Files
golsky/src/play.go

713 lines
17 KiB
Go

package main
import (
"fmt"
"image"
"log"
"sync"
"unsafe"
"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
}
const (
DEBUG_FORMAT = "FPS: %0.2f, TPG: %d, M: %0.2fMB, Generations: %d\nScale: %.02f, Zoom: %d, Cam: %.02f,%.02f Cursor: %d,%d %s"
)
type History struct {
Age [][]int64
}
func NewHistory(height, width int) History {
hist := History{}
hist.Age = make([][]int64, height)
for y := 0; y < height; y++ {
hist.Age[y] = make([]int64, width)
}
return hist
}
type ScenePlay struct {
Game *Game
Config *Config
Next SceneName
Prev SceneName
Whoami SceneName
Clear bool
Grids []*Grid // 2 grids: one current, one next
History History // holds state of past dead cells for evolution traces
Index int // points to current grid
Generations int64 // Stats
TicksElapsed int // tick counter for game speed
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 []float64 // used to check if the user is dragging
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
RunOneStep bool // mutable flags from config
TPG int // current game speed (ticks per game)
Theme Theme
RuleCheckFunc func(uint8, uint8) uint8
}
func NewPlayScene(game *Game, config *Config) Scene {
scene := &ScenePlay{
Whoami: Play,
Game: game,
Next: Play,
Config: config,
TPG: config.TPG,
RunOneStep: config.RunOneStep,
}
scene.Init()
return scene
}
func (scene *ScenePlay) IsPrimary() bool {
return true
}
func (scene *ScenePlay) GetNext() SceneName {
return scene.Next
}
func (scene *ScenePlay) SetPrevious(prev SceneName) {
scene.Prev = prev
}
func (scene *ScenePlay) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *ScenePlay) SetNext(next SceneName) {
scene.Next = next
}
/* 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.
* we abbreviate the calculation: if state is 0 and 3 neighbors
* are a life, check will be just 3. If the cell is alive, 9 will
* be added to the life neighbors (to avoid a collision with the
* result 3), which will be 11|12 in case of 2|3 life neighbors.
*/
func (scene *ScenePlay) CheckRuleB3S23(state uint8, neighbors uint8) uint8 {
switch (9 * state) + neighbors {
case 11:
fallthrough
case 12:
fallthrough
case 3:
return Alive
}
return Dead
}
/*
* The generic rule checker is able to calculate cell state for any
* GOL rul, including B3/S23.
*/
func (scene *ScenePlay) CheckRuleGeneric(state uint8, neighbors uint8) uint8 {
var nextstate uint8
if state != 1 && 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
var wg sync.WaitGroup
wg.Add(scene.Config.Height)
width := scene.Config.Width
height := scene.Config.Height
// compute life status of cells
for y := 0; y < height; y++ {
go func() {
defer wg.Done()
for x := 0; x < width; x++ {
state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
neighbors := scene.Grids[scene.Index].Counter(x, y)
// actually apply the current rules
nextstate := scene.RuleCheckFunc(state, neighbors)
// change state of current cell in next grid
scene.Grids[next].Data[y+STRIDE*x] = nextstate
if scene.Config.ShowEvolution {
// 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 tracing is enabled
// 60FPS:
if state != nextstate {
scene.History.Age[y][x] = scene.Generations
}
}
}
}()
}
wg.Wait()
// 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.Config.Paused = true
scene.InitGrid()
scene.Config.Paused = false
}
// check user input
func (scene *ScenePlay) CheckExit() error {
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
return ebiten.Termination
}
return nil
}
func (scene *ScenePlay) CheckInput() {
// primary functions, always available
switch {
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
scene.SetNext(Menu)
case inpututil.IsKeyJustPressed(ebiten.KeyO):
scene.SetNext(Options)
case inpututil.IsKeyJustPressed(ebiten.KeyC):
scene.Config.Markmode = true
scene.Config.Drawmode = false
scene.Config.Paused = true
case inpututil.IsKeyJustPressed(ebiten.KeyI):
scene.Config.Drawmode = true
scene.Config.Paused = true
}
if scene.Config.Markmode {
// no need to check any more input in mark mode
return
}
switch {
case inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter):
scene.Config.TogglePaused()
case inpututil.IsKeyJustPressed(ebiten.KeyPageDown):
if scene.TPG < 120 {
scene.TPG++
}
case inpututil.IsKeyJustPressed(ebiten.KeyPageUp):
