mirror of
https://codeberg.org/scip/golsky.git
synced 2025-12-16 12:10:58 +01:00
713 lines
17 KiB
Go
713 lines
17 KiB
Go
package cmd
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import (
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"fmt"
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"image"
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"log"
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"sync"
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"unsafe"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/vector"
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"codeberg.org/scip/golsky/rle"
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"golang.org/x/image/math/f64"
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)
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type Images struct {
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Black, White, Age1, Age2, Age3, Age4, Old *ebiten.Image
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}
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const (
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DEBUG_FORMAT = "FPS: %0.2f, TPG: %d, M: %0.2fMB, Generations: %d\nScale: %.02f, Zoom: %d, Cam: %.02f,%.02f Cursor: %d,%d %s"
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)
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type History struct {
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Age [][]int64
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}
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func NewHistory(height, width int) History {
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hist := History{}
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hist.Age = make([][]int64, height)
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for y := 0; y < height; y++ {
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hist.Age[y] = make([]int64, width)
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}
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return hist
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}
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type ScenePlay struct {
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Game *Game
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Config *Config
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Next SceneName
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Prev SceneName
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Whoami SceneName
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Clear bool
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Grids []*Grid // 2 grids: one current, one next
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History History // holds state of past dead cells for evolution traces
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Index int // points to current grid
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Generations int64 // Stats
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TicksElapsed int // tick counter for game speed
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Camera Camera // for zoom+move
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World, Cache *ebiten.Image // actual image we render to
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WheelTurned bool // when user turns wheel multiple times, zoom faster
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Dragging bool // middle mouse is pressed, move canvas
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LastCursorPos []float64 // used to check if the user is dragging
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MarkTaken bool // true when mouse1 pressed
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MarkDone bool // true when mouse1 released, copy cells between Mark+Point
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Mark, Point image.Point // area to marks+save
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RunOneStep bool // mutable flags from config
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TPG int // current game speed (ticks per game)
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Theme Theme
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RuleCheckFunc func(uint8, uint8) uint8
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}
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func NewPlayScene(game *Game, config *Config) Scene {
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scene := &ScenePlay{
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Whoami: Play,
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Game: game,
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Next: Play,
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Config: config,
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TPG: config.TPG,
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RunOneStep: config.RunOneStep,
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}
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scene.Init()
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return scene
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}
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func (scene *ScenePlay) IsPrimary() bool {
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return true
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}
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func (scene *ScenePlay) GetNext() SceneName {
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return scene.Next
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}
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func (scene *ScenePlay) SetPrevious(prev SceneName) {
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scene.Prev = prev
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}
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func (scene *ScenePlay) ResetNext() {
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scene.Next = scene.Whoami
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}
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func (scene *ScenePlay) SetNext(next SceneName) {
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scene.Next = next
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}
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/* The standard Scene of Life is symbolized in rule-string notation
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* as B3/S23 (23/3 here). A cell is born if it has exactly three
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* neighbors, survives if it has two or three living neighbors,
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* and dies otherwise.
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* we abbreviate the calculation: if state is 0 and 3 neighbors
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* are a life, check will be just 3. If the cell is alive, 9 will
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* be added to the life neighbors (to avoid a collision with the
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* result 3), which will be 11|12 in case of 2|3 life neighbors.
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*/
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func (scene *ScenePlay) CheckRuleB3S23(state uint8, neighbors uint8) uint8 {
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switch (9 * state) + neighbors {
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case 11:
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fallthrough
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case 12:
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fallthrough
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case 3:
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return Alive
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}
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return Dead
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}
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/*
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* The generic rule checker is able to calculate cell state for any
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* GOL rul, including B3/S23.
