6 Commits

Author SHA1 Message Date
42ee242f0c nope, it's a hopeless mess 2024-06-11 19:05:29 +02:00
b1b2a6901f not work 2024-06-11 14:55:13 +02:00
68b7eb60a8 add demo 2024-06-11 14:44:05 +02:00
31d7f5bc4f added toolbar icon widget 2024-06-10 19:30:07 +02:00
0fdd4bbd81 fix flickering 2024-06-10 14:17:36 +02:00
63d8d09fc0 add test code 2024-06-10 13:02:32 +02:00
47 changed files with 281 additions and 1178 deletions

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

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@@ -24,7 +24,6 @@ Based on: https://youtu.be/FWSR_7kZuYg?si=ix1dmo76D8AmF25F
[![golsky-captured.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-captured.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-captured.png)
[![golsky-dark-theme.png](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/256_golsky-dark-theme.png)](https://github.com/TLINDEN/golsky/blob/main/.github/assets/screenshots/golsky-dark-theme.png)
[Youtube video game preview](https://www.youtube.com/watch?v=xEto6Oew16I)
# Features

18
TODO.md
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@@ -1,29 +1,23 @@
- add all other options like size etc
- add gif export
- add toolbar (not working yet, see branch trackui)
- add toolbar
- turn input ifs to switch
- only draw visible part of the world
- use themes instead of the current weird color lists
- print current mode to the bottom like pause, insert and mark
- add https://www.ibiblio.org/lifepatterns/october1970.html
- history: dont count age but do calc to get index to age tile based on cell age
- maybe pre calc neighbors as 8 slice of pointers to neighboring cells to faster do the count
see various-tests/perf-2dim-pointers/: it's NOT faster :(
- use an array of 8 pointers to neighbors. on edge just add either fake dead neighbors or the wrap around neighbors.
- try arche ecs variant with either a component of the cells neighbors or using relations.
- https://mattnakama.com/blog/go-branchless-coding/
- add performance measurements, see:
DrawTriangles: https://github.com/TLINDEN/testgol
WritePixels: https://github.com/TLINDEN/testgol/tree/wrpixels
https://www.tasnimzotder.com/blog/optimizing-game-of-life-algorithm
- pre-draw the grid separately to a cache grid image, then during
rendering, first draw the dead background, then the life cells, and
lastly the grid - if enabled. If disabled, there's be no gap between
the cells anymore.
- show gridlines menu has no effect of grid was enabled with -g
- Speed
https://conwaylife.com/forums/viewtopic.php?f=7&t=3237
Look at try-pointers-and-cells branch, we're using pre-calculated
neighbor list of pointers to cells, but it's only a liiiiitle bit
better :(
- Patterns:

3
go.mod
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@@ -13,10 +13,9 @@ require (
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect
github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21 // indirect
github.com/ebitenui/ebitenui v0.5.8-0.20240608230235-27496c28f409 // indirect
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 // indirect
github.com/jezek/xgb v1.1.1 // indirect
github.com/mlange-42/arche v0.13.0 // indirect
github.com/tinne26/etxt v0.0.8 // indirect
golang.org/x/exp v0.0.0-20240222234643-814bf88cf225 // indirect
golang.org/x/sync v0.7.0 // indirect

4
go.sum
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@@ -10,14 +10,14 @@ github.com/ebitenui/ebitenui v0.5.6 h1:qyJRU5j+lQo1lamxB48IBwMxMfz1xNb5iWUayCtA0
github.com/ebitenui/ebitenui v0.5.6/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21 h1:dElhYGyf+FYY+makAndUQNOSDwFSFYyFWziPwQrPObY=
github.com/ebitenui/ebitenui v0.5.8-0.20240608175527-424f62327b21/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
github.com/ebitenui/ebitenui v0.5.8-0.20240608230235-27496c28f409 h1:wsPobs+O3ZmZvhtNtmnMkaB1FRM7tuZ60P0/jegRQGg=
github.com/ebitenui/ebitenui v0.5.8-0.20240608230235-27496c28f409/go.mod h1:I0rVbTOUi7gWKTPet2gzbvhOdkHp5pJXMM6c6b3dRoE=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k=
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
github.com/mlange-42/arche v0.13.0 h1:ef0fu9qC2KIr8wIlVs+CgeQ5CSUJ8A1Hut6nXYdf+xk=
github.com/mlange-42/arche v0.13.0/go.mod h1:bFktKnvGDj2kP01xar79z0hKwGHdnoaEZR8HWmJkIyU=
github.com/spf13/pflag v1.0.5 h1:iy+VFUOCP1a+8yFto/drg2CJ5u0yRoB7fZw3DKv/JXA=
github.com/spf13/pflag v1.0.5/go.mod h1:McXfInJRrz4CZXVZOBLb0bTZqETkiAhM9Iw0y3An2Bg=
github.com/tinne26/etxt v0.0.8 h1:rjb58jkMkapRGLmhBMWnT76E/nMTXC5P1Q956BRZkoc=

