Compare commits
18 Commits
trackui
...
try-pointe
| Author | SHA1 | Date | |
|---|---|---|---|
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| d66fb489fe | |||
| 927e47dc92 | |||
| f14f4ff21a |
1
.gitignore
vendored
@@ -6,3 +6,4 @@ rect*
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*prof
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*lif
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*rle
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svgicons
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||||
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@@ -24,6 +24,7 @@ Based on: https://youtu.be/FWSR_7kZuYg?si=ix1dmo76D8AmF25F
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[](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-captured.png)
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[](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-dark-theme.png)
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[Youtube video game preview](https://www.youtube.com/watch?v=xEto6Oew16I)
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# Features
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14
TODO.md
@@ -1,21 +1,23 @@
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- add all other options like size etc
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- add gif export
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- add toolbar
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- turn input ifs to switch
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||||
- add toolbar (not working yet, see branch trackui)
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- only draw visible part of the world
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||||
- use themes instead of the current weird color lists
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- print current mode to the bottom like pause, insert and mark
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- add https://www.ibiblio.org/lifepatterns/october1970.html
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- history: dont count age but do calc to get index to age tile based on cell age
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- maybe pre calc neighbors as 8 slice of pointers to neighboring cells to faster do the count
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see various-tests/perf-2dim-pointers/: it's NOT faster :(
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- use an array of 8 pointers to neighbors. on edge just add either fake dead neighbors or the wrap around neighbors.
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- try arche ecs variant with either a component of the cells neighbors or using relations.
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- https://mattnakama.com/blog/go-branchless-coding/
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- add performance measurements, see:
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DrawTriangles: https://github.com/TLINDEN/testgol
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WritePixels: https://github.com/TLINDEN/testgol/tree/wrpixels
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https://www.tasnimzotder.com/blog/optimizing-game-of-life-algorithm
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- show gridlines menu has no effect of grid was enabled with -g
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- pre-draw the grid separately to a cache grid image, then during
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rendering, first draw the dead background, then the life cells, and
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lastly the grid - if enabled. If disabled, there's be no gap between
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the cells anymore.
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- Speed
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https://conwaylife.com/forums/viewtopic.php?f=7&t=3237
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3
go.mod
@@ -13,9 +13,10 @@ require (
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github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
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github.com/ebitengine/hideconsole v1.0.0 // indirect
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||||
github.com/ebitengine/purego v0.7.0 // indirect
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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
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github.com/mlange-42/arche v0.13.0 // indirect
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||||
github.com/tinne26/etxt v0.0.8 // indirect
|
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golang.org/x/exp v0.0.0-20240222234643-814bf88cf225 // indirect
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golang.org/x/sync v0.7.0 // indirect
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4
go.sum
@@ -10,14 +10,14 @@ github.com/ebitenui/ebitenui v0.5.6 h1:qyJRU5j+lQo1lamxB48IBwMxMfz1xNb5iWUayCtA0
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github.com/ebitenui/ebitenui v0.5.6/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
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github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21 h1:dElhYGyf+FYY+makAndUQNOSDwFSFYyFWziPwQrPObY=
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github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
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github.com/ebitenui/ebitenui v0.5.8-0.20240608230235-27496c28f409 h1:wsPobs+O3ZmZvhtNtmnMkaB1FRM7tuZ60P0/jegRQGg=
