7 @@ While it runs, there are a couple of commands you can use:
# Report bugs # Report bugs
[Please open an issue](https://github.com/TLINDEN/golsky/issues). Thanks! [Please open an issue](https://codeberg.org/scip/golsky/issues). Thanks!
# License # License

24
TODO.md
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@@ -1,24 +1,30 @@
- 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://codeberg.org/scip/testgol
WritePixels: https://github.com/TLINDEN/testgol/tree/wrpixels WritePixels: https://codeberg.org/scip/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:
A Catagolue textcensus of, say, period-2 oscillators from A Catagolue textcensus of, say, period-2 oscillators from

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@@ -1,6 +1,6 @@
// this comes from the camera example but I enhanced it a little bit // this comes from the camera example but I enhanced it a little bit
package main package cmd
import ( import (
"fmt" "fmt"

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@@ -1,4 +1,4 @@
package main package cmd
import ( import (
"errors" "errors"
@@ -10,7 +10,7 @@ import (
"strings" "strings"
"github.com/spf13/pflag" "github.com/spf13/pflag"
"github.com/tlinden/golsky/rle" "codeberg.org/scip/golsky/rle"
) )
// all the settings comming from commandline, but maybe tweaked later from the UI // all the settings comming from commandline, but maybe tweaked later from the UI
@@ -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() {

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@@ -1,4 +1,4 @@
package main package cmd
import ( import (
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
@@ -23,7 +23,6 @@ func NewGame(config *Config, startscene SceneName) *Game {
// setup scene[s] // setup scene[s]
game.CurrentScene = startscene game.CurrentScene = startscene
game.Scenes[Play] = NewPlayScene(game, config) game.Scenes[Play] = NewPlayScene(game, config)
game.Scenes[Toolbar] = NewToolbarScene(game, config)
game.Scenes[Menu] = NewMenuScene(game, config) game.Scenes[Menu] = NewMenuScene(game, config)
game.Scenes[Options] = NewOptionsScene(game, config) game.Scenes[Options] = NewOptionsScene(game, config)
game.Scenes[Keybindings] = NewKeybindingsScene(game, config) game.Scenes[Keybindings] = NewKeybindingsScene(game, config)
@@ -48,22 +47,16 @@ func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
} }
func (game *Game) Update() error { func (game *Game) Update() error {
currentscene := game.GetCurrentScene() scene := game.GetCurrentScene()
for _, scene := range game.Scenes { if quit := scene.Update(); quit != nil {
if scene.IsPrimary() || scene == currentscene { return quit
if quit := scene.Update(); quit != nil {
return quit
}
}
} }
next := currentscene.GetNext() next := scene.GetNext()
if next != game.CurrentScene { if next != game.CurrentScene {
game.Scenes[next].SetPrevious(game.CurrentScene) game.Scenes[next].SetPrevious(game.CurrentScene)
currentscene.ResetNext() scene.ResetNext()
game.CurrentScene = next game.CurrentScene = next
} }
@@ -72,7 +65,6 @@ func (game *Game) Update() error {
func (game *Game) Draw(screen *ebiten.Image) { func (game *Game) Draw(screen *ebiten.Image) {
// first draw primary scene[s], although there are only 1 // first draw primary scene[s], although there are only 1
skip := false
for current, scene := range game.Scenes { for current, scene := range game.Scenes {
if scene.IsPrimary() { if scene.IsPrimary() {
// primary scenes always draw // primary scenes always draw
@@ -80,16 +72,11 @@ func (game *Game) Draw(screen *ebiten.Image) {
if current == game.CurrentScene { if current == game.CurrentScene {
// avoid to redraw it in the next step // avoid to redraw it in the next step
skip = true return
break
} }
} }
} }
if skip {
return
}
scene := game.GetCurrentScene() scene := game.GetCurrentScene()
scene.Draw(screen) scene.Draw(screen)
} }

