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https://codeberg.org/scip/golsky.git
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534 lines
14 KiB
Go
534 lines
14 KiB
Go
package main
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import (
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"fmt"
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"image/color"
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"log"
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"math/rand"
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"os"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/vector"
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"github.com/tlinden/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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type Game struct {
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Grids []*Grid // 2 grids: one current, one next
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History *Grid // holds state of past dead cells for evolution tracks
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Index int // points to current grid
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Width, Height, Cellsize, Density int // measurements
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ScreenWidth, ScreenHeight int
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Generations int64 // Stats
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Black, White, Grey, Old color.RGBA
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AgeColor1, AgeColor2, AgeColor3, AgeColor4 color.RGBA
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TPG int // ticks per generation/game speed, 1==max
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TicksElapsed int // tick counter for game speed
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Debug, Paused, Empty, Invert bool // game modi
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ShowEvolution, NoGrid, RunOneStep bool // flags
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Rule *Rule // which rule to use, default: B3/S23
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Tiles Images // pre-computed tiles for dead and alife cells
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RLE *rle.RLE // loaded GOL pattern from RLE file
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Camera Camera // for zoom+move
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World *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 []int // used to check if the user is dragging
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Statefile string // load game state from it if non-nil
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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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func (game *Game) CheckRule(state int64, neighbors int64) int64 {
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var nextstate int64
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// The standard Game 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. The first number, or list of numbers, is
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// what is required for a dead cell to be born.
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if state == 0 && Contains(game.Rule.Birth, neighbors) {
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nextstate = Alive
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} else if state == 1 && Contains(game.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 (game *Game) UpdateCells() {
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// count ticks so we know when to actually run
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game.TicksElapsed++
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if game.TPG > game.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 := game.Index ^ 1
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// compute life status of cells
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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] // 0|1 == dead or alive
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neighbors := game.CountNeighbors(x, y) // alive neighbor count
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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] = nextstate
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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 tracking is enabled
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if state != nextstate {
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game.History.Data[y][x] = game.Generations
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}
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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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// global stats counter
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game.Generations++
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if game.RunOneStep {
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// setp-wise mode, halt the game
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game.RunOneStep = false
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}
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// reset speed counter
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game.TicksElapsed = 0
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}
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func (game *Game) Reset() {
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game.Paused = true
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game.InitGrid(nil)
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game.Paused = false
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}
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// check user input
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func (game *Game) CheckInput() {
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if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
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os.Exit(0)
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}
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if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter) {
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game.Paused = !game.Paused
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}
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
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game.ToggleCellOnCursorPos(Alive)
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game.Paused = true // drawing while running makes no sense
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}
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
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game.ToggleCellOnCursorPos(Dead)
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game.Paused = true // drawing while running makes no sense
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}
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if ebiten.IsKeyPressed(ebiten.KeyPageDown) {
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if game.TPG < 120 {
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game.TPG++
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}
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}
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if ebiten.IsKeyPressed(ebiten.KeyPageUp) {
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if game.TPG > 1 {
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game.TPG--
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}
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyS) {
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game.SaveState()
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyR) {
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game.Reset()
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}
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if game.Paused {
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if inpututil.IsKeyJustPressed(ebiten.KeyN) {
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game.RunOneStep = true
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}
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}
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}
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func (game *Game) SaveState() {
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filename := GetFilename(game.Generations)
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err := game.Grids[game.Index].SaveState(filename)
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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, game.Generations)
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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 (game *Game) CheckDraggingInput() {
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// move canvas
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if game.Dragging && !ebiten.IsMouseButtonPressed(ebiten.MouseButton1) {
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// release
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game.Dragging = false
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}
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if !game.Dragging && ebiten.IsMouseButtonPressed(ebiten.MouseButton1) {
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// start dragging
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game.Dragging = true
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game.LastCursorPos[0], game.LastCursorPos[1] = ebiten.CursorPosition()
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}
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if game.Dragging {
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x, y := ebiten.CursorPosition()
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if x != game.LastCursorPos[0] || y != game.LastCursorPos[1] {
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// actually drag by mouse cursor pos diff to last cursor pos
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game.Camera.Position[0] -= float64(x - game.LastCursorPos[0])
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game.Camera.Position[1] -= float64(y - game.LastCursorPos[1])
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}
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game.LastCursorPos[0], game.LastCursorPos[1] = ebiten.CursorPosition()
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}
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// also support the arrow keys to move the canvas
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if ebiten.IsKeyPressed(ebiten.KeyArrowLeft) {
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game.Camera.Position[0] -= 1
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}
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if ebiten.IsKeyPressed(ebiten.KeyArrowRight) {
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game.Camera.Position[0] += 1
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}
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if ebiten.IsKeyPressed(ebiten.KeyArrowUp) {
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game.Camera.Position[1] -= 1
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}
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if ebiten.IsKeyPressed(ebiten.KeyArrowDown) {
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game.Camera.Position[1] += 1
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}
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// Zoom