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github.com/ebitenui/ebitenui v0.5.8-0.20240608230235-27496c28f409/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
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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=
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||||
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
|
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github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
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github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
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github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
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github.com/mlange-42/arche v0.13.0 h1:ef0fu9qC2KIr8wIlVs+CgeQ5CSUJ8A1Hut6nXYdf+xk=
|
||||
github.com/mlange-42/arche v0.13.0/go.mod h1:bFktKnvGDj2kP01xar79z0hKwGHdnoaEZR8HWmJkIyU=
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||||
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 {
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}
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// Store a grid to an RLE file
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func StoreGridToRLE(grid [][]bool, filename, rule string, width, height int) error {
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func StoreGridToRLE(grid [][]uint8, filename, rule string, width, height int) error {
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fd, err := os.Create(filename)
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if err != nil {
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return err
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@@ -132,7 +132,7 @@ func StoreGridToRLE(grid [][]bool, filename, rule string, width, height int) err
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line := ""
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for x := 0; x < width; x++ {
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char := "b"
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if grid[y][x] {
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if grid[y][x] == 1 {
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char = "o"
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}
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||||
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||||
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||||
|
Before Width: | Height: | Size: 847 B |
|
Before Width: | Height: | Size: 593 B |
|
Before Width: | Height: | Size: 833 B |
|
Before Width: | Height: | Size: 602 B |
|
Before Width: | Height: | Size: 1.2 KiB |
|
Before Width: | Height: | Size: 969 B |
|
Before Width: | Height: | Size: 635 B |
|
Before Width: | Height: | Size: 674 B |
|
Before Width: | Height: | Size: 574 B |
|
Before Width: | Height: | Size: 579 B |
|
Before Width: | Height: | Size: 1.2 KiB |
|
Before Width: | Height: | Size: 880 B |
|
Before Width: | Height: | Size: 580 B |
|
Before Width: | Height: | Size: 728 B |
|
Before Width: | Height: | Size: 769 B |
|
Before Width: | Height: | Size: 738 B |
|
Before Width: | Height: | Size: 630 B |
|
Before Width: | Height: | Size: 748 B |
@@ -43,9 +43,9 @@ type Config struct {
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}
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const (
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VERSION = "v0.0.8"
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Alive = true
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Dead = false
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VERSION = "v0.0.9"
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Alive = 1
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Dead = 0
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DEFAULT_GRID_WIDTH = 600
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DEFAULT_GRID_HEIGHT = 400
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@@ -278,10 +278,8 @@ func (config *Config) SwitchTheme(theme string) {
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}
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func (config *Config) ToggleGridlines() {
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fmt.Printf("toggle grid lines, current: %t\n", config.ShowGrid)
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config.ShowGrid = !config.ShowGrid
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config.RestartCache = true
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fmt.Printf("toggle grid lines, new: %t\n", config.ShowGrid)
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}
|
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func (config *Config) ToggleEvolution() {
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23
src/game.go
@@ -23,7 +23,6 @@ func NewGame(config *Config, startscene SceneName) *Game {
|
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// setup scene[s]
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game.CurrentScene = startscene
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game.Scenes[Play] = NewPlayScene(game, config)
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game.Scenes[Toolbar] = NewToolbarScene(game, config)
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game.Scenes[Menu] = NewMenuScene(game, config)
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game.Scenes[Options] = NewOptionsScene(game, config)
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game.Scenes[Keybindings] = NewKeybindingsScene(game, config)
|