View File

@@ -1,4 +1,4 @@
package main package cmd
// find an item in a list, generic variant // find an item in a list, generic variant
func Contains[E comparable](s []E, v E) bool { func Contains[E comparable](s []E, v E) bool {

383
cmd/grid.go Normal file
View File

@@ -0,0 +1,383 @@
package cmd
import (
"bufio"
"errors"
"fmt"
"math/rand"
"os"
"strings"
"time"
"codeberg.org/scip/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 {
Data []uint8
NeighborCount []int
Neighbors [][]Neighbor
Empty bool
Config *Config
Counter func(x, y int) uint8
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(config *Config) *Grid {
STRIDE = config.Height
if config.Width > config.Height {
STRIDE = config.Width
}
size := STRIDE * STRIDE
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)
}
}
if grid.Config.Wrap {
grid.Counter = grid.CountNeighborsWrap
} else {
grid.Counter = grid.CountNeighbors
}
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
}
func (grid *Grid) CountNeighborsWrap(x, y int) uint8 {
var sum uint8
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
// In wrap mode we look at all the 8 neighbors surrounding us.
// In case we are on an edge we'll look at the neighbor on the
// other side of the grid, thus wrapping lookahead around
// using the mod() function.
col = (x + nbgX + grid.Config.Width) % grid.Config.Width
row = (y + nbgY + grid.Config.Height) % grid.Config.Height
sum += grid.Data[row+STRIDE*col]
}
}
// don't count ourselfes though
sum -= grid.Data[y+STRIDE*x]
return sum
}
func (grid *Grid) CountNeighbors(x, y int) uint8 {
var sum uint8
width := grid.Config.Width
height := grid.Config.Height
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
xnbgX := x + nbgX
ynbgY := y + nbgY
// In traditional grid mode the edges are deadly
if xnbgX < 0 || xnbgX >= width || ynbgY < 0 || ynbgY >= height {
continue
}
col = xnbgX
row = ynbgY
sum += grid.Data[row+STRIDE*col]
}
}
// don't count ourselfes though
sum -= grid.Data[y+STRIDE*x]
return sum
}
// count the living neighbors of a cell
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
func (grid *Grid) Clone() *Grid {
newgrid := &Grid{}
newgrid.Config = grid.Config
newgrid.Data = grid.Data
return newgrid
}
// copy data
// func (grid *Grid) Copy(other *Grid) {
// for y := range grid.Data {
// for x := range grid.Data[y] {
// other.Data[y+STRIDE*x] = grid.Data[y+STRIDE*x]
// }
// }
// }
// delete all contents
// func (grid *Grid) Clear() {
// for y := range grid.Data {
// for x := range grid.Data[y] {
// grid.Data[y+STRIDE*x] = 0
// }
// }
// }
// initialize with random life cells using the given density
func (grid *Grid) FillRandom() {
if !grid.Empty {
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
if rand.Intn(grid.Config.Density) == 1 {
grid.Data[y+STRIDE*x] = 1
}
}
}
}
}
func (grid *Grid) Dump() {