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*/
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func (scene *ScenePlay) CheckRuleGeneric(state uint8, neighbors uint8) uint8 {
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var nextstate uint8
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if state != 1 && Contains(scene.Config.Rule.Birth, neighbors) {
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nextstate = Alive
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} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
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nextstate = Alive
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} else {
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nextstate = Dead
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}
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return nextstate
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}
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// Update all cells according to the current rule
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func (scene *ScenePlay) UpdateCells() {
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// count ticks so we know when to actually run
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scene.TicksElapsed++
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if scene.TPG > scene.TicksElapsed {
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// need to sleep a little more
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return
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}
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// next grid index, we just xor 0|1 to 1|0
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next := scene.Index ^ 1
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var wg sync.WaitGroup
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wg.Add(scene.Config.Height)
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width := scene.Config.Width
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height := scene.Config.Height
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// compute life status of cells
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for y := 0; y < height; y++ {
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go func() {
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defer wg.Done()
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for x := 0; x < width; x++ {
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state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
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neighbors := scene.Grids[scene.Index].Counter(x, y)
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// actually apply the current rules
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nextstate := scene.RuleCheckFunc(state, neighbors)
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// change state of current cell in next grid
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scene.Grids[next].Data[y+STRIDE*x] = nextstate
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if scene.Config.ShowEvolution {
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// set history to current generation so we can infer the
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// age of the cell's state during rendering and use it to
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// deduce the color to use if evolution tracing is enabled
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// 60FPS:
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if state != nextstate {
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scene.History.Age[y][x] = scene.Generations
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}
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}
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}
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}()
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}
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wg.Wait()
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// switch grid for rendering
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scene.Index ^= 1
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// global stats counter
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scene.Generations++
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if scene.Config.RunOneStep {
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// setp-wise mode, halt the game
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scene.Config.RunOneStep = false
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}
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// reset speed counter
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scene.TicksElapsed = 0
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}
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func (scene *ScenePlay) Reset() {
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scene.Config.Paused = true
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scene.InitGrid()
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scene.Config.Paused = false
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}
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// check user input
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func (scene *ScenePlay) CheckExit() error {
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if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
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return ebiten.Termination
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}
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return nil
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}
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func (scene *ScenePlay) CheckInput() {
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// primary functions, always available
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switch {
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case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
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scene.SetNext(Menu)
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case inpututil.IsKeyJustPressed(ebiten.KeyO):
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scene.SetNext(Options)
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case inpututil.IsKeyJustPressed(ebiten.KeyC):
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scene.Config.Markmode = true
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scene.Config.Drawmode = false
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scene.Config.Paused = true
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case inpututil.IsKeyJustPressed(ebiten.KeyI):
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scene.Config.Drawmode = true
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scene.Config.Paused = true
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}
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if scene.Config.Markmode {
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// no need to check any more input in mark mode
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return
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}
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switch {
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case inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter):
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scene.Config.TogglePaused()
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case inpututil.IsKeyJustPressed(ebiten.KeyPageDown):
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if scene.TPG < 120 {
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scene.TPG++
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}
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case inpututil.IsKeyJustPressed(ebiten.KeyPageUp):
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if scene.TPG >= 1 {
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scene.TPG--
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}
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case inpututil.IsKeyJustPressed(ebiten.KeyS):
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scene.SaveState()
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case inpututil.IsKeyJustPressed(ebiten.KeyD):
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scene.Config.Debug = !scene.Config.Debug
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}
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if scene.Config.Paused {
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if inpututil.IsKeyJustPressed(ebiten.KeyN) {
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scene.Config.RunOneStep = true
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}
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}
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}
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func (scene *ScenePlay) CheckDrawingInput() {
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if scene.Config.Drawmode {
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switch {
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case inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft):
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scene.ToggleCellOnCursorPos()
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case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
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scene.Config.Drawmode = false
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}
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}
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}
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// Check dragging input. move the canvas with the mouse while pressing
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// the middle mouse button, zoom in and out using the wheel.