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@@ -48,22 +47,16 @@ func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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}
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func (game *Game) Update() error {
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currentscene := game.GetCurrentScene()
|
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scene := game.GetCurrentScene()
|
||||
|
||||
for _, scene := range game.Scenes {
|
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if scene.IsPrimary() || scene == currentscene {
|
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if quit := scene.Update(); quit != nil {
|
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return quit
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
next := currentscene.GetNext()
|
||||
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next := scene.GetNext()
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if next != game.CurrentScene {
|
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game.Scenes[next].SetPrevious(game.CurrentScene)
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currentscene.ResetNext()
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scene.ResetNext()
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game.CurrentScene = next
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}
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@@ -72,7 +65,6 @@ func (game *Game) Update() error {
|
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func (game *Game) Draw(screen *ebiten.Image) {
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// first draw primary scene[s], although there are only 1
|
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skip := false
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for current, scene := range game.Scenes {
|
||||
if scene.IsPrimary() {
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// primary scenes always draw
|
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@@ -80,15 +72,10 @@ func (game *Game) Draw(screen *ebiten.Image) {
|
||||
|
||||
if current == game.CurrentScene {
|
||||
// avoid to redraw it in the next step
|
||||
skip = true
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if skip {
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
scene := game.GetCurrentScene()
|
||||
scene.Draw(screen)
|
||||
|
||||
109
src/grid.go
@@ -12,35 +12,100 @@ import (
|
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"github.com/tlinden/golsky/rle"
|
||||
)
|
||||
|
||||
type Cell struct {
|
||||
State uint8
|
||||
Neighbors [8]*Cell
|
||||
NeighborCount int
|
||||
}
|
||||
|
||||
func (cell *Cell) Count() uint8 {
|
||||
var count uint8
|
||||
|
||||
for idx := 0; idx < cell.NeighborCount; idx++ {
|
||||
count += cell.Neighbors[idx].State
|
||||
}
|
||||
|
||||
return count
|
||||
}
|
||||
|
||||
type Grid struct {
|
||||
Data [][]bool
|
||||
Width, Height, Density int
|
||||
Data [][]*Cell
|
||||
Empty bool
|
||||
Config *Config
|
||||
}
|
||||
|
||||
// Create new empty grid and allocate Data according to provided dimensions
|
||||
func NewGrid(width, height, density int, empty bool) *Grid {
|
||||
func NewGrid(config *Config) *Grid {
|
||||
grid := &Grid{
|
||||
Height: height,
|
||||
Width: width,
|
||||
Density: density,
|
||||
Data: make([][]bool, height),
|
||||
Empty: empty,
|
||||
Data: make([][]*Cell, config.Height),
|
||||
Empty: config.Empty,
|
||||
Config: config,
|
||||
}
|
||||
|
||||
for y := 0; y < height; y++ {
|
||||
grid.Data[y] = make([]bool, width)
|
||||
// first setup the cells
|
||||
for y := 0; y < config.Height; y++ {
|
||||
grid.Data[y] = make([]*Cell, config.Width)
|
||||
for x := 0; x < config.Width; x++ {
|
||||
grid.Data[y][x] = &Cell{}
|
||||
}
|
||||
}
|
||||
|
||||
// in a second pass, collect pointers to the neighbors of each cell
|
||||
for y := 0; y < config.Height; y++ {
|
||||
for x := 0; x < config.Width; x++ {
|
||||
grid.SetupNeighbors(x, y)
|
||||
}
|
||||
}
|
||||
|
||||
return grid
|
||||
}
|
||||
|
||||
func (grid *Grid) SetupNeighbors(x, y int) {
|
||||
idx := 0
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
grid.Data[y][x].Neighbors[idx] = grid.Data[row][col]
|
||||
grid.Data[y][x].NeighborCount++
|
||||
idx++
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// count the living neighbors of a cell
|
||||
func (grid *Grid) CountNeighbors(x, y int) uint8 {
|
||||
return grid.Data[y][x].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
|
||||
@@ -59,7 +124,7 @@ func (grid *Grid) Copy(other *Grid) {
|
||||
func (grid *Grid) Clear() {
|
||||
for y := range grid.Data {
|
||||
for x := range grid.Data[y] {
|
||||
grid.Data[y][x] = false
|
||||
grid.Data[y][x].State = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -69,8 +134,8 @@ 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
|
||||
if rand.Intn(grid.Config.Density) == 1 {
|
||||
grid.Data[y][x].State = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -78,9 +143,9 @@ 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][x].State == 1 {
|
||||
fmt.Print("XX")
|
||||
} else {
|
||||
fmt.Print(" ")
|
||||
@@ -93,8 +158,8 @@ 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 +168,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
|
||||
x = colIndex + startX
|
||||
y = rowIndex + startY
|
||||
|
||||
grid.Data[y][x] = true
|
||||
grid.Data[y][x].State = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -214,7 +279,7 @@ func (grid *Grid) SaveState(filename, rule string) error {
|
||||
for y := range grid.Data {
|
||||
for _, cell := range grid.Data[y] {
|
||||
row := "."