if scene.TPG >= 1 {
scene.TPG--
}
case inpututil.IsKeyJustPressed(ebiten.KeyS):
scene.SaveState()
case inpututil.IsKeyJustPressed(ebiten.KeyD):
scene.Config.Debug = !scene.Config.Debug
}
if scene.Config.Paused {
if inpututil.IsKeyJustPressed(ebiten.KeyN) {
scene.Config.RunOneStep = true
}
}
}
func (scene *ScenePlay) CheckDrawingInput() {
if scene.Config.Drawmode {
switch {
case inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft):
scene.ToggleCellOnCursorPos()
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
scene.Config.Drawmode = false
}
}
}
// 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.Config.Markmode {
return
}
dragbutton := ebiten.MouseButtonLeft
if scene.Config.Drawmode {
dragbutton = ebiten.MouseButtonMiddle
}
// move canvas
if scene.Dragging && !ebiten.IsMouseButtonPressed(dragbutton) {
// release
scene.Dragging = false
}
if !scene.Dragging && ebiten.IsMouseButtonPressed(dragbutton) {
// start dragging
scene.Dragging = true
scene.LastCursorPos[0], scene.LastCursorPos[1] = scene.Camera.ScreenToWorld(ebiten.CursorPosition())
}
if scene.Dragging {
x, y := scene.Camera.ScreenToWorld(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] = scene.Camera.ScreenToWorld(ebiten.CursorPosition())
}
// also support the arrow keys to move the canvas
switch {
case ebiten.IsKeyPressed(ebiten.KeyArrowLeft):
scene.Camera.Position[0] -= 1
case ebiten.IsKeyPressed(ebiten.KeyArrowRight):
scene.Camera.Position[0] += 1
case ebiten.IsKeyPressed(ebiten.KeyArrowUp):
scene.Camera.Position[1] -= 1
case 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.KeyR) {
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.Config.Markmode {
return
}
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
scene.Config.Markmode = false
}
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.Config.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, scene.Config.Rule.Definition)
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([][]uint8, height)
for y := 0; y < height; y++ {
grid[y] = make([]uint8, width)
for x := 0; x < width; x++ {
grid[y][x] = scene.Grids[scene.Index].Data[(y+starty)+STRIDE*(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 {
if scene.Config.Restart {
scene.Config.Restart = false
scene.Generations = 0
scene.InitGrid()
scene.InitCache()
return nil
}
if scene.Config.RestartCache {
scene.Config.RestartCache = false
scene.Theme = scene.Config.ThemeManager.GetCurrentTheme()
scene.InitCache()
return nil
}
if quit := scene.CheckExit(); quit != nil {
return quit
}
scene.CheckInput()
scene.CheckDrawingInput()
scene.CheckDraggingInput()
scene.CheckMarkInput()
if !scene.Config.Paused || scene.RunOneStep {
scene.UpdateCells()
}
return nil
}
// set a cell to alive or dead
func (scene *ScenePlay) ToggleCellOnCursorPos() {
// 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
if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
scene.Grids[scene.Index].Data[y+STRIDE*x] ^= 1
scene.History.Age[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),
)
if scene.Config.ShowEvolution {
scene.DrawEvolution(screen, x, y, op)
} else {
if scene.Grids[scene.Index].Data[y+STRIDE*x] == 1 {
scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
}
}
}
}
scene.DrawMark(scene.World)
scene.Camera.Render(scene.World, screen)
scene.DrawDebug(screen)
}
func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
age := scene.Generations - scene.History.Age[y][x]
switch scene.Grids[scene.Index].Data[y+STRIDE*x] {
case Alive:
if age > 50 && scene.Config.ShowEvolution {
scene.World.DrawImage(scene.Theme.Tile(ColOld), op)
} else {
scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
}
case Dead:
// only draw dead cells in case evolution trace is enabled
if scene.History.Age[y][x] > 1 && scene.Config.ShowEvolution {
switch {
case age < 10:
scene.World.DrawImage(scene.Theme.Tile(ColAge1), op)
case age < 20:
scene.World.DrawImage(scene.Theme.Tile(ColAge2), op)
case age < 30:
scene.World.DrawImage(scene.Theme.Tile(ColAge3), op)
default:
scene.World.DrawImage(scene.Theme.Tile(ColAge4), op)
}
}
}
}
func (scene *ScenePlay) DrawMark(screen *ebiten.Image) {
if scene.Config.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)
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
}
}