26 Commits

Author SHA1 Message Date
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
59 changed files with 1699 additions and 435 deletions

1
.gitignore vendored
View File

@@ -6,3 +6,4 @@ rect*
*prof
*lif
*rle
svgicons

View File

@@ -1,5 +1,8 @@
.PHONY: all
all:
.PHONY all:
all: build
.PHONY: build
build:
make -C src
mv src/golsky .
@@ -7,3 +10,8 @@ all:
clean:
make -C src clean
rm -f dump* rect*
.PHONY: profile
profile: build
./golsky -W 1500 -H 1500 -d --profile-file cpu.profile
go tool pprof --http localhost:8888 golsky cpu.profile

View File

@@ -24,6 +24,7 @@ Based on: https://youtu.be/FWSR_7kZuYg?si=ix1dmo76D8AmF25F
[![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-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)
[Youtube video game preview](https://www.youtube.com/watch?v=xEto6Oew16I)
# Features
@@ -81,17 +82,16 @@ Usage of ./golsky:
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
* while game is paused: press n to forward one step
* page up: speed up
* page down: slow down
* Mouse wheel: zoom in or out
* move mouse while left mouse button pressed: move canvas
* i: enter "insert" (draw) mode: use left mouse to set cells alife and right
button to dead. Leave with "space". While in insert mode, use middle mouse
button to drag grid.
* i: enter "insert" (draw) mode: use left mouse to toggle cells alife state.
Leave with insert mode "space". While in insert mode, use middle mouse
button to drag the grid.
* r: reset to 1:1 zoom
* escape: open menu
* s: save game state to file (can be loaded with -l)

18
TODO.md
View File

@@ -1,23 +1,29 @@
- add all other options like size etc
- add gif export
- add toolbar
- turn input ifs to switch
- add toolbar (not working yet, see branch trackui)
- 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
- 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
- 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/
- add performance measurements, see:
DrawTriangles: https://github.com/TLINDEN/testgol
WritePixels: https://github.com/TLINDEN/testgol/tree/wrpixels
https://www.tasnimzotder.com/blog/optimizing-game-of-life-algorithm
- show gridlines menu has no effect of grid was enabled with -g
- pre-draw the grid separately to a cache grid image, then during
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
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:

3
go.mod
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@@ -13,9 +13,10 @@ 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/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/jezek/xgb v1.1.1 // indirect
github.com/mlange-42/arche v0.13.0 // indirect
github.com/tinne26/etxt v0.0.8 // indirect
golang.org/x/exp v0.0.0-20240222234643-814bf88cf225 // indirect
golang.org/x/sync v0.7.0 // indirect

4
go.sum
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@@ -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 v0.5.8-0.20240608175527-424f62327b21 h1:dElhYGyf+FYY+makAndUQNOSDwFSFYyFWziPwQrPObY=
github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
github.com/ebitenui/ebitenui v0.5.8-0.20240608230235-27496c28f409 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/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/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=
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/go.mod h1:McXfInJRrz4CZXVZOBLb0bTZqETkiAhM9Iw0y3An2Bg=
github.com/tinne26/etxt v0.0.8 h1:rjb58jkMkapRGLmhBMWnT76E/nMTXC5P1Q956BRZkoc=

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@@ -120,7 +120,7 @@ func removeWhitespace(input string) string {
}
// 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)
if err != nil {
return err
@@ -132,7 +132,7 @@ func StoreGridToRLE(grid [][]bool, filename, rule string, width, height int) err
line := ""
for x := 0; x < width; x++ {
char := "b"
if grid[y][x] {
if grid[y][x] == 1 {
char = "o"
}