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
if grid.Data[y+STRIDE*x] == 1 {
fmt.Print("XX")
} else {
fmt.Print(" ")
}
}
fmt.Println()
}
}
// initialize using a given RLE pattern
func (grid *Grid) LoadRLE(pattern *rle.RLE) {
if pattern != nil {
startX := (grid.Config.Width / 2) - (pattern.Width / 2)
startY := (grid.Config.Height / 2) - (pattern.Height / 2)
var y, x int
for rowIndex, patternRow := range pattern.Pattern {
for colIndex := range patternRow {
if pattern.Pattern[rowIndex][colIndex] > 0 {
x = colIndex + startX
y = rowIndex + startY
grid.Data[y+STRIDE*x] = 1
}
}
}
//grid.Dump()
}
}
// load a lif file parameters like R and P are not supported yet
func LoadLIF(filename string) (*rle.RLE, error) {
fd, err := os.Open(filename)
if err != nil {
return nil, err
}
scanner := bufio.NewScanner(fd)
scanner.Split(bufio.ScanLines)
gothead := false
grid := &rle.RLE{}
for scanner.Scan() {
line := scanner.Text()
items := strings.Split(line, "")
if len(items) < 0 {
continue
}
if strings.Contains(line, "# r") {
parts := strings.Split(line, " ")
if len(parts) == 2 {
grid.Rule = parts[1]
}
continue
}
if items[0] == "#" {
if gothead {
break
}
continue
}
gothead = true
row := make([]int, len(items))
for idx, item := range items {
switch item {
case ".":
row[idx] = 0
case "o":
fallthrough
case "*":
row[idx] = 1
default:
return nil, errors.New("cells must be . or o")
}
}
grid.Pattern = append(grid.Pattern, row)
}
// sanity check the grid
explen := 0
rows := 0
first := true
for _, row := range grid.Pattern {
length := len(row)
if first {
explen = length
first = false
}
if explen != length {
return nil, fmt.Errorf(
fmt.Sprintf("all rows must be in the same length, got: %d, expected: %d",
length, explen))
}
rows++
}
grid.Width = explen
grid.Height = rows
return grid, nil
}
// save the contents of the whole grid as a simple lif alike
// file. One line per row, 0 for dead and 1 for life cell.
// file format: https://conwaylife.com/wiki/Life_1.05
func (grid *Grid) SaveState(filename, rule string) error {
file, err := os.Create(filename)
if err != nil {
return fmt.Errorf("failed to open state file: %w", err)
}
defer file.Close()
fmt.Fprintf(file, "#Life 1.05\n#R %s\n#D golsky state file\n#P -1 -1\n", rule)
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
row := "."
if grid.Data[y+STRIDE*x] == 1 {
row = "o"
}
_, err := file.WriteString(row)
if err != nil {
return fmt.Errorf("failed to write to state file: %w", err)
}
}
file.WriteString("\n")
}
return nil
}
// generate filenames for dumps
func GetFilename(generations int64) string {
now := time.Now()
return fmt.Sprintf("dump-%s-%d.lif", now.Format("20060102150405"), generations)
}
func GetFilenameRLE(generations int64) string {
now := time.Now()
return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations)
}