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_, dy := ebiten.Wheel()
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step := 1
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if game.WheelTurned {
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// if keep scrolling the wheel, zoom faster
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step = 50
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} else {
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game.WheelTurned = false
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}
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if dy < 0 {
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if game.Camera.ZoomFactor > -2400 {
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game.Camera.ZoomFactor -= step
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}
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}
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if dy > 0 {
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if game.Camera.ZoomFactor < 2400 {
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game.Camera.ZoomFactor += step
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}
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
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game.Camera.Reset()
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}
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}
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func (game *Game) Update() error {
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game.CheckInput()
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game.CheckDraggingInput()
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if !game.Paused || game.RunOneStep {
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game.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 (game *Game) ToggleCellOnCursorPos(alive int64) {
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// use cursor pos relative to the world
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worldX, worldY := game.Camera.ScreenToWorld(ebiten.CursorPosition())
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x := int(worldX) / game.Cellsize
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y := int(worldY) / game.Cellsize
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//fmt.Printf("cell at %d,%d\n", x, y)
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if x > -1 && y > -1 {
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game.Grids[game.Index].Data[y][x] = alive
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game.History.Data[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 (game *Game) 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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if game.NoGrid {
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game.World.Fill(game.White)
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} else {
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game.World.Fill(game.Grey)
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}
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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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op.GeoM.Reset()
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op.GeoM.Translate(float64(x*game.Cellsize), float64(y*game.Cellsize))
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age := game.Generations - game.History.Data[y][x]
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switch game.Grids[game.Index].Data[y][x] {
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case 1:
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if age > 50 && game.ShowEvolution {
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game.World.DrawImage(game.Tiles.Old, op)
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} else {
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game.World.DrawImage(game.Tiles.Black, op)
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}
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case 0:
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if game.History.Data[y][x] > 1 && game.ShowEvolution {
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switch {
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case age < 10:
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game.World.DrawImage(game.Tiles.Age1, op)
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case age < 20:
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game.World.DrawImage(game.Tiles.Age2, op)
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case age < 30:
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game.World.DrawImage(game.Tiles.Age3, op)
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default:
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game.World.DrawImage(game.Tiles.Age4, op)
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}
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} else {
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game.World.DrawImage(game.Tiles.White, op)
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}
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}
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}
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}
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game.Camera.Render(game.World, screen)
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if game.Debug {
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paused := ""
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if game.Paused {
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paused = "-- paused --"
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}
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ebitenutil.DebugPrint(
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screen,
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fmt.Sprintf("FPS: %0.2f, TPG: %d, Mem: %0.2f MB, Generations: %d %s",
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ebiten.ActualTPS(), game.TPG, GetMem(), game.Generations, paused),
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)
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}
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}
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// FIXME: move these into Grid
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// load a pre-computed pattern from RLE file
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func (game *Game) InitPattern() {
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if game.RLE != nil {
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startX := (game.Width / 2) - (game.RLE.Width / 2)
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startY := (game.Height / 2) - (game.RLE.Height / 2)
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var y, x int
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for rowIndex, patternRow := range game.RLE.Pattern {
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for colIndex := range patternRow {
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if game.RLE.Pattern[rowIndex][colIndex] > 0 {
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x = colIndex + startX
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y = rowIndex + startY
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game.History.Data[y][x] = 1
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game.Grids[0].Data[y][x] = 1
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}
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}
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}
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}
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}
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// initialize playing field/grid
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func (game *Game) _InitGrid(grid *Grid) {
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if grid != nil {
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// use pre-loaded grid
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game.Grids = []*Grid{
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grid,
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NewGrid(grid.Width, grid.Height),
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}
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game.History = NewGrid(grid.Width, grid.Height)
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return
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}
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grida := NewGrid(game.Width, game.Height)
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grida.FillRandom(game)
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game.Grids = []*Grid{
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grida,
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NewGrid(grida.Width, grida.Height),
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}
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game.History = grida.Clone()
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}
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func (game *Game) InitGrid(grid *Grid) {
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if grid != nil {
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// use pre-loaded grid
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game.Grids = []*Grid{
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grid,
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NewGrid(grid.Width, grid.Height),
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}
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game.History = NewGrid(grid.Width, grid.Height)
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return
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}
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grida := NewGrid(game.Width, game.Height)
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gridb := NewGrid(game.Width, game.Height)
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history := NewGrid(game.Width, game.Height)
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for y := 0; y < game.Height; y++ {
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if !game.Empty {
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for x := 0; x < game.Width; x++ {
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if rand.Intn(game.Density) == 1 {
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history.Data[y][x] = 1
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grida.Data[y][x] = 1
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}
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}
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}
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}
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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.History = history
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}
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// prepare tile images
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func (game *Game) InitTiles() {
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game.Grey = color.RGBA{128, 128, 128, 0xff}
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game.Old = color.RGBA{255, 30, 30, 0xff}
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game.Black = color.RGBA{0, 0, 0, 0xff}
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game.White = color.RGBA{200, 200, 200, 0xff}
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game.AgeColor1 = color.RGBA{255, 195, 97, 0xff} // FIXME: use slice!