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@@ -278,8 +278,10 @@ func (config *Config) SwitchTheme(theme string) {
}
func (config *Config) ToggleGridlines() {
fmt.Printf("toggle grid lines, current: %t\n", config.ShowGrid)
config.ShowGrid = !config.ShowGrid
config.RestartCache = true
fmt.Printf("toggle grid lines, new: %t\n", config.ShowGrid)
}
func (config *Config) ToggleEvolution() {

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

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

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@@ -1,8 +1,10 @@
package main
import (
"fmt"
"image/color"
"github.com/alecthomas/repr"
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
@@ -94,6 +96,8 @@ 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()
})

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@@ -6,6 +6,7 @@ import (
"log"
"unsafe"
uiinput "github.com/ebitenui/ebitenui/input"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector"
@@ -18,7 +19,7 @@ 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"
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"
)
type ScenePlay struct {
@@ -174,40 +175,50 @@ func (scene *ScenePlay) CheckExit() error {
}
func (scene *ScenePlay) CheckInput() {
// primary functions, always available
switch {
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
scene.SetNext(Menu)
case inpututil.IsKeyJustPressed(ebiten.KeyO):
}
if inpututil.IsKeyJustPressed(ebiten.KeyO) {
scene.SetNext(Options)
case inpututil.IsKeyJustPressed(ebiten.KeyC):
}
if inpututil.IsKeyJustPressed(ebiten.KeyC) {
scene.Config.Markmode = true
scene.Config.Drawmode = false
scene.Config.Paused = true
case inpututil.IsKeyJustPressed(ebiten.KeyI):
}
if 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
}
switch {
case inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter):
if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
scene.Config.TogglePaused()
case inpututil.IsKeyJustPressed(ebiten.KeyPageDown):
}
if inpututil.IsKeyJustPressed(ebiten.KeyPageDown) {
if scene.TPG < 120 {
scene.TPG++
}
case inpututil.IsKeyJustPressed(ebiten.KeyPageUp):
}
if inpututil.IsKeyJustPressed(ebiten.KeyPageUp) {
if scene.TPG >= 1 {
scene.TPG--
}
case inpututil.IsKeyJustPressed(ebiten.KeyS):
}
if inpututil.IsKeyJustPressed(ebiten.KeyS) {
scene.SaveState()
case inpututil.IsKeyJustPressed(ebiten.KeyD):
}
if inpututil.IsKeyJustPressed(ebiten.KeyD) {
scene.Config.Debug = !scene.Config.Debug
}
@@ -220,12 +231,15 @@ func (scene *ScenePlay) CheckInput() {
func (scene *ScenePlay) CheckDrawingInput() {
if scene.Config.Drawmode {
switch {
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft):
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
scene.ToggleCellOnCursorPos(Alive)
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight):
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
scene.ToggleCellOnCursorPos(Dead)
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
}
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
scene.Config.Drawmode = false
}
}
@@ -269,14 +283,16 @@ func (scene *ScenePlay) CheckDraggingInput() {
}
// also support the arrow keys to move the canvas
switch {
case ebiten.IsKeyPressed(ebiten.KeyArrowLeft):
if ebiten.IsKeyPressed(ebiten.KeyArrowLeft) {
scene.Camera.Position[0] -= 1
case ebiten.IsKeyPressed(ebiten.KeyArrowRight):
}
if ebiten.IsKeyPressed(ebiten.KeyArrowRight) {
scene.Camera.Position[0] += 1
case ebiten.IsKeyPressed(ebiten.KeyArrowUp):
}
if ebiten.IsKeyPressed(ebiten.KeyArrowUp) {
scene.Camera.Position[1] -= 1
case ebiten.IsKeyPressed(ebiten.KeyArrowDown):
}
if ebiten.IsKeyPressed(ebiten.KeyArrowDown) {
scene.Camera.Position[1] += 1
}
@@ -409,11 +425,12 @@ func (scene *ScenePlay) Update() error {
return quit
}
scene.CheckInput()
scene.CheckDrawingInput()
scene.CheckDraggingInput()
scene.CheckMarkInput()
if !uiinput.UIActive {
scene.CheckInput()
scene.CheckDrawingInput()
scene.CheckDraggingInput()
scene.CheckMarkInput()
}
if !scene.Config.Paused || scene.RunOneStep {
scene.UpdateCells()
}
@@ -467,6 +484,9 @@ 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) {
@@ -534,7 +554,7 @@ func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
scene.Game.Scale, scene.Camera.ZoomFactor,
scene.Camera.Position[0], scene.Camera.Position[1],
x, y,
paused)
paused, uiinput.UIActive)
FontRenderer.Renderer.SetSizePx(10 + int(scene.Game.Scale*10))
FontRenderer.Renderer.SetTarget(screen)