View File

@@ -1,4 +1,4 @@
package main package cmd
import ( import (
"image/color" "image/color"

View File

@@ -1,4 +1,4 @@
package main package cmd
import ( import (
"log" "log"

View File

@@ -1,4 +1,4 @@
package main package cmd
import ( import (
"bytes" "bytes"

View File

@@ -1,4 +1,4 @@
package main package cmd
import ( import (
"embed" "embed"

View File

@@ -1,9 +1,7 @@
package main package cmd
import ( import (
"fmt"
"image/color" "image/color"
"os"
"github.com/ebitenui/ebitenui" "github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget" "github.com/ebitenui/ebitenui/widget"
@@ -20,6 +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 {
@@ -55,6 +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()
@@ -102,7 +105,6 @@ func (scene *SceneMenu) Init() {
options := NewMenuButton("Options", options := NewMenuButton("Options",
func(args *widget.ButtonClickedEventArgs) { func(args *widget.ButtonClickedEventArgs) {
fmt.Println("menu => options")
scene.SetNext(Options) scene.SetNext(Options)
}) })
@@ -122,7 +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)

View File

@@ -1,10 +1,8 @@
package main package cmd
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()
}) })

View File

@@ -1,16 +1,16 @@
package main package cmd
import ( import (
"fmt" "fmt"
"image" "image"
"log" "log"
"sync"
"unsafe" "unsafe"
uiinput "github.com/ebitenui/ebitenui/input"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector" "github.com/hajimehoshi/ebiten/v2/vector"
"github.com/tlinden/golsky/rle" "codeberg.org/scip/golsky/rle"
"golang.org/x/image/math/f64" "golang.org/x/image/math/f64"
) )
@@ -19,9 +19,24 @@ type Images struct {
} }
const ( const (
DEBUG_FORMAT = "FPS: %0.2f, TPG: %d, M: %0.2fMB, Generations: %d\nScale: %.02f, Zoom: %d, Cam: %.02f,%.02f Cursor: %d,%d %s, UI Active: %t" 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
@@ -32,7 +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
@@ -47,6 +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 {
@@ -84,18 +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
@@ -117,33 +153,43 @@ 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
neighbors := scene.CountNeighbors(x, y) // alive neighbor count
// actually apply the current rules go func() {
nextstate := scene.CheckRule(state, neighbors) defer wg.Done()
// change state of current cell in next grid for x := 0; x < width; x++ {
scene.Grids[next].Data[y][x] = nextstate state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
neighbors := scene.Grids[scene.Index].Counter(x, y)
if scene.Config.ShowEvolution { // actually apply the current rules
// set history to current generation so we can infer the nextstate := scene.RuleCheckFunc(state, neighbors)
// age of the cell's state during rendering and use it to
// deduce the color to use if evolution tracing is enabled // change state of current cell in next grid
// 60FPS: scene.Grids[next].Data[y+STRIDE*x] = nextstate
if state != nextstate {
scene.History[y][x] = scene.Generations if scene.Config.ShowEvolution {
// set history to current generation so we can infer the
// age of the cell's state during rendering and use it to
// deduce the color to use if evolution tracing is enabled
// 60FPS:
if state != nextstate {
scene.History.Age[y][x] = scene.Generations
}
} }
// 10FPS:
//scene.History.Data[y][x] = (state ^ (1 ^ nextstate)) * (scene.Generations - scene.History.Data[y][x])
} }
} }()
} }
wg.Wait()
// switch grid for rendering // switch grid for rendering
scene.Index ^= 1 scene.Index ^= 1
@@ -175,50 +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
} }
@@ -231,15 +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
} }
} }
@@ -283,16 +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
} }
@@ -386,13 +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)]
} }
} }
@@ -425,12 +454,11 @@ func (scene *ScenePlay) Update() error {
return quit return quit
} }
if !uiinput.UIActive { scene.CheckInput()
scene.CheckInput() scene.CheckDrawingInput()
scene.CheckDrawingInput() scene.CheckDraggingInput()
scene.CheckDraggingInput() scene.CheckMarkInput()
scene.CheckMarkInput()
}
if !scene.Config.Paused || scene.RunOneStep { if !scene.Config.Paused || scene.RunOneStep {
scene.UpdateCells() scene.UpdateCells()
} }
@@ -439,15 +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
} }
} }
@@ -472,7 +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)
} }
} }
@@ -484,15 +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)
// draw the toolbar directly from here, because otherwise it flickers
scene.Game.Scenes[Toolbar].Draw(screen)
} }
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)
@@ -554,7 +579,7 @@ func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
scene.Game.Scale, scene.Camera.ZoomFactor, scene.Game.Scale, scene.Camera.ZoomFactor,
scene.Camera.Position[0], scene.Camera.Position[1], scene.Camera.Position[0], scene.Camera.Position[1],
x, y, x, y,
paused, uiinput.UIActive) paused)
FontRenderer.Renderer.SetSizePx(10 + int(scene.Game.Scale*10)) FontRenderer.Renderer.SetSizePx(10 + int(scene.Game.Scale*10))
FontRenderer.Renderer.SetTarget(screen) FontRenderer.Renderer.SetTarget(screen)
@@ -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
} else {
grid := scene.Grids[scene.Index].Data scene.RuleCheckFunc = scene.CheckRuleGeneric
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 {
// In traditional grid mode the edges are deadly
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
} }

View File

@@ -1,4 +1,4 @@
package main package cmd
import ( import (
"log" "log"
@@ -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