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game.AgeColor2 = color.RGBA{255, 211, 140, 0xff}
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game.AgeColor3 = color.RGBA{255, 227, 181, 0xff}
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game.AgeColor4 = color.RGBA{255, 240, 224, 0xff}
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if game.Invert {
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game.White = color.RGBA{0, 0, 0, 0xff}
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game.Black = color.RGBA{200, 200, 200, 0xff}
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game.AgeColor1 = color.RGBA{82, 38, 0, 0xff}
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game.AgeColor2 = color.RGBA{66, 35, 0, 0xff}
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game.AgeColor3 = color.RGBA{43, 27, 0, 0xff}
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game.AgeColor4 = color.RGBA{25, 17, 0, 0xff}
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}
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game.Tiles.Black = ebiten.NewImage(game.Cellsize, game.Cellsize)
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game.Tiles.White = ebiten.NewImage(game.Cellsize, game.Cellsize)
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game.Tiles.Old = ebiten.NewImage(game.Cellsize, game.Cellsize)
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game.Tiles.Age1 = ebiten.NewImage(game.Cellsize, game.Cellsize)
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game.Tiles.Age2 = ebiten.NewImage(game.Cellsize, game.Cellsize)
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game.Tiles.Age3 = ebiten.NewImage(game.Cellsize, game.Cellsize)
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game.Tiles.Age4 = ebiten.NewImage(game.Cellsize, game.Cellsize)
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cellsize := game.ScreenWidth / game.Cellsize
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FillCell(game.Tiles.Black, cellsize, game.Black)
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FillCell(game.Tiles.White, cellsize, game.White)
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FillCell(game.Tiles.Old, cellsize, game.Old)
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FillCell(game.Tiles.Age1, cellsize, game.AgeColor1)
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FillCell(game.Tiles.Age2, cellsize, game.AgeColor2)
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FillCell(game.Tiles.Age3, cellsize, game.AgeColor3)
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FillCell(game.Tiles.Age4, cellsize, game.AgeColor4)
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}
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func (game *Game) Init() {
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// setup the game
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var grid *Grid
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if game.Statefile != "" {
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g, err := LoadState(game.Statefile)
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if err != nil {
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log.Fatalf("failed to load game state: %s", err)
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}
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grid = g
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game.Width = grid.Width
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game.Height = grid.Height
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}
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game.ScreenWidth = game.Cellsize * game.Width
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game.ScreenHeight = game.Cellsize * game.Height
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game.Camera = Camera{
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ViewPort: f64.Vec2{
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float64(game.ScreenWidth),
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float64(game.ScreenHeight),
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},
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}
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game.World = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
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game.InitGrid(grid)
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game.InitPattern()
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game.InitTiles()
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game.Index = 0
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game.TicksElapsed = 0
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game.LastCursorPos = make([]int, 2)
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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) int64 {
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var sum int64
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// so we look ad all 8 neighbors surrounding us. In case we are on
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// an edge, then we'll look at the neighbor on the other side of
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// the grid, thus wrapping lookahead around.
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for i := -1; i < 2; i++ {
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for j := -1; j < 2; j++ {
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col := (x + i + game.Width) % game.Width
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row := (y + j + game.Height) % game.Height
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sum += game.Grids[game.Index].Data[row][col]
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}
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}
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// don't count ourselfes though
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sum -= game.Grids[game.Index].Data[y][x]
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return sum
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}
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// fill a cell with the given color
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func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) {
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vector.DrawFilledRect(
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tile,
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float32(1),
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float32(1),
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|
float32(cellsize-1),
|
|
float32(cellsize-1),
|
|
col, false,
|
|
)
|
|
}
|