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func (scene *ScenePlay) CheckDraggingInput() {
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if scene.Config.Markmode {
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return
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}
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dragbutton := ebiten.MouseButtonLeft
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if scene.Config.Drawmode {
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dragbutton = ebiten.MouseButtonMiddle
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}
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// move canvas
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if scene.Dragging && !ebiten.IsMouseButtonPressed(dragbutton) {
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// release
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scene.Dragging = false
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}
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if !scene.Dragging && ebiten.IsMouseButtonPressed(dragbutton) {
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// start dragging
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scene.Dragging = true
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scene.LastCursorPos[0], scene.LastCursorPos[1] = scene.Camera.ScreenToWorld(ebiten.CursorPosition())
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}
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if scene.Dragging {
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x, y := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
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if x != scene.LastCursorPos[0] || y != scene.LastCursorPos[1] {
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// actually drag by mouse cursor pos diff to last cursor pos
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scene.Camera.Position[0] -= float64(x - scene.LastCursorPos[0])
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scene.Camera.Position[1] -= float64(y - scene.LastCursorPos[1])
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}
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scene.LastCursorPos[0], scene.LastCursorPos[1] = scene.Camera.ScreenToWorld(ebiten.CursorPosition())
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}
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// also support the arrow keys to move the canvas
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyArrowLeft):
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scene.Camera.Position[0] -= 1
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case ebiten.IsKeyPressed(ebiten.KeyArrowRight):
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scene.Camera.Position[0] += 1
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case ebiten.IsKeyPressed(ebiten.KeyArrowUp):
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scene.Camera.Position[1] -= 1
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case ebiten.IsKeyPressed(ebiten.KeyArrowDown):
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scene.Camera.Position[1] += 1
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}
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// Zoom
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_, dy := ebiten.Wheel()
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if dy != 0 {
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scene.Camera.ZoomFactor += (int(dy) * 5)
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyR) {
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scene.Camera.Reset()
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}
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}
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func (scene *ScenePlay) GetWorldCursorPos() image.Point {
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worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
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return image.Point{
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X: int(worldX) / scene.Config.Cellsize,
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Y: int(worldY) / scene.Config.Cellsize,
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}
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}
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func (scene *ScenePlay) CheckMarkInput() {
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if !scene.Config.Markmode {
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return
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
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scene.Config.Markmode = false
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}
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if ebiten.IsMouseButtonPressed(ebiten.MouseButton0) {
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if !scene.MarkTaken {
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scene.Mark = scene.GetWorldCursorPos()
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scene.MarkTaken = true
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scene.MarkDone = false
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}
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scene.Point = scene.GetWorldCursorPos()
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//fmt.Printf("Mark: %v, Point: %v\n", scene.Mark, scene.Point)
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} else if inpututil.IsMouseButtonJustReleased(ebiten.MouseButton0) {
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scene.Config.Markmode = false
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scene.MarkTaken = false
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scene.MarkDone = true
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scene.SaveRectRLE()
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}
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}
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func (scene *ScenePlay) SaveState() {
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filename := GetFilename(scene.Generations)
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err := scene.Grids[scene.Index].SaveState(filename, scene.Config.Rule.Definition)
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if err != nil {
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log.Printf("failed to save game state to %s: %s", filename, err)
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}
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log.Printf("saved game state to %s at generation %d\n", filename, scene.Generations)
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}
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func (scene *ScenePlay) SaveRectRLE() {
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filename := GetFilenameRLE(scene.Generations)
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if scene.Mark.X == scene.Point.X || scene.Mark.Y == scene.Point.Y {
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log.Printf("can't save non-rectangle\n")
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return
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}
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var width int
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var height int
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var startx int
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var starty int
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if scene.Mark.X < scene.Point.X {
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// mark left point
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startx = scene.Mark.X
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width = scene.Point.X - scene.Mark.X
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} else {
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// mark right point
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startx = scene.Point.X
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width = scene.Mark.X - scene.Point.X
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}
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if scene.Mark.Y < scene.Point.Y {
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// mark above point
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starty = scene.Mark.Y
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height = scene.Point.Y - scene.Mark.Y
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} else {
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// mark below point
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starty = scene.Point.Y
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height = scene.Mark.Y - scene.Point.Y
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}
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grid := make([][]uint8, height)
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for y := 0; y < height; y++ {
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grid[y] = make([]uint8, width)
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for x := 0; x < width; x++ {
