package main import ( "fmt" "image" "log" "unsafe" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/hajimehoshi/ebiten/v2/vector" "github.com/tlinden/golsky/rle" "golang.org/x/image/math/f64" ) type Images struct { Black, White, Age1, Age2, Age3, Age4, Old *ebiten.Image } 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 ScenePlay struct { Game *Game Config *Config Next SceneName Prev SceneName Whoami SceneName Clear bool Grids []*Grid // 2 grids: one current, one next History [][]int64 // 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 Camera Camera // for zoom+move World, Cache *ebiten.Image // actual image we render to WheelTurned bool // when user turns wheel multiple times, zoom faster Dragging bool // middle mouse is pressed, move canvas LastCursorPos []float64 // used to check if the user is dragging MarkTaken bool // true when mouse1 pressed MarkDone bool // true when mouse1 released, copy cells between Mark+Point Mark, Point image.Point // area to marks+save RunOneStep bool // mutable flags from config TPG int // current game speed (ticks per game) Theme Theme } func NewPlayScene(game *Game, config *Config) Scene { scene := &ScenePlay{ Whoami: Play, Game: game, Next: Play, Config: config, TPG: config.TPG, RunOneStep: config.RunOneStep, } scene.Init() return scene } func (scene *ScenePlay) IsPrimary() bool { return true } func (scene *ScenePlay) GetNext() SceneName { return scene.Next } func (scene *ScenePlay) SetPrevious(prev SceneName) { scene.Prev = prev } func (scene *ScenePlay) ResetNext() { scene.Next = scene.Whoami } 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. 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) { nextstate = Alive } else if state && Contains(scene.Config.Rule.Death, neighbors) { nextstate = Alive } else { nextstate = Dead } return nextstate } // Update all cells according to the current rule func (scene *ScenePlay) UpdateCells() { // count ticks so we know when to actually run scene.TicksElapsed++ if scene.TPG > scene.TicksElapsed { // need to sleep a little more return } // next grid index, we just xor 0|1 to 1|0 next := scene.Index ^ 1 // 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 // actually apply the current rules nextstate := scene.CheckRule(state, neighbors) // change state of current cell in next grid scene.Grids[next].Data[y][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[y][x] = scene.Generations } // 10FPS: //scene.History.Data[y][x] = (state ^ (1 ^ nextstate)) * (scene.Generations - scene.History.Data[y][x]) } } } // switch grid for rendering scene.Index ^= 1 // global stats counter scene.Generations++ if scene.Config.RunOneStep { // setp-wise mode, halt the game scene.Config.RunOneStep = false } // reset speed counter scene.TicksElapsed = 0 } func (scene *ScenePlay) Reset() { scene.Config.Paused = true scene.InitGrid() scene.Config.Paused = false } // check user input func (scene *ScenePlay) CheckExit() error { if inpututil.IsKeyJustPressed(ebiten.KeyQ) { return ebiten.Termination } return nil } func (scene *ScenePlay) CheckInput() { // primary functions, always available switch { case inpututil.IsKeyJustPressed(ebiten.KeyEscape): scene.SetNext(Menu) case inpututil.IsKeyJustPressed(ebiten.KeyO): scene.SetNext(Options) case inpututil.IsKeyJustPressed(ebiten.KeyC): scene.Config.Markmode = true scene.Config.Drawmode = false scene.Config.Paused = true 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 } switch { case inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter): scene.Config.TogglePaused() case inpututil.IsKeyJustPressed(ebiten.KeyPageDown): if scene.TPG < 120 { scene.TPG++ } case inpututil.IsKeyJustPressed(ebiten.KeyPageUp): if scene.TPG >= 1 { scene.TPG-- } case inpututil.IsKeyJustPressed(ebiten.KeyS): scene.SaveState() case inpututil.IsKeyJustPressed(ebiten.KeyD): scene.Config.Debug = !scene.Config.Debug } if scene.Config.Paused { if inpututil.IsKeyJustPressed(ebiten.KeyN) { scene.Config.RunOneStep = true } } } 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.IsKeyJustPressed(ebiten.KeyEscape): scene.Config.Drawmode = false } } } // Check dragging input. move the canvas with the mouse while pressing // the middle mouse button, zoom in and out using the wheel. func (scene *ScenePlay) CheckDraggingInput() { if scene.Config.Markmode { return } dragbutton := ebiten.MouseButtonLeft if scene.Config.Drawmode { dragbutton = ebiten.MouseButtonMiddle } // move canvas if scene.Dragging && !ebiten.IsMouseButtonPressed(dragbutton) { // release scene.Dragging = false } if !scene.Dragging && ebiten.IsMouseButtonPressed(dragbutton) { // start dragging scene.Dragging = true scene.LastCursorPos[0], scene.LastCursorPos[1] = scene.Camera.ScreenToWorld(ebiten.CursorPosition()) } if scene.Dragging { x, y := scene.Camera.ScreenToWorld(ebiten.CursorPosition()) if x != scene.LastCursorPos[0] || y != scene.LastCursorPos[1] { // actually drag by mouse cursor pos diff to last cursor pos scene.Camera.Position[0] -= float64(x - scene.LastCursorPos[0]) scene.Camera.Position[1] -= float64(y - scene.LastCursorPos[1]) } scene.LastCursorPos[0], scene.LastCursorPos[1] = scene.Camera.ScreenToWorld(ebiten.CursorPosition()) } // also support the arrow keys to move the canvas switch { case ebiten.IsKeyPressed(ebiten.KeyArrowLeft): scene.Camera.Position[0] -= 1 case ebiten.IsKeyPressed(ebiten.KeyArrowRight): scene.Camera.Position[0] += 1 case ebiten.IsKeyPressed(ebiten.KeyArrowUp): scene.Camera.Position[1] -= 1 case ebiten.IsKeyPressed(ebiten.KeyArrowDown): scene.Camera.Position[1] += 1 } // Zoom _, dy := ebiten.Wheel() if dy != 0 { scene.Camera.ZoomFactor += (int(dy) * 5) } if inpututil.IsKeyJustPressed(ebiten.KeyR) { scene.Camera.Reset() } } func (scene *ScenePlay) GetWorldCursorPos() image.Point { worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition()) return image.Point{ X: int(worldX) / scene.Config.Cellsize, Y: int(worldY) / scene.Config.Cellsize, } } func (scene *ScenePlay) CheckMarkInput() { if !scene.Config.Markmode { return } if inpututil.IsKeyJustPressed(ebiten.KeyEscape) { scene.Config.Markmode = false } if ebiten.IsMouseButtonPressed(ebiten.MouseButton0) { if !scene.MarkTaken { scene.Mark = scene.GetWorldCursorPos() scene.MarkTaken = true scene.MarkDone = false } scene.Point = scene.GetWorldCursorPos() //fmt.Printf("Mark: %v, Point: %v\n", scene.Mark, scene.Point) } else if inpututil.IsMouseButtonJustReleased(ebiten.MouseButton0) { scene.Config.Markmode = false scene.MarkTaken = false scene.MarkDone = true scene.SaveRectRLE() } } func (scene *ScenePlay) SaveState() { filename := GetFilename(scene.Generations) err := scene.Grids[scene.Index].SaveState(filename, scene.Config.Rule.Definition) if err != nil { log.Printf("failed to save game state to %s: %s", filename, err) } log.Printf("saved game state to %s at generation %d\n", filename, scene.Generations) } func (scene *ScenePlay) SaveRectRLE() { filename := GetFilenameRLE(scene.Generations) if scene.Mark.X == scene.Point.X || scene.Mark.Y == scene.Point.Y { log.Printf("can't save non-rectangle\n") return } var width int var height int var startx int var starty int if scene.Mark.X < scene.Point.X { // mark left point startx = scene.Mark.X width = scene.Point.X - scene.Mark.X } else { // mark right point startx = scene.Point.X width = scene.Mark.X - scene.Point.X } if scene.Mark.Y < scene.Point.Y { // mark above point starty = scene.Mark.Y height = scene.Point.Y - scene.Mark.Y } else { // mark below point starty = scene.Point.Y height = scene.Mark.Y - scene.Point.Y } grid := make([][]bool, height) for y := 0; y < height; y++ { grid[y] = make([]bool, width) for x := 0; x < width; x++ { grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx] } } err := rle.StoreGridToRLE(grid, filename, scene.Config.Rule.Definition, width, height) if err != nil { log.Printf("failed to save rect to %s: %s\n", filename, err) } else { log.Printf("saved selected rect to %s at generation %d\n", filename, scene.Generations) } } func (scene *ScenePlay) Update() error { if scene.Config.Restart { scene.Config.Restart = false scene.Generations = 0 scene.InitGrid() scene.InitCache() return nil } if scene.Config.RestartCache { scene.Config.RestartCache = false scene.Theme = scene.Config.ThemeManager.GetCurrentTheme() scene.InitCache() return nil } if quit := scene.CheckExit(); quit != nil { return quit } scene.CheckInput() scene.CheckDrawingInput() scene.CheckDraggingInput() scene.CheckMarkInput() if !scene.Config.Paused || scene.RunOneStep { scene.UpdateCells() } return nil } // set a cell to alive or dead func (scene *ScenePlay) ToggleCellOnCursorPos(alive bool) { // 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 } } // draw the new grid state func (scene *ScenePlay) Draw(screen *ebiten.Image) { // we fill the whole screen with a background color, the cells // themselfes will be 1px smaller as their nominal size, producing // a nice grey grid with grid lines op := &ebiten.DrawImageOptions{} op.GeoM.Translate(0, 0) scene.World.DrawImage(scene.Cache, op) for y := 0; y < scene.Config.Height; y++ { for x := 0; x < scene.Config.Width; x++ { op.GeoM.Reset() op.GeoM.Translate( float64(x*scene.Config.Cellsize), float64(y*scene.Config.Cellsize), ) if scene.Config.ShowEvolution { scene.DrawEvolution(screen, x, y, op) } else { if scene.Grids[scene.Index].Data[y][x] { scene.World.DrawImage(scene.Theme.Tile(ColLife), op) } } } } scene.DrawMark(scene.World) scene.Camera.Render(scene.World, screen) scene.DrawDebug(screen) } func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) { age := scene.Generations - scene.History[y][x] switch scene.Grids[scene.Index].Data[y][x] { case Alive: if age > 50 && scene.Config.ShowEvolution { scene.World.DrawImage(scene.Theme.Tile(ColOld), op) } else { scene.World.DrawImage(scene.Theme.Tile(ColLife), op) } case Dead: // only draw dead cells in case evolution trace is enabled if scene.History[y][x] > 1 && scene.Config.ShowEvolution { switch { case age < 10: scene.World.DrawImage(scene.Theme.Tile(ColAge1), op) case age < 20: scene.World.DrawImage(scene.Theme.Tile(ColAge2), op) case age < 30: scene.World.DrawImage(scene.Theme.Tile(ColAge3), op) default: scene.World.DrawImage(scene.Theme.Tile(ColAge4), op) } } } } func (scene *ScenePlay) DrawMark(screen *ebiten.Image) { if scene.Config.Markmode && scene.MarkTaken { x := float32(scene.Mark.X * scene.Config.Cellsize) y := float32(scene.Mark.Y * scene.Config.Cellsize) w := float32((scene.Point.X - scene.Mark.X) * scene.Config.Cellsize) h := float32((scene.Point.Y - scene.Mark.Y) * scene.Config.Cellsize) vector.StrokeRect( scene.World, x+1, y+1, w, h, 1.0, scene.Theme.Color(ColOld), false, ) } } func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) { if scene.Config.Debug { paused := "" if scene.Config.Paused { paused = "-- paused --" } if scene.Config.Markmode { paused = "-- mark --" } if scene.Config.Drawmode { paused = "-- insert --" } x, y := ebiten.CursorPosition() debug := fmt.Sprintf( DEBUG_FORMAT, ebiten.ActualTPS(), scene.TPG, GetMem(), scene.Generations, scene.Game.Scale, scene.Camera.ZoomFactor, scene.Camera.Position[0], scene.Camera.Position[1], x, y, paused) FontRenderer.Renderer.SetSizePx(10 + int(scene.Game.Scale*10)) FontRenderer.Renderer.SetTarget(screen) FontRenderer.Renderer.SetColor(scene.Theme.Color(ColLife)) FontRenderer.Renderer.Draw(debug, 31, 31) FontRenderer.Renderer.SetColor(scene.Theme.Color(ColOld)) FontRenderer.Renderer.Draw(debug, 30, 30) fmt.Println(debug) } } // load a pre-computed pattern from RLE file func (scene *ScenePlay) InitPattern() { scene.Grids[0].LoadRLE(scene.Config.RLE) } // pre-render offscreen cache image func (scene *ScenePlay) InitCache() { 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++ { op.GeoM.Reset() op.GeoM.Translate( float64(x*scene.Config.Cellsize), float64(y*scene.Config.Cellsize), ) scene.Cache.DrawImage(scene.Theme.Tile(ColDead), op) } } } // 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) // startup is delayed until user has selected options grida.FillRandom() scene.Grids = []*Grid{ grida, gridb, } scene.History = make([][]int64, scene.Config.Height) for y := 0; y < scene.Config.Height; y++ { scene.History[y] = make([]int64, scene.Config.Width) } } func (scene *ScenePlay) Init() { // setup the scene scene.Camera = Camera{ ViewPort: f64.Vec2{ float64(scene.Config.ScreenWidth), float64(scene.Config.ScreenHeight), }, InitialZoomFactor: scene.Config.Zoomfactor, InitialPosition: f64.Vec2{ scene.Config.InitialCamPos[0], scene.Config.InitialCamPos[1], }, ZoomOutFactor: scene.Config.ZoomOutFactor, } scene.World = ebiten.NewImage( scene.Config.Width*scene.Config.Cellsize, scene.Config.Height*scene.Config.Cellsize, ) scene.Cache = ebiten.NewImage( scene.Config.Width*scene.Config.Cellsize, scene.Config.Height*scene.Config.Cellsize, ) scene.Theme = scene.Config.ThemeManager.GetCurrentTheme() scene.InitCache() if scene.Config.DelayedStart && !scene.Config.Empty { scene.Config.Empty = true scene.InitGrid() scene.Config.Empty = false } else { scene.InitGrid() } scene.InitPattern() scene.Index = 0 scene.TicksElapsed = 0 scene.LastCursorPos = make([]float64, 2) if scene.Config.Zoomfactor < 0 || scene.Config.Zoomfactor > 0 { scene.Camera.ZoomFactor = scene.Config.Zoomfactor } scene.Camera.Setup() } 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]) } } // don't count ourselfes though sum -= bool2int(grid[y][x]) return sum }