mirror of
https://codeberg.org/scip/golsky.git
synced 2025-12-16 12:10:58 +01:00
668 lines
18 KiB
Go
668 lines
18 KiB
Go
package main
|
|
|
|
import (
|
|
"fmt"
|
|
"image"
|
|
"image/color"
|
|
"log"
|
|
"math/rand"
|
|
"os"
|
|
|
|
"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
|
|
}
|
|
|
|
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, 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 []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 inpututil.IsKeyJustPressed(ebiten.KeyPageDown) {
|
|
if scene.TPG < 120 {
|
|
scene.TPG++
|
|
}
|
|
}
|
|
|
|
if inpututil.IsKeyJustPressed(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()
|
|
|
|
if dy != 0 {
|
|
scene.Camera.ZoomFactor += (int(dy) * 5)
|
|
}
|
|
|
|
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{}
|
|
|
|
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))
|
|
|
|
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)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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 --"
|
|
}
|
|
|
|
debug := fmt.Sprintf("FPS: %0.2f, TPG: %d, Mem: %0.2f MB, Generations: %d %s",
|
|
ebiten.ActualTPS(), scene.TPG, GetMem(), scene.Generations, paused)
|
|
|
|
FontRenderer.Renderer.SetSizePx(10 + scene.Game.Scale/2)
|
|
FontRenderer.Renderer.SetTarget(screen)
|
|
|
|
FontRenderer.Renderer.SetColor(scene.Black)
|
|
FontRenderer.Renderer.Draw(debug, 31, 31)
|
|
|
|
FontRenderer.Renderer.SetColor(scene.Old)
|
|
FontRenderer.Renderer.Draw(debug, 30, 30)
|
|
|
|
//ebitenutil.DebugPrint(screen, debug)
|
|
fmt.Println(debug, scene.Game.Scale)
|
|
}
|
|
}
|
|
|
|
// 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) InitCache() {
|
|
op := &ebiten.DrawImageOptions{}
|
|
|
|
if scene.Config.NoGrid {
|
|
scene.Cache.Fill(scene.White)
|
|
} else {
|
|
scene.Cache.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))
|
|
|
|
scene.Cache.DrawImage(scene.Tiles.White, op)
|
|
}
|
|
}
|
|
}
|
|
|
|
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.Cache = ebiten.NewImage(scene.Config.ScreenWidth, scene.Config.ScreenHeight)
|
|
|
|
scene.InitTiles()
|
|
scene.InitCache()
|
|
scene.InitGrid(grid)
|
|
scene.InitPattern()
|
|
|
|
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,
|
|
)
|
|
}
|