View File

@@ -1,4 +1,4 @@
package main package cmd
import "github.com/hajimehoshi/ebiten/v2" import "github.com/hajimehoshi/ebiten/v2"
@@ -25,5 +25,4 @@ const (
Play // actual playing happens here Play // actual playing happens here
Options Options
Keybindings Keybindings
Toolbar
) )

View File

@@ -1,4 +1,4 @@
package main package cmd
import "runtime" import "runtime"

View File

@@ -1,4 +1,4 @@
package main package cmd
import ( import (
"fmt" "fmt"
@@ -25,9 +25,11 @@ const (
// the colors and the actual tile images here, so that they are // the colors and the actual tile images here, so that they are
// 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
Colors map[int]color.RGBA GridTiles map[int]*ebiten.Image
Name string Colors map[int]color.RGBA
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", age3: "6c6059",
age1: "735f52", age2: "735f52",
age2: "6c6059", age1: "7b5e4b",
age3: "635d59", age4: "635d59",
age4: "808080",
}, },
"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,

View File

@@ -1,11 +1,10 @@
package main package cmd
import ( import (
"image/color" "image/color"
"github.com/ebitenui/ebitenui/image" "github.com/ebitenui/ebitenui/image"
"github.com/ebitenui/ebitenui/widget" "github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
) )
func NewMenuButton( func NewMenuButton(
@@ -41,32 +40,6 @@ func NewMenuButton(
) )
} }
func NewToolbarButton(
icon *ebiten.Image,
action func(args *widget.ButtonClickedEventArgs)) *widget.Container {
buttonImage, _ := LoadButtonImage()
iconContainer := widget.NewContainer(
widget.ContainerOpts.Layout(widget.NewStackedLayout()),
widget.ContainerOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
})),
)
button := widget.NewButton(
widget.ButtonOpts.Image(buttonImage),
widget.ButtonOpts.ClickedHandler(action),
)
iconContainer.AddChild(button)
iconContainer.AddChild(widget.NewGraphic(widget.GraphicOpts.Image(icon)))
return iconContainer
}
func NewCheckbox( func NewCheckbox(
text string, text string,
initialvalue bool, initialvalue bool,
@@ -242,37 +215,6 @@ func (container *RowContainer) Container() *widget.Container {
return container.Root return container.Root
} }
// setup a top level toolbar container
func NewTopRowContainer(title string) *RowContainer {
buttonImageHover := image.NewNineSlice(Assets["button-9slice3"], [3]int{3, 3, 3}, [3]int{3, 3, 3})
uiContainer := widget.NewContainer(
widget.ContainerOpts.Layout(widget.NewAnchorLayout()),
)
rowContainer := widget.NewContainer(
widget.ContainerOpts.WidgetOpts(
widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionStart,
VerticalPosition: widget.AnchorLayoutPositionStart,
}),
),
widget.ContainerOpts.Layout(widget.NewRowLayout(
widget.RowLayoutOpts.Direction(widget.DirectionVertical),
widget.RowLayoutOpts.Padding(widget.NewInsetsSimple(8)),
widget.RowLayoutOpts.Spacing(0),
)),
widget.ContainerOpts.BackgroundImage(buttonImageHover),
)
uiContainer.AddChild(rowContainer)
return &RowContainer{
Root: uiContainer,
Row: rowContainer,
}
}
// set arg to false if no background needed // set arg to false if no background needed
func NewRowContainer(title string) *RowContainer { func NewRowContainer(title string) *RowContainer {
buttonImageHover := image.NewNineSlice(Assets["button-9slice3"], [3]int{3, 3, 3}, [3]int{3, 3, 3}) buttonImageHover := image.NewNineSlice(Assets["button-9slice3"], [3]int{3, 3, 3}, [3]int{3, 3, 3})