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grid[y][x] = scene.Grids[scene.Index].Data[(y+starty)+STRIDE*(x+startx)]
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}
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}
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err := rle.StoreGridToRLE(grid, filename, scene.Config.Rule.Definition, width, height)
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if err != nil {
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log.Printf("failed to save rect to %s: %s\n", filename, err)
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} else {
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log.Printf("saved selected rect to %s at generation %d\n", filename, scene.Generations)
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}
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}
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func (scene *ScenePlay) Update() error {
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if scene.Config.Restart {
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scene.Config.Restart = false
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scene.Generations = 0
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scene.InitGrid()
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scene.InitCache()
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return nil
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}
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if scene.Config.RestartCache {
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scene.Config.RestartCache = false
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scene.Theme = scene.Config.ThemeManager.GetCurrentTheme()
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scene.InitCache()
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return nil
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}
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if quit := scene.CheckExit(); quit != nil {
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return quit
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}
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scene.CheckInput()
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scene.CheckDrawingInput()
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scene.CheckDraggingInput()
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scene.CheckMarkInput()
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if !scene.Config.Paused || scene.RunOneStep {
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scene.UpdateCells()
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}
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return nil
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}
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// set a cell to alive or dead
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func (scene *ScenePlay) ToggleCellOnCursorPos() {
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// use cursor pos relative to the world
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worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
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x := int(worldX) / scene.Config.Cellsize
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y := int(worldY) / scene.Config.Cellsize
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if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
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scene.Grids[scene.Index].Data[y+STRIDE*x] ^= 1
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scene.History.Age[y][x] = 1
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}
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}
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// draw the new grid state
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func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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// we fill the whole screen with a background color, the cells
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// themselfes will be 1px smaller as their nominal size, producing
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// a nice grey grid with grid lines
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(0, 0)
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scene.World.DrawImage(scene.Cache, op)
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for y := 0; y < scene.Config.Height; y++ {
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for x := 0; x < scene.Config.Width; x++ {
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op.GeoM.Reset()
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op.GeoM.Translate(
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float64(x*scene.Config.Cellsize),
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float64(y*scene.Config.Cellsize),
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)
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if scene.Config.ShowEvolution {
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scene.DrawEvolution(screen, x, y, op)
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} else {
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if scene.Grids[scene.Index].Data[y+STRIDE*x] == 1 {
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scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
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}
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}
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}
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}
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scene.DrawMark(scene.World)
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scene.Camera.Render(scene.World, screen)
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scene.DrawDebug(screen)
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}
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func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
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age := scene.Generations - scene.History.Age[y][x]
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switch scene.Grids[scene.Index].Data[y+STRIDE*x] {
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case Alive:
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if age > 50 && scene.Config.ShowEvolution {
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scene.World.DrawImage(scene.Theme.Tile(ColOld), op)
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} else {
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scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
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}
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case Dead:
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// only draw dead cells in case evolution trace is enabled
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if scene.History.Age[y][x] > 1 && scene.Config.ShowEvolution {
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switch {
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case age < 10:
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scene.World.DrawImage(scene.Theme.Tile(ColAge1), op)
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case age < 20:
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scene.World.DrawImage(scene.Theme.Tile(ColAge2), op)
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case age < 30:
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scene.World.DrawImage(scene.Theme.Tile(ColAge3), op)
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default:
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scene.World.DrawImage(scene.Theme.Tile(ColAge4), op)
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}
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}
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}
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}
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func (scene *ScenePlay) DrawMark(screen *ebiten.Image) {
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if scene.Config.Markmode && scene.MarkTaken {
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x := float32(scene.Mark.X * scene.Config.Cellsize)
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|
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)
|
|
|
|
// 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{}
|
|
|
|
scene.Cache.Fill(scene.Theme.Color(ColGrid))
|
|
|
|
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)
|
|
gridb := NewGrid(scene.Config)
|
|
|
|
// startup is delayed until user has selected options
|
|
grida.FillRandom()
|
|
|
|
scene.Grids = []*Grid{
|
|
grida,
|
|
gridb,
|
|
}
|
|
|
|
scene.History = NewHistory(scene.Config.Height, 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 {
|
|
// 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
|
|
} 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)))
|
|
}
|
|
|
|
func (scene *ScenePlay) InitRuleCheckFunc() {
|
|
if scene.Config.Rule.Definition == "B3/S23" {
|
|
scene.RuleCheckFunc = scene.CheckRuleB3S23
|
|
} else {
|
|
scene.RuleCheckFunc = scene.CheckRuleGeneric
|
|
}
|
|
}
|