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@@ -43,16 +43,16 @@ type Config struct {
}
const (
VERSION = "v0.0.8"
Alive = true
Dead = false
VERSION = "v0.0.9"
Alive = 1
Dead = 0
DEFAULT_GRID_WIDTH = 600
DEFAULT_GRID_HEIGHT = 400
DEFAULT_CELLSIZE = 4
DEFAULT_ZOOMFACTOR = 400
DEFAULT_GEOM = "640x384"
DEFAULT_THEME = "standard" // "light" // inverse => "dark"
DEFAULT_THEME = "standard"
)
const KEYBINDINGS string = `
@@ -62,9 +62,9 @@ const KEYBINDINGS string = `
- PAGE DOWN: slow down
- MOUSE WHEEL: zoom in or out
- 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
button to dead. Leave with "space". While in insert mode, use middle mouse
button to drag grid.
- I: enter "insert" (draw) mode: use left mouse to toggle a cells alife state.
Leave with insert mode with "space". While in insert mode, use middle mouse
button to drag the grid.
- R: reset to 1:1 zoom
- ESCAPE: open menu, o: open options menu
- 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() {
fmt.Printf("toggle grid lines, current: %t\n", config.ShowGrid)
config.ShowGrid = !config.ShowGrid
config.RestartCache = true
fmt.Printf("toggle grid lines, new: %t\n", config.ShowGrid)
}
func (config *Config) ToggleEvolution() {

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

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@@ -12,65 +12,207 @@ import (
"github.com/tlinden/golsky/rle"
)
// equals grid height, is being used to access grid elements and must be global
var STRIDE int
type Neighbor struct {
X, Y int
}
type Grid struct {
Data [][]bool
Width, Height, Density int
Empty bool
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(width, height, density int, empty bool) *Grid {
grid := &Grid{
Height: height,
Width: width,
Density: density,
Data: make([][]bool, height),
Empty: empty,
func NewGrid(config *Config) *Grid {
STRIDE = config.Height
if config.Width > config.Height {
STRIDE = config.Width
}
for y := 0; y < height; y++ {
grid.Data[y] = make([]bool, 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.Width = grid.Width
newgrid.Height = grid.Height
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][x] = grid.Data[y][x]
}
}
}
// 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][x] = false
}
}
}
// 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 := range grid.Data {
for x := range grid.Data[y] {
if rand.Intn(grid.Density) == 1 {
grid.Data[y][x] = true
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
}
}
}
@@ -78,9 +220,9 @@ func (grid *Grid) FillRandom() {
}
func (grid *Grid) Dump() {
for y := 0; y < grid.Height; y++ {
for x := 0; x < grid.Width; x++ {
if grid.Data[y][x] {
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(" ")
@@ -93,8 +235,8 @@ func (grid *Grid) Dump() {
// 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)
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 {
@@ -103,7 +245,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
x = colIndex + startX
y = rowIndex + startY
grid.Data[y][x] = true
grid.Data[y+STRIDE*x] = 1
}
}
}
@@ -211,10 +353,10 @@ func (grid *Grid) SaveState(filename, rule string) error {
fmt.Fprintf(file, "#Life 1.05\n#R %s\n#D golsky state file\n#P -1 -1\n", rule)
for y := range grid.Data {
for _, cell := range grid.Data[y] {
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
row := "."
if cell {
if grid.Data[y+STRIDE*x] == 1 {
row = "o"
}

View File

@@ -1,9 +1,7 @@
package main
import (
"fmt"
"image/color"
"os"
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget"
@@ -20,6 +18,7 @@ type SceneMenu struct {
Ui *ebitenui.UI
FontColor color.RGBA
First bool
Exit bool
}
func NewMenuScene(game *Game, config *Config) Scene {
@@ -55,6 +54,10 @@ func (scene *SceneMenu) SetNext(next SceneName) {
func (scene *SceneMenu) Update() error {
scene.Ui.Update()
if scene.Exit {
return ebiten.Termination
}
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) || inpututil.IsKeyJustPressed(ebiten.KeyQ) {
scene.Config.DelayedStart = false
scene.Leave()
@@ -102,7 +105,6 @@ func (scene *SceneMenu) Init() {
options := NewMenuButton("Options",
func(args *widget.ButtonClickedEventArgs) {
fmt.Println("menu => options")
scene.SetNext(Options)
})
@@ -122,7 +124,7 @@ func (scene *SceneMenu) Init() {
quit := NewMenuButton("Exit Golsky",
func(args *widget.ButtonClickedEventArgs) {
os.Exit(0)
scene.Exit = true
})
rowContainer.AddChild(empty)

