package main import ( "fmt" "image" "image/color" "log" "math/rand" "os" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "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 } type ScenePlay struct { Game *Game Config *Config Next SceneName Whoami SceneName Grids []*Grid // 2 grids: one current, one next History *Grid // holds state of past dead cells for evolution tracks Index int // points to current grid Generations int64 // Stats Black, White, Grey, Old color.RGBA AgeColor1, AgeColor2, AgeColor3, AgeColor4 color.RGBA TicksElapsed int // tick counter for game speed Tiles Images // pre-computed tiles for dead and alife cells Camera Camera // for zoom+move World *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 []int // used to check if the user is dragging Markmode bool // enabled with 'c' 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 Paused, RunOneStep bool // mutable flags from config TPG int } func NewPlayScene(game *Game, config *Config) Scene { scene := &ScenePlay{ Whoami: Play, Game: game, Next: Play, Config: config, Paused: config.Paused, TPG: config.TPG, RunOneStep: config.RunOneStep, } scene.Init() return scene } func (scene *ScenePlay) GetNext() SceneName { return scene.Next } func (scene *ScenePlay) ResetNext() { scene.Next = scene.Whoami } func (scene *ScenePlay) SetNext(next SceneName) { scene.Next = next } func (scene *ScenePlay) Clearscreen() bool { return true } func (scene *ScenePlay) CheckRule(state int64, neighbors int64) int64 { var nextstate int64 // 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 == 0 && Contains(scene.Config.Rule.Birth, neighbors) { nextstate = Alive } else if state == 1 && 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 // 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 tracking is enabled if state != nextstate { scene.History.Data[y][x] = scene.Generations } } } // 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.Paused = true scene.InitGrid(nil) scene.Paused = false } // check user input func (scene *ScenePlay) CheckInput() { if inpututil.IsKeyJustPressed(ebiten.KeyQ) { os.Exit(0) } if inpututil.IsKeyJustPressed(ebiten.KeyC) { fmt.Println("mark mode on") scene.Markmode = true scene.Paused = true } if scene.Markmode { return } if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter) { scene.Paused = !scene.Paused } if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) { scene.ToggleCellOnCursorPos(Alive) scene.Paused = true // drawing while running makes no sense } if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) { scene.ToggleCellOnCursorPos(Dead) scene.Paused = true // drawing while running makes no sense } if ebiten.IsKeyPressed(ebiten.KeyPageDown) { if scene.Config.TPG < 120 { scene.Config.TPG++ } } if ebiten.IsKeyPressed(ebiten.KeyPageUp) { if scene.TPG > 1 { scene.TPG-- } } if inpututil.IsKeyJustPressed(ebiten.KeyS) { scene.SaveState() } if inpututil.IsKeyJustPressed(ebiten.KeyR) { scene.Reset() } if scene.Paused { if inpututil.IsKeyJustPressed(ebiten.KeyN) { scene.Config.RunOneStep = true } } } // 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.Markmode { return } // move canvas if scene.Dragging && !ebiten.IsMouseButtonPressed(ebiten.MouseButton1) { // release scene.Dragging = false } if !scene.Dragging && ebiten.IsMouseButtonPressed(ebiten.MouseButton1) { // start dragging scene.Dragging = true scene.LastCursorPos[0], scene.LastCursorPos[1] = ebiten.CursorPosition() } if scene.Dragging { x, y := 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] = ebiten.CursorPosition() } // also support the arrow keys to move the canvas if ebiten.IsKeyPressed(ebiten.KeyArrowLeft) { scene.Camera.Position[0] -= 1 } if ebiten.IsKeyPressed(ebiten.KeyArrowRight) { scene.Camera.Position[0] += 1 } if ebiten.IsKeyPressed(ebiten.KeyArrowUp) { scene.Camera.Position[1] -= 1 } if ebiten.IsKeyPressed(ebiten.KeyArrowDown) { scene.Camera.Position[1] += 1 } // Zoom _, dy := ebiten.Wheel() step := 1 if scene.WheelTurned { // if keep scrolling the wheel, zoom faster step = 50 } else { scene.WheelTurned = false } if dy < 0 { if scene.Camera.ZoomFactor > -2400 { scene.Camera.ZoomFactor -= step } } if dy > 0 { if scene.Camera.ZoomFactor < 2400 { scene.Camera.ZoomFactor += step } } if inpututil.IsKeyJustPressed(ebiten.KeyEscape) { 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.Markmode { return } 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.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) 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([][]int64, height) for y := 0; y < height; y++ { grid[y] = make([]int64, 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 { scene.CheckInput() scene.CheckDraggingInput() scene.CheckMarkInput() if !scene.Paused || scene.RunOneStep { scene.UpdateCells() } return nil } // set a cell to alive or dead func (scene *ScenePlay) ToggleCellOnCursorPos(alive int64) { // 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 //fmt.Printf("cell at %d,%d\n", x, y) if x > -1 && y > -1 { scene.Grids[scene.Index].Data[y][x] = alive scene.History.Data[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{} if scene.Config.NoGrid { scene.World.Fill(scene.White) } else { scene.World.Fill(scene.Grey) } 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)) age := scene.Generations - scene.History.Data[y][x] switch scene.Grids[scene.Index].Data[y][x] { case 1: if age > 50 && scene.Config.ShowEvolution { scene.World.DrawImage(scene.Tiles.Old, op) } else { scene.World.DrawImage(scene.Tiles.Black, op) } case 0: if scene.History.Data[y][x] > 1 && scene.Config.ShowEvolution { switch { case age < 10: scene.World.DrawImage(scene.Tiles.Age1, op) case age < 20: scene.World.DrawImage(scene.Tiles.Age2, op) case age < 30: scene.World.DrawImage(scene.Tiles.Age3, op) default: scene.World.DrawImage(scene.Tiles.Age4, op) } } else { scene.World.DrawImage(scene.Tiles.White, op) } } } } if scene.