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

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@@ -38,32 +38,32 @@ var THEMES = map[string]ThemeDef{
"standard": {
life: "e15f0b",
dead: "5a5a5a",
old: "ff1e1e",
grid: "808080",
old: "7b5e4b",
age1: "735f52",
age2: "6c6059",
age3: "635d59",
age4: "7b5e4b",
age4: "808080",
},
"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",
},
}

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

View File

@@ -5,6 +5,7 @@ import (
"github.com/ebitenui/ebitenui/image"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
)
func NewMenuButton(
@@ -40,6 +41,32 @@ 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,
@@ -215,6 +242,37 @@ func (container *RowContainer) Container() *widget.Container {
return container.Root
}
// setup a top level toolbar container
func NewTopRowContainer(title string) *RowContainer {
buttonImageHover := image.NewNineSlice(Assets["button-9slice3"], [3]int{3, 3, 3}, [3]int{3, 3, 3})
uiContainer := widget.NewContainer(
widget.ContainerOpts.Layout(widget.NewAnchorLayout()),
)
rowContainer := widget.NewContainer(
widget.ContainerOpts.WidgetOpts(
widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionStart,
VerticalPosition: widget.AnchorLayoutPositionStart,
}),
),
widget.ContainerOpts.Layout(widget.NewRowLayout(
widget.RowLayoutOpts.Direction(widget.DirectionVertical),
widget.RowLayoutOpts.Padding(widget.NewInsetsSimple(8)),
widget.RowLayoutOpts.Spacing(0),
)),
widget.ContainerOpts.BackgroundImage(buttonImageHover),
)
uiContainer.AddChild(rowContainer)
return &RowContainer{
Root: uiContainer,
Row: rowContainer,
}
}
// set arg to false if no background needed
func NewRowContainer(title string) *RowContainer {
buttonImageHover := image.NewNineSlice(Assets["button-9slice3"], [3]int{3, 3, 3}, [3]int{3, 3, 3})

View File

@@ -2,11 +2,8 @@
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 | 00:03:35/00:04:75 |
| 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 |
| Variation | Description | Duration |
|--------------------|-----------------------------------------------------------------------------|----------|
| perf-2dim | uses 2d grid of bools, no tuning | 00:03:14 |
| perf-2dim-pointers | use 2d grid of `Cell{Neighbors,NeighborCount}`s using pointers to neighbors | 00:03:35 |
| perf-1dim | use 1d grid of bools, access using y*x, no further tuning | 00:03:24 |

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

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@@ -1,141 +0,0 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"runtime/pprof"
"time"
"unsafe"
)
const (
max int = 1500
loops int = 5000
density int = 8
debug bool = false
)
type Cell struct {
State bool
Neighbors [8]*Cell
NeighborCount int
}
type Grid [1500][1500]Cell
// https://dev.to/chigbeef_77/bool-int-but-stupid-in-go-3jb3
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func (cell *Cell) Count(x, y int) {
cell.NeighborCount = 0
for _, neighbor := range cell.Neighbors {
cell.NeighborCount += bool2int(neighbor.State)
}
}
func SetNeighbors(grid Grid, x, y int) {
cells := []*Cell{}
deadcell := &Cell{}
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= max || y+nbgY < 0 || y+nbgY >= max {
cells = append(cells, deadcell)
} else {
col = x + nbgX
row = y + nbgY
if col == x && row == y {
// do not add self
continue
}
cells = append(cells, &grid[row][col])
}
}
}
for idx, cell := range cells {
grid[y][x].Neighbors[idx] = cell
}
}
func Init() Grid {
grid := Grid{}
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
if rand.Intn(density) == 1 {
grid[y][x].State = true
}
}
}
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
SetNeighbors(grid, x, y)
}
}
return grid
}
func Loop(grid Grid) {
c := 0
for i := 0; i < loops; i++ {
for y := 0; y < max; y++ {
for x := 0; x < max; x++ {
cell := &grid[y][x]
state := cell.State
cell.Count(x, y)
if state && cell.NeighborCount > 1 {
if debug {
fmt.Printf(
"Loop %d - cell at %d,%d is %t and has %d living neighbors\n",
i, x, y, state, cell.NeighborCount)
}
c = 1
}
}
}
}
if c > 1 {
c = 0
}
}
func main() {
// enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
// init
grid := Init()
// main loop
loopstart := time.Now()
Loop(grid)
loopend := time.Now()
diff := loopstart.Sub(loopend)
fmt.Printf("Loop took %.04f\n", diff.Seconds())
}