View File

@@ -1,10 +1,8 @@
package main
import (
"fmt"
"image/color"
"github.com/alecthomas/repr"
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
@@ -96,8 +94,6 @@ func (scene *SceneOptions) Init() {
gridlines := NewCheckbox("Show grid lines",
scene.Config.ShowGrid,
func(args *widget.CheckboxChangedEventArgs) {
fmt.Println("CHECKBOX CALLED")
repr.Println(args.State)
scene.Config.ToggleGridlines()
})

View File

@@ -4,9 +4,9 @@ import (
"fmt"
"image"
"log"
"sync"
"unsafe"
uiinput "github.com/ebitenui/ebitenui/input"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector"
@@ -19,9 +19,24 @@ type Images struct {
}
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 {
Game *Game
Config *Config
@@ -32,7 +47,7 @@ type ScenePlay struct {
Clear bool
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
Generations int64 // Stats
TicksElapsed int // tick counter for game speed
@@ -47,6 +62,7 @@ type ScenePlay struct {
RunOneStep bool // mutable flags from config
TPG int // current game speed (ticks per game)
Theme Theme
RuleCheckFunc func(uint8, uint8) uint8
}
func NewPlayScene(game *Game, config *Config) Scene {
@@ -84,18 +100,38 @@ func (scene *ScenePlay) SetNext(next SceneName) {
scene.Next = next
}
func (scene *ScenePlay) CheckRule(state bool, neighbors int) bool {
var nextstate bool
/* The standard Scene of Life is symbolized in rule-string notation
* as B3/S23 (23/3 here). A cell is born if it has exactly three
* neighbors, survives if it has two or three living neighbors,
* and dies otherwise.
* we abbreviate the calculation: if state is 0 and 3 neighbors
* are a life, check will be just 3. If the cell is alive, 9 will
* be added to the life neighbors (to avoid a collision with the
* result 3), which will be 11|12 in case of 2|3 life neighbors.
*/
func (scene *ScenePlay) CheckRuleB3S23(state uint8, neighbors uint8) uint8 {
switch (9 * state) + neighbors {
case 11:
fallthrough
case 12:
fallthrough
case 3:
return Alive
}
// The standard Scene of Life is symbolized in rule-string notation
// as B3/S23 (23/3 here). A cell is born if it has exactly three
// neighbors, survives if it has two or three living neighbors,
// and dies otherwise. The first number, or list of numbers, is
// what is required for a dead cell to be born.
return Dead
}
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
} else if state && Contains(scene.Config.Rule.Death, neighbors) {
} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
nextstate = Alive
} else {
nextstate = Dead
@@ -117,33 +153,43 @@ func (scene *ScenePlay) UpdateCells() {
// next grid index, we just xor 0|1 to 1|0
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
for y := 0; y < scene.Config.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
for y := 0; y < height; y++ {
// actually apply the current rules
nextstate := scene.CheckRule(state, neighbors)
go func() {
defer wg.Done()
// change state of current cell in next grid
scene.Grids[next].Data[y][x] = nextstate
for x := 0; x < width; x++ {
state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
neighbors := scene.Grids[scene.Index].Counter(x, y)
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[y][x] = scene.Generations
// actually apply the current rules
nextstate := scene.RuleCheckFunc(state, neighbors)
// change state of current cell in next grid
scene.Grids[next].Data[y+STRIDE*x] = nextstate
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
scene.Index ^= 1
@@ -175,50 +221,40 @@ func (scene *ScenePlay) CheckExit() error {
}
func (scene *ScenePlay) CheckInput() {
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
// primary functions, always available
switch {
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
scene.SetNext(Menu)
}
if inpututil.IsKeyJustPressed(ebiten.KeyO) {
case inpututil.IsKeyJustPressed(ebiten.KeyO):
scene.SetNext(Options)
}
if inpututil.IsKeyJustPressed(ebiten.KeyC) {
case inpututil.IsKeyJustPressed(ebiten.KeyC):
scene.Config.Markmode = true
scene.Config.Drawmode = false
scene.Config.Paused = true
}
if inpututil.IsKeyJustPressed(ebiten.KeyI) {
case inpututil.IsKeyJustPressed(ebiten.KeyI):
scene.Config.Drawmode = true
scene.Config.Paused = true
}
if scene.Config.Markmode {
// no need to check any more input in mark mode
return
}
if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
switch {
case inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter):
scene.Config.TogglePaused()
}
if inpututil.IsKeyJustPressed(ebiten.KeyPageDown) {
case inpututil.IsKeyJustPressed(ebiten.KeyPageDown):
if scene.TPG < 120 {
scene.TPG++
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyPageUp) {
case inpututil.IsKeyJustPressed(ebiten.KeyPageUp):
if scene.TPG >= 1 {
scene.TPG--
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyS) {
case inpututil.IsKeyJustPressed(ebiten.KeyS):
scene.SaveState()
}
if inpututil.IsKeyJustPressed(ebiten.KeyD) {
case inpututil.IsKeyJustPressed(ebiten.KeyD):
scene.Config.Debug = !scene.Config.Debug
}
@@ -231,15 +267,10 @@ func (scene *ScenePlay) CheckInput() {
func (scene *ScenePlay) CheckDrawingInput() {
if scene.Config.Drawmode {
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
scene.ToggleCellOnCursorPos(Alive)