|
||||
if cell {
|
||||
if cell.State == 1 {
|
||||
row = "o"
|
||||
}
|
||||
|
||||
|
||||
10
src/menu.go
@@ -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)
|
||||
|
||||
@@ -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()
|
||||
})
|
||||
|
||||
|
||||
226
src/play.go
@@ -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 {
|
||||
@@ -84,8 +100,27 @@ func (scene *ScenePlay) SetNext(next SceneName) {
|
||||
scene.Next = next
|
||||
}
|
||||
|
||||
func (scene *ScenePlay) CheckRule(state bool, neighbors int) bool {
|
||||
var nextstate bool
|
||||
func (scene *ScenePlay) CheckRuleB3S23(state uint8, neighbors uint8) uint8 {
|
||||
var nextstate uint8
|
||||
|
||||
check := (9 * state) + neighbors
|
||||
|
||||
switch check {
|
||||
case 11:
|
||||
fallthrough
|
||||
case 12:
|
||||
fallthrough
|
||||
case 3:
|
||||
nextstate = Alive
|
||||
default:
|
||||
nextstate = Dead
|
||||
}
|
||||
|
||||
return nextstate
|
||||
}
|
||||
|
||||
func (scene *ScenePlay) CheckRuleGeneric(state uint8, neighbors uint8) uint8 {
|
||||
var nextstate uint8
|
||||
|
||||
// The standard Scene of Life is symbolized in rule-string notation
|
||||
// as B3/S23 (23/3 here). A cell is born if it has exactly three
|
||||
@@ -93,9 +128,9 @@ func (scene *ScenePlay) CheckRule(state bool, neighbors int) bool {
|
||||
// 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) {
|
||||
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
|
||||
@@ -117,17 +152,24 @@ 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)
|
||||
|
||||
// compute life status of cells
|
||||
for y := 0; y < scene.Config.Height; y++ {
|
||||
|
||||
go func() {
|
||||
defer wg.Done()
|
||||
|
||||
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
|
||||
state := scene.Grids[scene.Index].Data[y][x].State // 0|1 == dead or alive
|
||||
neighbors := scene.Grids[scene.Index].CountNeighbors(x, y)
|
||||
|
||||
// actually apply the current rules
|
||||
nextstate := scene.CheckRule(state, neighbors)
|
||||
nextstate := scene.RuleCheckFunc(state, neighbors)
|
||||
|
||||
// change state of current cell in next grid
|
||||
scene.Grids[next].Data[y][x] = nextstate
|
||||
scene.Grids[next].Data[y][x].State = nextstate
|
||||
|
||||
if scene.Config.ShowEvolution {
|
||||
// set history to current generation so we can infer the
|
||||
@@ -135,14 +177,14 @@ func (scene *ScenePlay) UpdateCells() {
|
||||
// deduce the color to use if evolution tracing is enabled
|
||||
// 60FPS:
|
||||
if state != nextstate {
|
||||
scene.History[y][x] = scene.Generations
|
||||
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 +217,40 @@ 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 +263,12 @@ func (scene *ScenePlay) CheckInput() {
|
||||
|
||||
func (scene *ScenePlay) CheckDrawingInput() {
|
||||
if scene.Config.Drawmode {
|
||||
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
|
||||
switch {
|
||||
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft):
|
||||
scene.ToggleCellOnCursorPos(Alive)
|
||||
}
|
||||
|
||||
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
|
||||
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight):
|
||||
scene.ToggleCellOnCursorPos(Dead)
|
||||
}
|
||||
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
|
||||
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
|
||||
scene.Config.Drawmode = false
|
||||
}
|
||||
}
|
||||
@@ -283,16 +312,14 @@ 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 +413,13 @@ 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][x+startx].State
|
||||
}
|
||||
}
|
||||
|
||||
@@ -425,12 +452,11 @@ func (scene *ScenePlay) Update() error {
