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15 Commits
v0.0.8
...
no-pointer
| Author | SHA1 | Date | |
|---|---|---|---|
| 4074debdbf | |||
| e8ed283233 | |||
| 89d25db9e7 | |||
| 89903fdcec | |||
| 05d56568e4 | |||
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50b630791a | ||
| 957db29a37 | |||
| eb95c72538 | |||
| 604cbea127 | |||
| f3e7428775 | |||
| 6685207fde | |||
| 41da9b8536 | |||
| 6dec8c74ef | |||
| 861ba86b0c | |||
| 7b0a74fb93 |
12
Makefile
12
Makefile
@@ -1,5 +1,8 @@
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||||
.PHONY: all
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all:
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.PHONY all:
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all: build
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.PHONY: build
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build:
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make -C src
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mv src/golsky .
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@@ -7,3 +10,8 @@ all:
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clean:
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make -C src clean
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rm -f dump* rect*
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.PHONY: profile
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profile: build
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./golsky -W 1500 -H 1500 -d --profile-file cpu.profile
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go tool pprof --http localhost:8888 golsky cpu.profile
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@@ -82,17 +82,16 @@ Usage of ./golsky:
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While it runs, there are a couple of commands you can use:
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* left mouse click: set a cell to alife (also pauses the game)
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* right mouse click: set a cell to dead
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* space: pause or resume the game
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* while game is paused: press n to forward one step
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* page up: speed up
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* page down: slow down
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* Mouse wheel: zoom in or out
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* move mouse while left mouse button pressed: move canvas
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* i: enter "insert" (draw) mode: use left mouse to set cells alife and right
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button to dead. Leave with "space". While in insert mode, use middle mouse
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button to drag grid.
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* i: enter "insert" (draw) mode: use left mouse to toggle cells alife state.
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Leave with insert mode "space". While in insert mode, use middle mouse
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button to drag the grid.
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* r: reset to 1:1 zoom
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* escape: open menu
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* s: save game state to file (can be loaded with -l)
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||||
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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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}
|
||||
|
||||
|
||||
@@ -43,16 +43,16 @@ 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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DEFAULT_CELLSIZE = 4
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DEFAULT_ZOOMFACTOR = 400
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DEFAULT_GEOM = "640x384"
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DEFAULT_THEME = "standard" // "light" // inverse => "dark"
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DEFAULT_THEME = "standard"
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)
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const KEYBINDINGS string = `
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@@ -62,9 +62,9 @@ const KEYBINDINGS string = `
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- PAGE DOWN: slow down
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- MOUSE WHEEL: zoom in or out
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- LEFT MOUSE BUTTON: use to drag canvas, keep clicked and move mouse
|
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- I: enter "insert" (draw) mode: use left mouse to set cells alife and right
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button to dead. Leave with "space". While in insert mode, use middle mouse
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button to drag grid.
|
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- I: enter "insert" (draw) mode: use left mouse to toggle a cells alife state.
|
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Leave with insert mode with "space". While in insert mode, use middle mouse
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button to drag the grid.
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- R: reset to 1:1 zoom
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- ESCAPE: open menu, o: open options menu
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- S: save game state to file (can be loaded with -l)
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163
src/grid.go
163
src/grid.go
@@ -12,65 +12,146 @@ import (
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"github.com/tlinden/golsky/rle"
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||||
)
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// equals grid height, is being used to access grid elements and must be global
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var STRIDE int
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type Neighbor struct {
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X, Y int
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}
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type Grid struct {
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Data [][]bool
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Width, Height, Density int
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Empty bool
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Data []uint8
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NeighborCount []int
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Neighbors [][]Neighbor
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Empty bool
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Config *Config
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}
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// Create new empty grid and allocate Data according to provided dimensions
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func NewGrid(width, height, density int, empty bool) *Grid {
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grid := &Grid{
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Height: height,
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Width: width,
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Density: density,
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Data: make([][]bool, height),
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Empty: empty,
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func NewGrid(config *Config) *Grid {
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STRIDE = config.Height
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if config.Width > config.Height {
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STRIDE = config.Width
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}
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||||
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for y := 0; y < height; y++ {
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grid.Data[y] = make([]bool, width)
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size := STRIDE * STRIDE
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grid := &Grid{
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Data: make([]uint8, size),
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NeighborCount: make([]int, size),
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Neighbors: make([][]Neighbor, size),
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Empty: config.Empty,
|
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Config: config,
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}
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// first setup the cells
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for y := 0; y < config.Height; y++ {
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for x := 0; x < config.Width; x++ {
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grid.Data[y+STRIDE*x] = 0
|
||||
}
|
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}
|
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|
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// in a second pass, collect positions to the neighbors of each cell
|
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for y := 0; y < config.Height; y++ {
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for x := 0; x < config.Width; x++ {
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grid.SetupNeighbors(x, y)
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}
|
||||
}
|
||||
|
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return grid
|
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}
|
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func (grid *Grid) SetupNeighbors(x, y int) {
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idx := 0
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var neighbors []Neighbor
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||||
|
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for nbgY := -1; nbgY < 2; nbgY++ {
|
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for nbgX := -1; nbgX < 2; nbgX++ {
|
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var col, row int
|
||||
|
||||
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
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||||
// other side of the grid, thus wrapping lookahead around
|
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// using the mod() function.