5
go.mod
View File

@@ -1,4 +1,4 @@
module github.com/tlinden/golsky module codeberg.org/scip/golsky
go 1.22 go 1.22
@@ -13,9 +13,10 @@ require (
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect github.com/ebitengine/purego v0.7.0 // indirect
github.com/ebitenui/ebitenui v0.5.8-0.20240608230235-27496c28f409 // 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

4
go.sum
View File

@@ -10,14 +10,14 @@ github.com/ebitenui/ebitenui v0.5.6 h1:qyJRU5j+lQo1lamxB48IBwMxMfz1xNb5iWUayCtA0
github.com/ebitenui/ebitenui v0.5.6/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE= github.com/ebitenui/ebitenui v0.5.6/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21 h1:dElhYGyf+FYY+makAndUQNOSDwFSFYyFWziPwQrPObY= github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21 h1:dElhYGyf+FYY+makAndUQNOSDwFSFYyFWziPwQrPObY=
github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE= github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
github.com/ebitenui/ebitenui v0.5.8-0.20240608230235-27496c28f409 h1:wsPobs+O3ZmZvhtNtmnMkaB1FRM7tuZ60P0/jegRQGg=
github.com/ebitenui/ebitenui v0.5.8-0.20240608230235-27496c28f409/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g= github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k= github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k=
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8= 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/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=

View File

@@ -8,6 +8,7 @@ import (
_ "net/http/pprof" _ "net/http/pprof"
"codeberg.org/scip/golsky/cmd"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
) )
@@ -18,22 +19,22 @@ func main() {
directstart = true directstart = true
} }
config, err := ParseCommandline() config, err := cmd.ParseCommandline()
if err != nil { if err != nil {
log.Fatal(err) log.Fatal(err)
} }
if config.ShowVersion { if config.ShowVersion {
fmt.Printf("This is golsky version %s\n", VERSION) fmt.Printf("This is golsky version %s\n", cmd.VERSION)
os.Exit(0) os.Exit(0)
} }
start := Play start := cmd.Play
if !directstart { if !directstart {
start = Menu start = cmd.Menu
config.DelayedStart = true config.DelayedStart = true
} }
game := NewGame(config, SceneName(start)) game := cmd.NewGame(config, cmd.SceneName(start))
if config.ProfileFile != "" { if config.ProfileFile != "" {
// enable cpu profiling. Do NOT use q to stop the game but // enable cpu profiling. Do NOT use q to stop the game but