|
||||
return quit
|
||||
}
|
||||
|
||||
if !uiinput.UIActive {
|
||||
scene.CheckInput()
|
||||
scene.CheckDrawingInput()
|
||||
scene.CheckDraggingInput()
|
||||
scene.CheckMarkInput()
|
||||
}
|
||||
|
||||
if !scene.Config.Paused || scene.RunOneStep {
|
||||
scene.UpdateCells()
|
||||
}
|
||||
@@ -439,15 +465,15 @@ func (scene *ScenePlay) Update() error {
|
||||
}
|
||||
|
||||
// set a cell to alive or dead
|
||||
func (scene *ScenePlay) ToggleCellOnCursorPos(alive bool) {
|
||||
func (scene *ScenePlay) ToggleCellOnCursorPos(alive uint8) {
|
||||
// use cursor pos relative to the world
|
||||
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][x].State = alive
|
||||
scene.History.Age[y][x] = 1
|
||||
}
|
||||
}
|
||||
|
||||
@@ -472,7 +498,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
|
||||
if scene.Config.ShowEvolution {
|
||||
scene.DrawEvolution(screen, x, y, op)
|
||||
} else {
|
||||
if scene.Grids[scene.Index].Data[y][x] {
|
||||
if scene.Grids[scene.Index].Data[y][x].State == 1 {
|
||||
scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
|
||||
}
|
||||
}
|
||||
@@ -484,15 +510,12 @@ 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][x].State {
|
||||
case Alive:
|
||||
if age > 50 && scene.Config.ShowEvolution {
|
||||
scene.World.DrawImage(scene.Theme.Tile(ColOld), op)
|
||||
@@ -501,7 +524,7 @@ 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 +577,7 @@ 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 +596,24 @@ 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))
|
||||
}
|
||||
|
||||
for y := 0; y < scene.Config.Height; y++ {
|
||||
for x := 0; x < scene.Config.Width; x++ {
|
||||
@@ -600,8 +630,8 @@ 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 +641,8 @@ 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 +674,8 @@ 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 +701,10 @@ 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
|
||||
|
||||
func (scene *ScenePlay) InitRuleCheckFunc() {
|
||||
if scene.Config.Rule.Definition == "B3/S23" {
|
||||
scene.RuleCheckFunc = scene.CheckRuleB3S23
|
||||
} 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])
|
||||
scene.RuleCheckFunc = scene.CheckRuleGeneric
|
||||
}
|
||||
}
|
||||
|
||||
// don't count ourselfes though
|
||||
sum -= bool2int(grid[y][x])
|
||||
|
||||
return sum
|
||||
}
|
||||
|
||||
10
src/rule.go
@@ -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
|
||||
|
||||
@@ -25,5 +25,4 @@ const (
|
||||
Play // actual playing happens here
|
||||
Options
|
||||
Keybindings
|
||||
Toolbar
|
||||
)
|
||||
|
||||
30
src/theme.go
@@ -26,8 +26,10 @@ const (
|
||||
// readily available from play.go
|
||||
type Theme struct {
|
||||
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,
|
||||
|
||||
@@ -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(),
|
||||
}
|
||||
|
||||
}
|
||||
@@ -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})
|
||||
|
||||
@@ -3,7 +3,10 @@
|
||||
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-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 |
|
||||
|
||||
3
various-tests/perf-2dim-pointers-all-array/go.mod
Normal file
@@ -0,0 +1,3 @@
|
||||
module perf
|
||||
|
||||
go 1.22
|
||||
141
various-tests/perf-2dim-pointers-all-array/main.go
Normal file
@@ -0,0 +1,141 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log"
|
||||
"math/rand"
|
||||
"os"
|
||||
"runtime/pprof"
|
||||
"time"
|
||||
"unsafe"
|
||||
)
|
||||
|
||||
const (
|
||||
max int = 1500
|
||||
loops int = 5000
|
||||
density int = 8
|
||||
debug bool = false
|
||||
)
|
||||
|
||||
type Cell struct {
|
||||
State bool
|
||||