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
scene.ToggleCellOnCursorPos(Dead)
}
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
switch {
case inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft):
scene.ToggleCellOnCursorPos()
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
scene.Config.Drawmode = false
}
}
@@ -283,16 +314,14 @@ func (scene *ScenePlay) CheckDraggingInput() {
}
// 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
}
if ebiten.IsKeyPressed(ebiten.KeyArrowRight) {
case ebiten.IsKeyPressed(ebiten.KeyArrowRight):
scene.Camera.Position[0] += 1
}
if ebiten.IsKeyPressed(ebiten.KeyArrowUp) {
case ebiten.IsKeyPressed(ebiten.KeyArrowUp):
scene.Camera.Position[1] -= 1
}
if ebiten.IsKeyPressed(ebiten.KeyArrowDown) {
case ebiten.IsKeyPressed(ebiten.KeyArrowDown):
scene.Camera.Position[1] += 1
}
@@ -386,13 +415,13 @@ func (scene *ScenePlay) SaveRectRLE() {
height = scene.Mark.Y - scene.Point.Y
}
grid := make([][]bool, height)
grid := make([][]uint8, height)
for y := 0; y < height; y++ {
grid[y] = make([]bool, width)
grid[y] = make([]uint8, width)
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
}
if !uiinput.UIActive {
scene.CheckInput()
scene.CheckDrawingInput()
scene.CheckDraggingInput()
scene.CheckMarkInput()
}
scene.CheckInput()
scene.CheckDrawingInput()
scene.CheckDraggingInput()
scene.CheckMarkInput()
if !scene.Config.Paused || scene.RunOneStep {
scene.UpdateCells()
}
@@ -439,15 +467,15 @@ func (scene *ScenePlay) Update() error {
}
// set a cell to alive or dead
func (scene *ScenePlay) ToggleCellOnCursorPos(alive bool) {
func (scene *ScenePlay) ToggleCellOnCursorPos() {
// use cursor pos relative to the world
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
x := int(worldX) / scene.Config.Cellsize
y := int(worldY) / scene.Config.Cellsize
if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
scene.Grids[scene.Index].Data[y][x] = alive
scene.History[y][x] = 1
scene.Grids[scene.Index].Data[y+STRIDE*x] ^= 1
scene.History.Age[y][x] = 1
}
}
@@ -472,7 +500,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
if scene.Config.ShowEvolution {
scene.DrawEvolution(screen, x, y, op)
} else {
if scene.Grids[scene.Index].Data[y][x] {
if scene.Grids[scene.Index].Data[y+STRIDE*x] == 1 {
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.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) {
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:
if age > 50 && scene.Config.ShowEvolution {
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:
// 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 {
case age < 10:
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.Camera.Position[0], scene.Camera.Position[1],
x, y,
paused, uiinput.UIActive)
paused)
FontRenderer.Renderer.SetSizePx(10 + int(scene.Game.Scale*10))
FontRenderer.Renderer.SetTarget(screen)
@@ -573,17 +598,24 @@ func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
// load a pre-computed pattern from RLE file
func (scene *ScenePlay) InitPattern() {
scene.Grids[0].LoadRLE(scene.Config.RLE)
// rule might have changed
scene.InitRuleCheckFunc()
}
// pre-render offscreen cache image
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{}
if scene.Config.ShowGrid {
scene.Cache.Fill(scene.Theme.Color(ColGrid))
} else {
scene.Cache.Fill(scene.Theme.Color(ColDead))
}
scene.Cache.Fill(scene.Theme.Color(ColGrid))
for y := 0; y < scene.Config.Height; y++ {
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
func (scene *ScenePlay) InitGrid() {
grida := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
gridb := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
grida := NewGrid(scene.Config)
gridb := NewGrid(scene.Config)
// startup is delayed until user has selected options
grida.FillRandom()
@@ -611,10 +643,8 @@ func (scene *ScenePlay) InitGrid() {
gridb,
}
scene.History = make([][]int64, scene.Config.Height)
for y := 0; y < scene.Config.Height; y++ {
scene.History[y] = make([]int64, scene.Config.Width)
}
scene.History = NewHistory(scene.Config.Height, scene.Config.Width)
}
func (scene *ScenePlay) Init() {
@@ -646,6 +676,8 @@ func (scene *ScenePlay) Init() {
scene.InitCache()
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.InitGrid()
scene.Config.Empty = false
@@ -671,38 +703,10 @@ func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
// count the living neighbors of a cell
func (scene *ScenePlay) CountNeighbors(x, y int) int {
var sum int
grid := scene.Grids[scene.Index].Data
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if scene.Config.Wrap {
// In wrap mode we look at all the 8 neighbors surrounding us.
// In case we are on an edge we'll look at the neighbor on the
// other side of the grid, thus wrapping lookahead around
// using the mod() function.
col = (x + nbgX + scene.Config.Width) % scene.Config.Width
row = (y + nbgY + scene.Config.Height) % scene.Config.Height
} else {
// 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])
}
func (scene *ScenePlay) InitRuleCheckFunc() {
if scene.Config.Rule.Definition == "B3/S23" {
scene.RuleCheckFunc = scene.CheckRuleB3S23
} else {
scene.RuleCheckFunc = scene.CheckRuleGeneric
}
// don't count ourselfes though
sum -= bool2int(grid[y][x])
return sum
}

