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