Neighbors [8]*Cell
|
||||
NeighborCount int
|
||||
}
|
||||
|
||||
type Grid [1500][1500]Cell
|
||||
|
||||
// https://dev.to/chigbeef_77/bool-int-but-stupid-in-go-3jb3
|
||||
func bool2int(b bool) int {
|
||||
return int(*(*byte)(unsafe.Pointer(&b)))
|
||||
}
|
||||
|
||||
func (cell *Cell) Count(x, y int) {
|
||||
cell.NeighborCount = 0
|
||||
|
||||
for _, neighbor := range cell.Neighbors {
|
||||
cell.NeighborCount += bool2int(neighbor.State)
|
||||
}
|
||||
}
|
||||
|
||||
func SetNeighbors(grid Grid, x, y int) {
|
||||
cells := []*Cell{}
|
||||
deadcell := &Cell{}
|
||||
|
||||
for nbgX := -1; nbgX < 2; nbgX++ {
|
||||
for nbgY := -1; nbgY < 2; nbgY++ {
|
||||
var col, row int
|
||||
|
||||
if x+nbgX < 0 || x+nbgX >= max || y+nbgY < 0 || y+nbgY >= max {
|
||||
cells = append(cells, deadcell)
|
||||
} else {
|
||||
|
||||
col = x + nbgX
|
||||
row = y + nbgY
|
||||
|
||||
if col == x && row == y {
|
||||
// do not add self
|
||||
continue
|
||||
}
|
||||
|
||||
cells = append(cells, &grid[row][col])
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for idx, cell := range cells {
|
||||
grid[y][x].Neighbors[idx] = cell
|
||||
}
|
||||
}
|
||||
|
||||
func Init() Grid {
|
||||
grid := Grid{}
|
||||
|
||||
for y := 0; y < max; y++ {
|
||||
for x := 0; x < max; x++ {
|
||||
if rand.Intn(density) == 1 {
|
||||
grid[y][x].State = true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for y := 0; y < max; y++ {
|
||||
for x := 0; x < max; x++ {
|
||||
SetNeighbors(grid, x, y)
|
||||
}
|
||||
}
|
||||
|
||||
return grid
|
||||
}
|
||||
|
||||
func Loop(grid Grid) {
|
||||
c := 0
|
||||
for i := 0; i < loops; i++ {
|
||||
for y := 0; y < max; y++ {
|
||||
for x := 0; x < max; x++ {
|
||||
cell := &grid[y][x]
|
||||
state := cell.State
|
||||
|
||||
cell.Count(x, y)
|
||||
|
||||
if state && cell.NeighborCount > 1 {
|
||||
if debug {
|
||||
fmt.Printf(
|
||||
"Loop %d - cell at %d,%d is %t and has %d living neighbors\n",
|
||||
i, x, y, state, cell.NeighborCount)
|
||||
}
|
||||
c = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if c > 1 {
|
||||
c = 0
|
||||
}
|
||||
}
|
||||
|
||||
func main() {
|
||||
// enable cpu profiling. Do NOT use q to stop the game but
|
||||
// close the window to get a profile
|
||||
fd, err := os.Create("cpu.profile")
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
defer fd.Close()
|
||||
|
||||
pprof.StartCPUProfile(fd)
|
||||
defer pprof.StopCPUProfile()
|
||||
|
||||
// init
|
||||
grid := Init()
|
||||
|
||||
// main loop
|
||||
loopstart := time.Now()
|
||||
|
||||
Loop(grid)
|
||||
|
||||
loopend := time.Now()
|
||||
diff := loopstart.Sub(loopend)
|
||||
fmt.Printf("Loop took %.04f\n", diff.Seconds())
|
||||
}
|
||||
3
various-tests/perf-2dim-pointers-array/go.mod
Normal file
@@ -0,0 +1,3 @@
|
||||
module perf
|
||||
|
||||
go 1.22
|
||||
139
various-tests/perf-2dim-pointers-array/main.go
Normal file
@@ -0,0 +1,139 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log"
|
||||
"math/rand"
|
||||
"os"
|
||||
"runtime/pprof"
|
||||
"time"
|
||||
"unsafe"
|
||||
)
|
||||
|
||||
const (
|
||||
max int = 1500
|
||||
loops int = 5000
|
||||
density int = 8
|
||||
debug bool = false
|
||||
)
|
||||
|
||||
type Cell struct {
|
||||
State bool
|
||||
Neighbors [8]*Cell
|
||||
NeighborCount int
|
||||
}
|
||||
|
||||
// https://dev.to/chigbeef_77/bool-int-but-stupid-in-go-3jb3
|
||||
func bool2int(b bool) int {
|
||||
return int(*(*byte)(unsafe.Pointer(&b)))
|
||||
}
|
||||
|
||||
func (cell *Cell) Count(x, y int) {
|
||||
cell.NeighborCount = 0
|
||||
|
||||
for _, neighbor := range cell.Neighbors {
|
||||
cell.NeighborCount += bool2int(neighbor.State)