|
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col = (x + nbgX + grid.Config.Width) % grid.Config.Width
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||||
row = (y + nbgY + grid.Config.Height) % grid.Config.Height
|
||||
|
||||
} else {
|
||||
// In traditional grid mode the edges are deadly
|
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if x+nbgX < 0 || x+nbgX >= grid.Config.Width || y+nbgY < 0 || y+nbgY >= grid.Config.Height {
|
||||
continue
|
||||
}
|
||||
|
||||
col = x + nbgX
|
||||
row = y + nbgY
|
||||
}
|
||||
|
||||
if col == x && row == y {
|
||||
continue
|
||||
}
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neighbors = append(neighbors, Neighbor{X: col, Y: row})
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grid.NeighborCount[y+STRIDE*x]++
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||||
idx++
|
||||
}
|
||||
}
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||||
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||||
grid.Neighbors[y+STRIDE*x] = neighbors
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||||
}
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||||
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||||
// count the living neighbors of a cell
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||||
func (grid *Grid) CountNeighbors(x, y int) uint8 {
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var count uint8
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||||
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||||
pos := y + STRIDE*x
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neighbors := grid.Neighbors[pos]
|
||||
neighborCount := grid.NeighborCount[pos]
|
||||
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||||
for idx := 0; idx < neighborCount; idx++ {
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||||
neighbor := neighbors[idx]
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||||
count += grid.Data[neighbor.Y+STRIDE*neighbor.X]
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||||
}
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||||
|
||||
return count
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||||
}
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||||
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||||
// Create a new 1:1 instance
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||||
func (grid *Grid) Clone() *Grid {
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||||
newgrid := &Grid{}
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||||
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||||
newgrid.Width = grid.Width
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||||
newgrid.Height = grid.Height
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||||
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]
|
||||
// }
|
||||
// }
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||||
// }
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||||
|
||||
// delete all contents
|
||||
func (grid *Grid) Clear() {
|
||||
for y := range grid.Data {
|
||||
for x := range grid.Data[y] {
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||||
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() {
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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 +159,9 @@ 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 +174,8 @@ 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 +184,7 @@ 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 +292,10 @@ func (grid *Grid) SaveState(filename, rule string) error {
|
||||
|
||||
fmt.Fprintf(file, "#Life 1.05\n#R %s\n#D golsky state file\n#P -1 -1\n", rule)
|
||||
|
||||
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"
|
||||
}
|
||||
|
||||
|
||||
198
src/play.go
198