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

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@@ -1,139 +0,0 @@
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())
}

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

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@@ -1,2 +0,0 @@
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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@@ -1,145 +0,0 @@
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)
}

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

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

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@@ -1,306 +0,0 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"os/exec"
"runtime/pprof"
"unsafe"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type Images struct {
Black, White *ebiten.Image
}
type Cell struct {
State uint8
Neighbors [8]*Cell
NeighborCount int
}
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func (cell *Cell) Count(x, y int) uint8 {
var sum uint8
for idx := 0; idx < cell.NeighborCount; idx++ {
sum += cell.Neighbors[idx].State
}
return sum
}
func SetNeighbors(grid [][]*Cell, x, y, width, height int) {
idx := 0
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= width || y+nbgY < 0 || y+nbgY >= height {
continue
}
col = x + nbgX
row = y + nbgY
if col == x && row == y {
continue
}
grid[y][x].Neighbors[idx] = grid[row][col]
grid[y][x].NeighborCount++
idx++
}
}
}
type Grid struct {
Data [][]*Cell
Width, Height, Density int
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(width, height, density int) *Grid {
grid := &Grid{
Height: height,
Width: width,
Density: density,
Data: make([][]*Cell, height),
}
for y := 0; y < height; y++ {
grid.Data[y] = make([]*Cell, width)
for x := 0; x < width; x++ {
grid.Data[y][x] = &Cell{}
if rand.Intn(density) == 1 {
grid.Data[y][x].State = 1
}
}
}
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
SetNeighbors(grid.Data, x, y, width, height)
}
}
return grid
}
type Game struct {
Width, Height, Cellsize, Density int
ScreenWidth, ScreenHeight int
Grids []*Grid
Index int
Elapsed int64
TPG int64 // adjust game speed independently of TPS
Pause, Debug, Profile, Gridlines bool
Pixels []byte
OffScreen *ebiten.Image
}
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return game.ScreenWidth, game.ScreenHeight
}
// live console output of the grid
func (game *Game) DebugDump() {
cmd := exec.Command("clear")
cmd.Stdout = os.Stdout
cmd.Run()
if game.Debug {
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
if game.Grids[game.Index].Data[y][x].State == 1 {
fmt.Print("XX")
} else {
fmt.Print(" ")
}
}
fmt.Println()
}
}
fmt.Printf("FPS: %0.2f\n", ebiten.ActualTPS())
}
func (game *Game) Init() {
// setup two grids, one for display, one for next state
grida := NewGrid(game.Width, game.Height, game.Density)
gridb := NewGrid(game.Width, game.Height, game.Density)
game.Grids = []*Grid{
grida,
gridb,
}
game.Pixels = make([]byte, game.ScreenWidth*game.ScreenHeight*4)
game.OffScreen = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
}
// count the living neighbors of a cell
func (game *Game) CountNeighbors(x, y int) uint8 {
return game.Grids[game.Index].Data[y][x].Count(x, y)
}
// the heart of the game
func (game *Game) CheckRule(state uint8, neighbors uint8) uint8 {
var nextstate uint8
if state == 1 && neighbors == 3 {
nextstate = 1
} else if state == 1 && (neighbors == 2 || neighbors == 3) {
nextstate = 1
} else {
nextstate = 0
}
return nextstate
}
// we only update the cells if we are not in pause state or if the
// game timer (TPG) is elapsed.
func (game *Game) UpdateCells() {
if game.Pause {
return
}
if game.Elapsed < game.TPG {
game.Elapsed++
return
}
// next grid index. we only have to, so we just xor it
next := game.Index ^ 1
// calculate cell life state, this is the actual game of life
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
state := game.Grids[game.Index].Data[y][x].State
neighbors := game.CountNeighbors(x, y)
// actually apply the current rules
nextstate := game.CheckRule(state, neighbors)
// change state of current cell in next grid
game.Grids[next].Data[y][x].State = nextstate
}
}
// switch grid for rendering
game.Index ^= 1
game.Elapsed = 0
game.UpdatePixels()
}
func (game *Game) Update() error {
game.UpdateCells()
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
game.Pause = !game.Pause
}
return nil
}
/*
*
r, g, b := color(it)
78 p := 4 * (i + j*screenWidth)
79 gm.offscreenPix[p] = r
80 gm.offscreenPix[p+1] = g
81 gm.offscreenPix[p+2] = b
82 gm.offscreenPix[p+3] = 0xff
*/
func (game *Game) UpdatePixels() {
var col byte
gridx := 0
gridy := 0
idx := 0
for y := 0; y < game.ScreenHeight; y++ {
for x := 0; x < game.ScreenWidth; x++ {
gridx = x / game.Cellsize
gridy = y / game.Cellsize
col = 0xff
if game.Grids[game.Index].Data[gridy][gridx].State == 1 {
col = 0x0
}
if game.Gridlines {
if x%game.Cellsize == 0 || y%game.Cellsize == 0 {
col = 128
}
}
idx = 4 * (x + y*game.ScreenWidth)
game.Pixels[idx] = col
game.Pixels[idx+1] = col
game.Pixels[idx+2] = col
game.Pixels[idx+3] = 0xff
idx++
}
}
game.OffScreen.WritePixels(game.Pixels)
}
func (game *Game) Draw(screen *ebiten.Image) {
screen.DrawImage(game.OffScreen, nil)
game.DebugDump()
}
func main() {
size := 1500
game := &Game{
Width: size,
Height: size,
Cellsize: 4,
Density: 8,
TPG: 10,
Debug: false,
Profile: true,
Gridlines: false,
}
game.ScreenWidth = game.Width * game.Cellsize
game.ScreenHeight = game.Height * game.Cellsize
game.Init()
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
ebiten.SetWindowTitle("triangle conway's game of life")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
if game.Profile {
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
}
if err := ebiten.RunGame(game); err != nil {
log.Fatal(err)
}
}