|
||||
}
|
||||
}
|
||||
|
||||
func SetNeighbors(grid [][]Cell, x, y int) {
|
||||
cells := []*Cell{}
|
||||
deadcell := &Cell{}
|
||||
|
||||
for nbgX := -1; nbgX < 2; nbgX++ {
|
||||
for nbgY := -1; nbgY < 2; nbgY++ {
|
||||
var col, row int
|
||||
|
||||
if x+nbgX < 0 || x+nbgX >= max || y+nbgY < 0 || y+nbgY >= max {
|
||||
cells = append(cells, deadcell)
|
||||
} else {
|
||||
|
||||
col = x + nbgX
|
||||
row = y + nbgY
|
||||
|
||||
if col == x && row == y {
|
||||
// do not add self
|
||||
continue
|
||||
}
|
||||
|
||||
cells = append(cells, &grid[row][col])
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for idx, cell := range cells {
|
||||
grid[y][x].Neighbors[idx] = cell
|
||||
}
|
||||
}
|
||||
|
||||
func Init() [][]Cell {
|
||||
grid := make([][]Cell, max)
|
||||
for y := 0; y < max; y++ {
|
||||
grid[y] = make([]Cell, max)
|
||||
for x := 0; x < max; x++ {
|
||||
if rand.Intn(density) == 1 {
|
||||
grid[y][x].State = true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for y := 0; y < max; y++ {
|
||||
for x := 0; x < max; x++ {
|
||||
SetNeighbors(grid, x, y)
|
||||
}
|
||||
}
|
||||
|
||||
return grid
|
||||
}
|
||||
|
||||
func Loop(grid [][]Cell) {
|
||||
c := 0
|
||||
for i := 0; i < loops; i++ {
|
||||
for y := 0; y < max; y++ {
|
||||
for x := 0; x < max; x++ {
|
||||
cell := &grid[y][x]
|
||||
state := cell.State
|
||||
|
||||
cell.Count(x, y)
|
||||
|
||||
if state && cell.NeighborCount > 1 {
|
||||
if debug {
|
||||
fmt.Printf(
|
||||
"Loop %d - cell at %d,%d is %t and has %d living neighbors\n",
|
||||
i, x, y, state, cell.NeighborCount)
|
||||
}
|
||||
c = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if c > 1 {
|
||||
c = 0
|
||||
}
|
||||
}
|
||||
|
||||
func main() {
|
||||
// enable cpu profiling. Do NOT use q to stop the game but
|
||||
// close the window to get a profile
|
||||
fd, err := os.Create("cpu.profile")
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
defer fd.Close()
|
||||
|
||||
pprof.StartCPUProfile(fd)
|
||||
defer pprof.StopCPUProfile()
|
||||
|
||||
// init
|
||||
grid := Init()
|
||||
|
||||
// main loop
|
||||
loopstart := time.Now()
|
||||
|
||||
Loop(grid)
|
||||
|
||||
loopend := time.Now()
|
||||
diff := loopstart.Sub(loopend)
|
||||
fmt.Printf("Loop took %.04f\n", diff.Seconds())
|
||||
}
|
||||
5
various-tests/perf-ecs/go.mod
Normal file
@@ -0,0 +1,5 @@
|
||||
module perf
|
||||
|
||||
go 1.22
|
||||
|
||||
require github.com/mlange-42/arche v0.13.0 // indirect
|
||||
2
various-tests/perf-ecs/go.sum
Normal file
@@ -0,0 +1,2 @@
|
||||
github.com/mlange-42/arche v0.13.0 h1:ef0fu9qC2KIr8wIlVs+CgeQ5CSUJ8A1Hut6nXYdf+xk=
|
||||
github.com/mlange-42/arche v0.13.0/go.mod h1:bFktKnvGDj2kP01xar79z0hKwGHdnoaEZR8HWmJkIyU=
|
||||
145
various-tests/perf-ecs/main.go
Normal file
@@ -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
@@ -0,0 +1,2 @@
|
||||
golsky
|
||||
*.o
|
||||
33
various-tests/raygol/Makefile
Normal file
@@ -0,0 +1,33 @@
|
||||
CFLAGS = -Wall -Wextra -Werror -O2 -g
|
||||
LDFLAGS= -L/usr/local/lib -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 -g
|
||||
CC = clang
|
||||
OBJS = main.o game.o grid.o
|
||||
DST = golsky
|
||||
PREFIX = /usr/local
|
||||
UID = root
|
||||
GID = 0
|
||||
MAN = udpxd.1
|
||||
|
||||
.PHONY: all
|
||||
all: $(DST)
|
||||
|
||||
$(DST): $(OBJS)
|
||||
$(CC) $(OBJS) $(LDFLAGS) -o $(DST)
|
||||
|
||||
%.o: %.c
|
||||
$(CC) -c $(CFLAGS) $*.c -o $*.o
|
||||
|
||||
.PHONY: clean
|
||||
clean:
|
||||
rm -f *.o $(DST)
|
||||
|
||||
.PHONY: install
|
||||
install: $(DST)
|
||||
install -d -o $(UID) -g $(GID) $(PREFIX)/sbin
|
||||