View File

@@ -9,13 +9,13 @@ import (
// a GOL rule
type Rule struct {
Definition string
Birth []int
Death []int
Birth []uint8
Death []uint8
}
// parse one part of a GOL rule into rule slice
func NumbersToList(numbers string) []int {
list := []int{}
func NumbersToList(numbers string) []uint8 {
list := []uint8{}
items := strings.Split(numbers, "")
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)
}
list = append(list, num)
list = append(list, uint8(num))
}
return list

View File

@@ -25,5 +25,4 @@ const (
Play // actual playing happens here
Options
Keybindings
Toolbar
)

View File

@@ -25,9 +25,11 @@ const (
// the colors and the actual tile images here, so that they are
// readily available from play.go
type Theme struct {
Tiles map[int]*ebiten.Image
Colors map[int]color.RGBA
Name string
Tiles map[int]*ebiten.Image
GridTiles map[int]*ebiten.Image
Colors map[int]color.RGBA
Name string
ShowGrid bool
}
type ThemeDef struct {
@@ -38,32 +40,32 @@ var THEMES = map[string]ThemeDef{
"standard": {
life: "e15f0b",
dead: "5a5a5a",
old: "ff1e1e",
grid: "808080",
old: "7b5e4b",
age1: "735f52",
age2: "6c6059",
age3: "635d59",
age4: "808080",
age4: "7b5e4b",
},
"dark": {
life: "c8c8c8",
dead: "000000",
old: "ff1e1e",
grid: "808080",
age1: "522600",
age2: "422300",
age3: "2b1b00",
age4: "191100",
grid: "808080",
},
"light": {
life: "000000",
dead: "c8c8c8",
old: "ff1e1e",
grid: "808080",
age1: "ffc361",
age2: "ffd38c",
age3: "ffe3b5",
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.GridTiles = make(map[int]*ebiten.Image, 6)
for cid, col := range theme.Colors {
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
@@ -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
// user anyway
func (theme *Theme) Tile(col int) *ebiten.Image {
if theme.ShowGrid {
return theme.GridTiles[col]
}
return theme.Tiles[col]
}
@@ -104,6 +114,10 @@ func (theme *Theme) Color(col int) color.RGBA {
return theme.Colors[col]
}
func (theme *Theme) SetGrid(showgrid bool) {
theme.ShowGrid = showgrid
}
type ThemeManager struct {
Theme string
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
// 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(
tile,
float32(1),
float32(1),
float32(x),
float32(x),
float32(cellsize),
float32(cellsize),
col, false,