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

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

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@@ -1,306 +0,0 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"os/exec"
"runtime/pprof"
"unsafe"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type Images struct {
Black, White *ebiten.Image
}
type Cell struct {
State bool
Neighbors [8]*Cell
NeighborCount int
}
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func (cell *Cell) Count(x, y int) int {
sum := 0
for idx := 0; idx < cell.NeighborCount; idx++ {
sum += bool2int(cell.Neighbors[idx].State)
}
return sum
}
func SetNeighbors(grid [][]*Cell, x, y, width, height int) {
idx := 0
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= width || y+nbgY < 0 || y+nbgY >= height {
continue
}
col = x + nbgX
row = y + nbgY
if col == x && row == y {
continue
}
grid[y][x].Neighbors[idx] = grid[row][col]
grid[y][x].NeighborCount++
idx++
}
}
}
type Grid struct {
Data [][]*Cell
Width, Height, Density int
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(width, height, density int) *Grid {
grid := &Grid{
Height: height,
Width: width,
Density: density,
Data: make([][]*Cell, height),
}
for y := 0; y < height; y++ {
grid.Data[y] = make([]*Cell, width)
for x := 0; x < width; x++ {
grid.Data[y][x] = &Cell{}
if rand.Intn(density) == 1 {
grid.Data[y][x].State = true
}
}
}
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
SetNeighbors(grid.Data, x, y, width, height)
}
}
return grid
}
type Game struct {
Width, Height, Cellsize, Density int
ScreenWidth, ScreenHeight int
Grids []*Grid
Index int
Elapsed int64
TPG int64 // adjust game speed independently of TPS
Pause, Debug, Profile, Gridlines bool
Pixels []byte
OffScreen *ebiten.Image
}
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return game.ScreenWidth, game.ScreenHeight
}
// live console output of the grid
func (game *Game) DebugDump() {
cmd := exec.Command("clear")
cmd.Stdout = os.Stdout
cmd.Run()
if game.Debug {
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
if game.Grids[game.Index].Data[y][x].State {
fmt.Print("XX")
} else {
fmt.Print(" ")
}
}
fmt.Println()
}
}
fmt.Printf("FPS: %0.2f\n", ebiten.ActualTPS())
}
func (game *Game) Init() {
// setup two grids, one for display, one for next state
grida := NewGrid(game.Width, game.Height, game.Density)
gridb := NewGrid(game.Width, game.Height, game.Density)
game.Grids = []*Grid{
grida,
gridb,
}
game.Pixels = make([]byte, game.ScreenWidth*game.ScreenHeight*4)
game.OffScreen = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
}
// count the living neighbors of a cell
func (game *Game) CountNeighbors(x, y int) int {
return game.Grids[game.Index].Data[y][x].Count(x, y)
}
// the heart of the game
func (game *Game) CheckRule(state bool, neighbors int) bool {
var nextstate bool
if state && neighbors == 3 {
nextstate = true
} else if state && (neighbors == 2 || neighbors == 3) {