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) // fmt.Printf("%d,%d=>%0.0f,%0.0f to %d,%d=>%0.0f,%0.0f\n", // scene.Mark.X, scene.Mark.Y, x, y, scene.Point.X, scene.Point.Y, w, h) vector.StrokeRect( scene.World, x+1, y+1, w, h, 1.0, scene.Old, false, ) } scene.Camera.Render(scene.World, screen) if scene.Config.Debug { paused := "" if scene.Paused { paused = "-- paused --" } ebitenutil.DebugPrint( screen, fmt.Sprintf("FPS: %0.2f, TPG: %d, Mem: %0.2f MB, Generations: %d %s", ebiten.ActualTPS(), scene.TPG, GetMem(), scene.Generations, paused), ) } } // FIXME: move these into Grid // load a pre-computed pattern from RLE file func (scene *ScenePlay) InitPattern() { if scene.Config.RLE != nil { startX := (scene.Config.Width / 2) - (scene.Config.RLE.Width / 2) startY := (scene.Config.Height / 2) - (scene.Config.RLE.Height / 2) var y, x int for rowIndex, patternRow := range scene.Config.RLE.Pattern { for colIndex := range patternRow { if scene.Config.RLE.Pattern[rowIndex][colIndex] > 0 { x = colIndex + startX y = rowIndex + startY scene.History.Data[y][x] = 1 scene.Grids[0].Data[y][x] = 1 } } } } } func (scene *ScenePlay) InitGrid(grid *Grid) { if grid != nil { // use pre-loaded grid scene.Grids = []*Grid{ grid, NewGrid(grid.Width, grid.Height, 0, false), } scene.History = NewGrid(grid.Width, grid.Height, 0, false) return } 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) history := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty) for y := 0; y < scene.Config.Height; y++ { if !scene.Config.Empty { for x := 0; x < scene.Config.Width; x++ { if rand.Intn(scene.Config.Density) == 1 { history.Data[y][x] = 1 grida.Data[y][x] = 1 } } } } scene.Grids = []*Grid{ grida, gridb, } scene.History = history } // prepare tile images func (scene *ScenePlay) InitTiles() { scene.Grey = color.RGBA{128, 128, 128, 0xff} scene.Old = color.RGBA{255, 30, 30, 0xff} scene.Black = color.RGBA{0, 0, 0, 0xff} scene.White = color.RGBA{200, 200, 200, 0xff} scene.AgeColor1 = color.RGBA{255, 195, 97, 0xff} // FIXME: use slice! scene.AgeColor2 = color.RGBA{255, 211, 140, 0xff} scene.AgeColor3 = color.RGBA{255, 227, 181, 0xff} scene.AgeColor4 = color.RGBA{255, 240, 224, 0xff} if scene.Config.Invert { scene.White = color.RGBA{0, 0, 0, 0xff} scene.Black = color.RGBA{200, 200, 200, 0xff} scene.AgeColor1 = color.RGBA{82, 38, 0, 0xff} scene.AgeColor2 = color.RGBA{66, 35, 0, 0xff} scene.AgeColor3 = color.RGBA{43, 27, 0, 0xff} scene.AgeColor4 = color.RGBA{25, 17, 0, 0xff} } scene.Tiles.Black = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize) scene.Tiles.White = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize) scene.Tiles.Old = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize) scene.Tiles.Age1 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize) scene.Tiles.Age2 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize) scene.Tiles.Age3 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize) scene.Tiles.Age4 = ebiten.NewImage(scene.Config.Cellsize, scene.Config.Cellsize) cellsize := scene.Config.ScreenWidth / scene.Config.Cellsize FillCell(scene.Tiles.Black, cellsize, scene.Black) FillCell(scene.Tiles.White, cellsize, scene.White) FillCell(scene.Tiles.Old, cellsize, scene.Old) FillCell(scene.Tiles.Age1, cellsize, scene.AgeColor1) FillCell(scene.Tiles.Age2, cellsize, scene.AgeColor2) FillCell(scene.Tiles.Age3, cellsize, scene.AgeColor3) FillCell(scene.Tiles.Age4, cellsize, scene.AgeColor4) } func (scene *ScenePlay) Init() { // setup the scene var grid *Grid if scene.Config.StateGrid != nil { grid = scene.Config.StateGrid } scene.Camera = Camera{ ViewPort: f64.Vec2{ float64(scene.Config.ScreenWidth), float64(scene.Config.ScreenHeight), }, } scene.World = ebiten.NewImage(scene.Config.ScreenWidth, scene.Config.ScreenHeight) scene.InitGrid(grid) scene.InitPattern() scene.InitTiles() scene.Index = 0 scene.TicksElapsed = 0 scene.LastCursorPos = make([]int, 2) } // count the living neighbors of a cell func (scene *ScenePlay) CountNeighbors(x, y int) int64 { var sum int64 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 += scene.Grids[scene.Index].Data[row][col] } } // don't count ourselfes though sum -= scene.Grids[scene.Index].Data[y][x] return sum } // fill a cell with the given color func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) { vector.DrawFilledRect( tile, float32(1), float32(1), float32(cellsize-1), float32(cellsize-1), col, false, ) }