src/play.go
@@ -4,6 +4,7 @@ import (
|
||||
"fmt"
|
||||
"image"
|
||||
"log"
|
||||
"sync"
|
||||
"unsafe"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
@@ -21,6 +22,21 @@ const (
|
||||
DEBUG_FORMAT = "FPS: %0.2f, TPG: %d, M: %0.2fMB, Generations: %d\nScale: %.02f, Zoom: %d, Cam: %.02f,%.02f Cursor: %d,%d %s"
|
||||
)
|
||||
|
||||
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
|
||||
@@ -31,7 +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
|
||||
@@ -46,6 +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 {
|
||||
@@ -83,18 +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
|
||||
@@ -116,33 +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].CountNeighbors(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
|
||||
|
||||
@@ -221,10 +268,8 @@ func (scene *ScenePlay) CheckInput() {
|
||||
func (scene *ScenePlay) CheckDrawingInput() {
|
||||
if scene.Config.Drawmode {
|
||||
switch {
|
||||
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft):
|
||||
scene.ToggleCellOnCursorPos(Alive)
|
||||
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight):
|
||||
scene.ToggleCellOnCursorPos(Dead)
|
||||
case inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft):
|
||||
scene.ToggleCellOnCursorPos()
|
||||
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
|
||||
scene.Config.Drawmode = false
|
||||
}
|
||||
@@ -370,13 +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)]
|
||||
}
|
||||
}
|
||||
|
||||
@@ -422,15 +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
|
||||
}
|
||||
}
|
||||
|
||||
@@ -455,7 +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)
|
||||
}
|
||||
}
|
||||
@@ -470,9 +515,9 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
|
||||
}
|
||||
|
||||
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)
|
||||
@@ -481,7 +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)
|
||||
@@ -553,17 +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++ {
|
||||
@@ -580,8 +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()
|
||||
@@ -591,10 +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() {
|
||||
@@ -626,6 +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
|
||||
@@ -651,38 +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
|
||||
}
|
||||
|
||||
10
src/rule.go
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
|
||||
|
||||
28
src/theme.go
28
src/theme.go
@@ -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 {
|
||||
@@ -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,
|
||||
|
||||
@@ -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")
|
||||
|
||||
2
various-tests/raygol/.gitignore
vendored
Normal file
2
various-tests/raygol/.gitignore
vendored
Normal file
@@ -0,0 +1,2 @@
|
||||
golsky
|
||||
*.o
|
||||
33
various-tests/raygol/Makefile
Normal file
33
various-tests/raygol/Makefile
Normal file
@@ -0,0 +1,33 @@
|
||||
CFLAGS = -Wall -Wextra -Werror -O2 -g
|
||||
LDFLAGS= -L/usr/local/lib -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 -g
|
||||
CC = clang
|
||||
OBJS = main.o game.o grid.o
|
||||
DST = golsky
|
||||
PREFIX = /usr/local
|
||||
UID = root
|
||||
GID = 0
|
||||
MAN = udpxd.1
|
||||
|
||||
.PHONY: all
|
||||
all: $(DST)
|
||||
|
||||
$(DST): $(OBJS)
|
||||
$(CC) $(OBJS) $(LDFLAGS) -o $(DST)
|
||||
|
||||
%.o: %.c
|
||||
$(CC) -c $(CFLAGS) $*.c -o $*.o
|
||||
|
||||
.PHONY: clean
|
||||
clean:
|
||||
rm -f *.o $(DST)
|
||||
|
||||
.PHONY: install
|
||||
install: $(DST)
|
||||
install -d -o $(UID) -g $(GID) $(PREFIX)/sbin
|
||||
install -d -o $(UID) -g $(GID) $(PREFIX)/man/man1
|
||||
install -o $(UID) -g $(GID) -m 555 $(DST) $(PREFIX)/sbin/
|
||||
install -o $(UID) -g $(GID) -m 444 $(MAN) $(PREFIX)/man/man1/
|
||||
|
||||
.PHONY: run
|
||||
run:
|
||||
LD_LIBRARY_PATH=/usr/local/lib ./golsky
|
||||
48
various-tests/raygol/game.c
Normal file