nextstate = true
} else {
nextstate = false
}
return nextstate
}
// we only update the cells if we are not in pause state or if the
// game timer (TPG) is elapsed.
func (game *Game) UpdateCells() {
if game.Pause {
return
}
if game.Elapsed < game.TPG {
game.Elapsed++
return
}
// next grid index. we only have to, so we just xor it
next := game.Index ^ 1
// calculate cell life state, this is the actual game of life
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
state := game.Grids[game.Index].Data[y][x].State
neighbors := game.CountNeighbors(x, y)
// actually apply the current rules
nextstate := game.CheckRule(state, neighbors)
// change state of current cell in next grid
game.Grids[next].Data[y][x].State = nextstate
}
}
// switch grid for rendering
game.Index ^= 1
game.Elapsed = 0
game.UpdatePixels()
}
func (game *Game) Update() error {
game.UpdateCells()
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
game.Pause = !game.Pause
}
return nil
}
/*
*
r, g, b := color(it)
78 p := 4 * (i + j*screenWidth)
79 gm.offscreenPix[p] = r
80 gm.offscreenPix[p+1] = g
81 gm.offscreenPix[p+2] = b
82 gm.offscreenPix[p+3] = 0xff
*/
func (game *Game) UpdatePixels() {
var col byte
gridx := 0
gridy := 0
idx := 0
for y := 0; y < game.ScreenHeight; y++ {
for x := 0; x < game.ScreenWidth; x++ {
gridx = x / game.Cellsize
gridy = y / game.Cellsize
col = 0xff
if game.Grids[game.Index].Data[gridy][gridx].State {
col = 0x0
}
if game.Gridlines {
if x%game.Cellsize == 0 || y%game.Cellsize == 0 {
col = 128
}
}
idx = 4 * (x + y*game.ScreenWidth)
game.Pixels[idx] = col
game.Pixels[idx+1] = col
game.Pixels[idx+2] = col
game.Pixels[idx+3] = 0xff
idx++
}
}
game.OffScreen.WritePixels(game.Pixels)
}
func (game *Game) Draw(screen *ebiten.Image) {
screen.DrawImage(game.OffScreen, nil)
game.DebugDump()
}
func main() {
size := 1500
game := &Game{
Width: size,
Height: size,
Cellsize: 4,
Density: 8,
TPG: 10,
Debug: false,
Profile: true,
Gridlines: false,
}
game.ScreenWidth = game.Width * game.Cellsize
game.ScreenHeight = game.Height * game.Cellsize
game.Init()
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
ebiten.SetWindowTitle("triangle conway's game of life")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
if game.Profile {
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
}
if err := ebiten.RunGame(game); err != nil {
log.Fatal(err)
}
}

View File

@@ -238,7 +238,35 @@ func (game *Game) Draw(screen *ebiten.Image) {
}
func main() {
size := 1500
//x := 1
//y := 0
col := 1 >> 0xff
fmt.Printf("col: %d\n", col)
x := 1
y := 2
c := 4
xm := x & (c - 1)
ym := y & (c - 1)
fmt.Println(xm & ym)
a := 1
b := 1
//gen := 100
hist := 0
for gen := 0; gen < 50; gen++ {
fmt.Println((a ^ (1 ^ b)) * (gen - hist))
if gen == 25 {
a = 0
}
}
}
func _main() {
size := 800
game := &Game{
Width: size,
@@ -247,7 +275,7 @@ func main() {
Density: 8,
TPG: 10,
Debug: false,
Profile: true,
Profile: false,
Gridlines: false,
}