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

@@ -5,7 +5,6 @@ import (
"github.com/ebitenui/ebitenui/image"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
)
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(
text string,
initialvalue bool,
@@ -242,37 +215,6 @@ func (container *RowContainer) Container() *widget.Container {
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
func NewRowContainer(title string) *RowContainer {
buttonImageHover := image.NewNineSlice(Assets["button-9slice3"], [3]int{3, 3, 3}, [3]int{3, 3, 3})

View File

@@ -2,8 +2,11 @@
Running with 1500x1500 grid 5k times
| Variation | Description | Duration |
|--------------------|-----------------------------------------------------------------------------|----------|
| 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-1dim | use 1d grid of bools, access using y*x, no further tuning | 00:03:24 |
| Variation | Description | Duration |
|------------------------------|-----------------------------------------------------------------------------|-------------------|
| 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 | 00:03:35/00:04:75 |
| perf-2dim-pointers-array | same as above but array of neighbors instead of slice | 00:02:40 |
| perf-2dim-pointers-all-array | use arrays for everything, static 1500x1500 | infinite, aborted |
| perf-1dim | use 1d grid of bools, access using y*x, no further tuning | 00:03:24 |
| perf-ecs | use arche ecs, unusable | 00:14:51 |

View File

@@ -87,6 +87,17 @@ func Loop(grid []bool) {
}
func main() {
grid := make([]int, 50*50)
for y := 0; y < 50; y++ {
for x := 0; x < 50; x++ {
grid[y+50*x] = 1
fmt.Printf("%d,%d => %d\n", x, y, x+50*y)
}
}
}
func xmain() {
// enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile
fd, err := os.Create("cpu.profile")

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

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@@ -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())
}

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@@ -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

View File

@@ -0,0 +1,28 @@
#include "grid.h"
Grid *NewGrid(int width, int height, int density) {
Grid *grid = malloc(sizeof(struct Grid));
grid->Width = width;
grid->Height = height;
grid->Density = density;
grid->Data = malloc(height * sizeof(int *));
for (int y = 0; y < grid->Height; y++) {
grid->Data[y] = malloc(width * sizeof(int *));
}
FillRandom(grid);
return grid;
}
void FillRandom(Grid *grid) {
int r;
for (int y = 0; y < grid->Width; y++) {
for (int x = 0; x < grid->Height; x++) {
r = GetRandomValue(0, grid->Density);
if (r == 1)
grid->Data[y][x] = r;
}
}
}

View File

@@ -0,0 +1,18 @@
#ifndef _HAVE_GRID_H
#define _HAVE_GRID_H
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
typedef struct Grid {
int Width;
int Height;
int Density;
int **Data;
} Grid;
Grid *NewGrid(int width, int height, int density);
void FillRandom(Grid *grid);
#endif

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;
}

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 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() {
//x := 1
//y := 0
col := 1 >> 0xff
fmt.Printf("col: %d\n", col)
x := 1
y := 2
c := 4
xm := x & (c - 1)
ym := y & (c - 1)
fmt.Println(xm & ym)
a := 1
b := 1
//gen := 100
hist := 0
for gen := 0; gen < 50; gen++ {
fmt.Println((a ^ (1 ^ b)) * (gen - hist))
if gen == 25 {
a = 0
}
}
}
func _main() {
size := 800
size := 1500
game := &Game{
Width: size,
@@ -275,7 +247,7 @@ func _main() {
Density: 8,
TPG: 10,
Debug: false,
Profile: false,
Profile: true,
Gridlines: false,
}