48
various-tests/raygol/game.c
Normal file
@@ -0,0 +1,48 @@
|
||||
#include "game.h"
|
||||
#include <stdio.h>
|
||||
|
||||
Game *Init(int width, int height, int gridwidth, int gridheight, int density) {
|
||||
struct Game *game = malloc(sizeof(struct Game));
|
||||
|
||||
game->ScreenWidth = width;
|
||||
game->ScreenHeight = height;
|
||||
game->Cellsize = width / gridwidth;
|
||||
game->Width = gridwidth;
|
||||
game->Height = gridheight;
|
||||
|
||||
InitWindow(width, height, "golsky");
|
||||
SetTargetFPS(60);
|
||||
|
||||
game->Grid = NewGrid(gridwidth, gridheight, density);
|
||||
|
||||
return game;
|
||||
}
|
||||
|
||||
void Update(Game *game) {
|
||||
if (IsKeyDown(KEY_Q)) {
|
||||
game->Done = true;
|
||||
exit(0);
|
||||
}
|
||||
}
|
||||
|
||||
void Draw(Game *game) {
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int y = 0; y < game->Width; y++) {
|
||||
for (int x = 0; x < game->Height; x++) {
|
||||
if (game->Grid->Data[y][x] == 1) {
|
||||
DrawRectangle(x * game->Cellsize, y * game->Cellsize, game->Cellsize,
|
||||
game->Cellsize, GREEN);
|
||||
} else {
|
||||
DrawRectangle(x * game->Cellsize, y * game->Cellsize, game->Cellsize,
|
||||
game->Cellsize, RAYWHITE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DrawText("TEST", game->ScreenWidth / 2, 10, 20, RED);
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
25
various-tests/raygol/game.h
Normal file
25
various-tests/raygol/game.h
Normal file
@@ -0,0 +1,25 @@
|
||||
#ifndef _HAVE_GAME_H
|
||||
#define _HAVE_GAME_H
|
||||
|
||||
#include "grid.h"
|
||||
#include "raylib.h"
|
||||
#include <stdlib.h>
|
||||
|
||||
typedef struct Game {
|
||||
// Camera2D Camera;
|
||||
int ScreenWidth;
|
||||
int ScreenHeight;
|
||||
int Cellsize;
|
||||
|
||||
// Grid dimensions
|
||||
int Width;
|
||||
int Height;
|
||||
bool Done;
|
||||
Grid *Grid;
|
||||
} Game;
|
||||
|
||||
Game *Init(int width, int height, int gridwidth, int gridheight, int density);
|
||||
void Update(Game *game);
|
||||
void Draw(Game *game);
|
||||
|
||||
#endif
|
||||
28
various-tests/raygol/grid.c
Normal file
28
various-tests/raygol/grid.c
Normal file
@@ -0,0 +1,28 @@
|
||||
#include "grid.h"
|
||||
|
||||
Grid *NewGrid(int width, int height, int density) {
|
||||
Grid *grid = malloc(sizeof(struct Grid));
|
||||
grid->Width = width;
|
||||
grid->Height = height;
|
||||
grid->Density = density;
|
||||
|
||||
grid->Data = malloc(height * sizeof(int *));
|
||||
for (int y = 0; y < grid->Height; y++) {
|
||||
grid->Data[y] = malloc(width * sizeof(int *));
|
||||
}
|
||||
|
||||
FillRandom(grid);
|
||||
|
||||
return grid;
|
||||
}
|
||||
|
||||
void FillRandom(Grid *grid) {
|
||||
int r;
|
||||
for (int y = 0; y < grid->Width; y++) {
|
||||
for (int x = 0; x < grid->Height; x++) {
|
||||
r = GetRandomValue(0, grid->Density);
|
||||
if (r == 1)
|
||||
grid->Data[y][x] = r;
|
||||
}
|
||||
}
|
||||
}
|
||||
18
various-tests/raygol/grid.h
Normal file
18
various-tests/raygol/grid.h
Normal file
@@ -0,0 +1,18 @@
|
||||
#ifndef _HAVE_GRID_H
|
||||
#define _HAVE_GRID_H
|
||||
|
||||
#include "raylib.h"
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
typedef struct Grid {
|
||||
int Width;
|
||||
int Height;
|
||||
int Density;
|
||||
int **Data;
|
||||
} Grid;
|
||||
|
||||
Grid *NewGrid(int width, int height, int density);
|
||||
void FillRandom(Grid *grid);
|
||||
|
||||
#endif
|
||||
15
various-tests/raygol/main.c
Normal file
15
various-tests/raygol/main.c
Normal file
@@ -0,0 +1,15 @@
|
||||
#include "game.h"
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void) {
|
||||
Game *game = Init(800, 800, 10, 10, 8);
|
||||
|
||||
while (!WindowShouldClose()) {
|
||||
Update(game);
|
||||
Draw(game);
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
free(game);
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user