View File

@@ -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"
} }

View File

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

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@@ -1,241 +0,0 @@
package main
import (
"bufio"
"errors"
"fmt"
"math/rand"
"os"
"strings"
"time"
"github.com/tlinden/golsky/rle"
)
type Grid struct {
Data [][]bool
Width, Height, Density int
Empty bool
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(width, height, density int, empty bool) *Grid {
grid := &Grid{
Height: height,
Width: width,
Density: density,
Data: make([][]bool, height),
Empty: empty,
}
for y := 0; y < height; y++ {
grid.Data[y] = make([]bool, width)
}
return grid
}
// Create a new 1:1 instance
func (grid *Grid) Clone() *Grid {
newgrid := &Grid{}
newgrid.Width = grid.Width
newgrid.Height = grid.Height
newgrid.Data = grid.Data
return newgrid
}
// copy data
func (grid *Grid) Copy(other *Grid) {
for y := range grid.Data {
for x := range grid.Data[y] {
other.Data[y][x] = grid.Data[y][x]
}
}
}
// delete all contents
func (grid *Grid) Clear() {
for y := range grid.Data {
for x := range grid.Data[y] {
grid.Data[y][x] = false
}
}
}
// initialize with random life cells using the given density
func (grid *Grid) FillRandom() {
if !grid.Empty {
for y := range grid.Data {
for x := range grid.Data[y] {
if rand.Intn(grid.Density) == 1 {
grid.Data[y][x] = true
}
}
}
}
}
func (grid *Grid) Dump() {
for y := 0; y < grid.Height; y++ {
for x := 0; x < grid.Width; x++ {
if grid.Data[y][x] {
fmt.Print("XX")
} else {
fmt.Print(" ")
}
}
fmt.Println()
}
}
// initialize using a given RLE pattern
func (grid *Grid) LoadRLE(pattern *rle.RLE) {
if pattern != nil {
startX := (grid.Width / 2) - (pattern.Width / 2)
startY := (grid.Height / 2) - (pattern.Height / 2)
var y, x int
for rowIndex, patternRow := range pattern.Pattern {
for colIndex := range patternRow {
if pattern.Pattern[rowIndex][colIndex] > 0 {
x = colIndex + startX
y = rowIndex + startY
grid.Data[y][x] = true
}
}
}
//grid.Dump()
}
}
// load a lif file parameters like R and P are not supported yet
func LoadLIF(filename string) (*rle.RLE, error) {
fd, err := os.Open(filename)
if err != nil {
return nil, err
}
scanner := bufio.NewScanner(fd)
scanner.Split(bufio.ScanLines)
gothead := false
grid := &rle.RLE{}
for scanner.Scan() {
line := scanner.Text()
items := strings.Split(line, "")
if len(items) < 0 {
continue
}
if strings.Contains(line, "# r") {
parts := strings.Split(line, " ")
if len(parts) == 2 {
grid.Rule = parts[1]
}
continue
}
if items[0] == "#" {
if gothead {
break
}
continue
}
gothead = true
row := make([]int, len(items))
for idx, item := range items {
switch item {
case ".":
row[idx] = 0
case "o":
fallthrough
case "*":
row[idx] = 1
default:
return nil, errors.New("cells must be . or o")
}
}
grid.Pattern = append(grid.Pattern, row)
}
// sanity check the grid
explen := 0
rows := 0
first := true
for _, row := range grid.Pattern {
length := len(row)
if first {
explen = length
first = false
}
if explen != length {
return nil, fmt.Errorf(
fmt.Sprintf("all rows must be in the same length, got: %d, expected: %d",
length, explen))
}
rows++
}
grid.Width = explen
grid.Height = rows
return grid, nil
}
// save the contents of the whole grid as a simple lif alike
// file. One line per row, 0 for dead and 1 for life cell.
// file format: https://conwaylife.com/wiki/Life_1.05
func (grid *Grid) SaveState(filename, rule string) error {
file, err := os.Create(filename)
if err != nil {
return fmt.Errorf("failed to open state file: %w", err)
}
defer file.Close()
fmt.Fprintf(file, "#Life 1.05\n#R %s\n#D golsky state file\n#P -1 -1\n", rule)
for y := range grid.Data {
for _, cell := range grid.Data[y] {
row := "."
if cell {
row = "o"
}
_, err := file.WriteString(row)
if err != nil {
return fmt.Errorf("failed to write to state file: %w", err)
}
}
file.WriteString("\n")
}
return nil
}
// generate filenames for dumps
func GetFilename(generations int64) string {
now := time.Now()
return fmt.Sprintf("dump-%s-%d.lif", now.Format("20060102150405"), generations)
}
func GetFilenameRLE(generations int64) string {
now := time.Now()
return fmt.Sprintf("rect-%s-%d.rle", now.Format("20060102150405"), generations)
}