install -d -o $(UID) -g $(GID) $(PREFIX)/man/man1
|
||||
install -o $(UID) -g $(GID) -m 555 $(DST) $(PREFIX)/sbin/
|
||||
install -o $(UID) -g $(GID) -m 444 $(MAN) $(PREFIX)/man/man1/
|
||||
|
||||
.PHONY: run
|
||||
run:
|
||||
LD_LIBRARY_PATH=/usr/local/lib ./golsky
|
||||
48
various-tests/raygol/game.c
Normal file
@@ -0,0 +1,48 @@
|
||||
#include "game.h"
|
||||
#include <stdio.h>
|
||||
|
||||
Game *Init(int width, int height, int gridwidth, int gridheight, int density) {
|
||||
struct Game *game = malloc(sizeof(struct Game));
|
||||
|
||||
game->ScreenWidth = width;
|
||||
game->ScreenHeight = height;
|
||||
game->Cellsize = width / gridwidth;
|
||||
game->Width = gridwidth;
|
||||
game->Height = gridheight;
|
||||
|
||||
InitWindow(width, height, "golsky");
|
||||
SetTargetFPS(60);
|
||||
|
||||
game->Grid = NewGrid(gridwidth, gridheight, density);
|
||||
|
||||
return game;
|
||||
}
|
||||
|
||||
void Update(Game *game) {
|
||||
if (IsKeyDown(KEY_Q)) {
|
||||
game->Done = true;
|
||||
exit(0);
|
||||
}
|
||||
}
|
||||
|
||||
void Draw(Game *game) {
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int y = 0; y < game->Width; y++) {
|
||||
for (int x = 0; x < game->Height; x++) {
|
||||
if (game->Grid->Data[y][x] == 1) {
|
||||
DrawRectangle(x * game->Cellsize, y * game->Cellsize, game->Cellsize,
|
||||
game->Cellsize, GREEN);
|
||||
} else {
|
||||
DrawRectangle(x * game->Cellsize, y * game->Cellsize, game->Cellsize,
|
||||
game->Cellsize, RAYWHITE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DrawText("TEST", game->ScreenWidth / 2, 10, 20, RED);
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
25
various-tests/raygol/game.h
Normal file
@@ -0,0 +1,25 @@
|
||||
#ifndef _HAVE_GAME_H
|
||||
#define _HAVE_GAME_H
|
||||
|
||||
#include "grid.h"
|
||||
#include "raylib.h"
|
||||
#include <stdlib.h>
|
||||
|
||||
typedef struct Game {
|
||||
// Camera2D Camera;
|
||||
int ScreenWidth;
|
||||
int ScreenHeight;
|
||||
int Cellsize;
|
||||
|
||||
// Grid dimensions
|
||||
int Width;
|
||||
int Height;
|
||||
bool Done;
|
||||
Grid *Grid;
|
||||
} Game;
|
||||
|
||||
Game *Init(int width, int height, int gridwidth, int gridheight, int density);
|
||||
void Update(Game *game);
|
||||
void Draw(Game *game);
|
||||
|
||||
#endif
|
||||
28
various-tests/raygol/grid.c
Normal file
@@ -0,0 +1,28 @@
|
||||
#include "grid.h"
|
||||
|
||||
Grid *NewGrid(int width, int height, int density) {
|
||||
Grid *grid = malloc(sizeof(struct Grid));
|
||||
grid->Width = width;
|
||||
grid->Height = height;
|
||||
grid->Density = density;
|
||||
|
||||
grid->Data = malloc(height * sizeof(int *));
|
||||
for (int y = 0; y < grid->Height; y++) {
|
||||
grid->Data[y] = malloc(width * sizeof(int *));
|
||||
}
|
||||
|
||||
FillRandom(grid);
|
||||
|
||||
return grid;
|
||||
}
|
||||
|
||||
void FillRandom(Grid *grid) {
|
||||
int r;
|
||||
for (int y = 0; y < grid->Width; y++) {
|
||||
for (int x = 0; x < grid->Height; x++) {
|
||||
r = GetRandomValue(0, grid->Density);
|
||||
if (r == 1)
|
||||
grid->Data[y][x] = r;
|
||||
}
|
||||
}
|
||||
}
|
||||
18
various-tests/raygol/grid.h
Normal file
@@ -0,0 +1,18 @@
|
||||
#ifndef _HAVE_GRID_H
|
||||
#define _HAVE_GRID_H
|
||||
|
||||
#include "raylib.h"
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
typedef struct Grid {
|
||||
int Width;
|
||||
int Height;
|
||||
int Density;
|
||||
int **Data;
|
||||
} Grid;
|
||||
|
||||
Grid *NewGrid(int width, int height, int density);
|
||||
void FillRandom(Grid *grid);
|
||||
|
||||
#endif
|
||||
15
various-tests/raygol/main.c
Normal file
@@ -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;
|
||||
}
|
||||