View File

@@ -1,95 +0,0 @@
package main
import (
"fmt"
"image/color"
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type SceneToolbar struct {
Game *Game
Config *Config
Next SceneName
Prev SceneName
Whoami SceneName
Ui *ebitenui.UI
FontColor color.RGBA
}
func NewToolbarScene(game *Game, config *Config) Scene {
scene := &SceneToolbar{
Whoami: Toolbar,
Game: game,
Next: Toolbar,
Config: config,
FontColor: color.RGBA{255, 30, 30, 0xff},
}
scene.Init()
return scene
}
func (scene *SceneToolbar) GetNext() SceneName {
return scene.Next
}
func (scene *SceneToolbar) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *SceneToolbar) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *SceneToolbar) SetNext(next SceneName) {
scene.Next = next
}
func (scene *SceneToolbar) IsPrimary() bool {
return true
}
func (scene *SceneToolbar) Update() error {
scene.Ui.Update()
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) || inpututil.IsKeyJustPressed(ebiten.KeyQ) {
scene.SetNext(Play)
}
return nil
}
func (scene *SceneToolbar) Draw(screen *ebiten.Image) {
scene.Ui.Draw(screen)
}
func (scene *SceneToolbar) SetInitialValue(w *widget.LabeledCheckbox, value bool) {
if value {
w.SetState(
widget.WidgetChecked,
)
}
}
func (scene *SceneToolbar) Init() {
rowContainer := NewTopRowContainer("Toolbar")
options := NewToolbarButton(Assets["options"],
func(args *widget.ButtonClickedEventArgs) {
fmt.Println("options")
scene.SetNext(Options)
})
rowContainer.AddChild(options)
scene.Ui = &ebitenui.UI{
Container: rowContainer.Container(),
}
}

View File

@@ -2,8 +2,11 @@
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-1dim | use 1d grid of bools, access using y*x, no further tuning | 00:03:24 | | 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-ecs | use arche ecs, unusable | 00:14:51 |

View File

@@ -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")

View File

@@ -0,0 +1,3 @@
module perf
go 1.22

View 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())
}

View File

@@ -0,0 +1,3 @@
module perf
go 1.22

View 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())
}

View File

@@ -0,0 +1,5 @@
module perf
go 1.22
require github.com/mlange-42/arche v0.13.0 // indirect

View 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=

View 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
View File

@@ -0,0 +1,2 @@
golsky
*.o

View 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

View 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();
}

View 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

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@@ -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;
}
}
}

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@@ -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

View 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;
}

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@@ -0,0 +1,13 @@
module testgol
go 1.22
require (
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect
github.com/hajimehoshi/ebiten/v2 v2.7.4 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/sync v0.7.0 // indirect
golang.org/x/sys v0.20.0 // indirect
)

View File

@@ -0,0 +1,14 @@
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 h1:48bCqKTuD7Z0UovDfvpCn7wZ0GUZ+yosIteNDthn3FU=
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895/go.mod h1:XZdLv05c5hOZm3fM2NlJ92FyEZjnslcMcNRrhxs8+8M=
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=
github.com/ebitengine/hideconsole v1.0.0/go.mod h1:hTTBTvVYWKBuxPr7peweneWdkUwEuHuB3C1R/ielR1A=
github.com/ebitengine/purego v0.7.0 h1:HPZpl61edMGCEW6XK2nsR6+7AnJ3unUxpTZBkkIXnMc=
github.com/ebitengine/purego v0.7.0/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
golang.org/x/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=

View File

@@ -0,0 +1,306 @@
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)
}
}

View File

@@ -0,0 +1,13 @@
module testgol
go 1.22
require (
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect
github.com/hajimehoshi/ebiten/v2 v2.7.4 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/sync v0.7.0 // indirect
golang.org/x/sys v0.20.0 // indirect
)

View File

@@ -0,0 +1,14 @@
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 h1:48bCqKTuD7Z0UovDfvpCn7wZ0GUZ+yosIteNDthn3FU=
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895/go.mod h1:XZdLv05c5hOZm3fM2NlJ92FyEZjnslcMcNRrhxs8+8M=
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=
github.com/ebitengine/hideconsole v1.0.0/go.mod h1:hTTBTvVYWKBuxPr7peweneWdkUwEuHuB3C1R/ielR1A=
github.com/ebitengine/purego v0.7.0 h1:HPZpl61edMGCEW6XK2nsR6+7AnJ3unUxpTZBkkIXnMc=
github.com/ebitengine/purego v0.7.0/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
golang.org/x/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=

View File

@@ -0,0 +1,306 @@
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)
}
}

View File

@@ -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,
} }