ebiten/docs/examples/life.html

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<!DOCTYPE html>
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<title>Ebiten example - life</title>
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<main><div class="container">
<h2>Ebiten example - life</h2>
<iframe src="life.content.html" width="640" height="480"></iframe>
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<div class="card"><pre class="card-body"><code class="language-go">// &#43;build example jsgo
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package main
import (
&#34;log&#34;
&#34;math/rand&#34;
&#34;time&#34;
&#34;github.com/hajimehoshi/ebiten&#34;
)
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// World represents the game state.
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type World struct {
area [][]bool
}
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func newArea(width, height int) [][]bool {
a := make([][]bool, height)
for i := 0; i &lt; height; i&#43;&#43; {
a[i] = make([]bool, width)
}
return a
}
// NewWorld creates a new world.
func NewWorld(width, height int, maxInitLiveCells int) *World {
w := &amp;World{
area: newArea(width, height),
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}
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w.init(maxInitLiveCells)
return w
}
func init() {
rand.Seed(time.Now().UnixNano())
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}
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// init inits world with a random state.
func (w *World) init(maxLiveCells int) {
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height := len(w.area)
width := len(w.area[0])
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for i := 0; i &lt; maxLiveCells; i&#43;&#43; {
x := rand.Intn(width)
y := rand.Intn(height)
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w.area[y][x] = true
}
}
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// Update game state by one tick.
func (w *World) Update() {
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height := len(w.area)
width := len(w.area[0])
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next := newArea(width, height)
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for y := 0; y &lt; height; y&#43;&#43; {
for x := 0; x &lt; width; x&#43;&#43; {
pop := neighbourCount(w.area, x, y)
switch {
case pop &lt; 2:
// rule 1. Any live cell with fewer than two live neighbours
// dies, as if caused by under-population.
next[y][x] = false
case (pop == 2 || pop == 3) &amp;&amp; w.area[y][x]:
// rule 2. Any live cell with two or three live neighbours
// lives on to the next generation.
next[y][x] = true
case pop &gt; 3:
// rule 3. Any live cell with more than three live neighbours
// dies, as if by over-population.
next[y][x] = false
case pop == 3:
// rule 4. Any dead cell with exactly three live neighbours
// becomes a live cell, as if by reproduction.
next[y][x] = true
}
}
}
w.area = next
}
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// Draw paints current game state.
func (w *World) Draw(pix []byte) {
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height := len(w.area)
width := len(w.area[0])
for y := 0; y &lt; height; y&#43;&#43; {
for x := 0; x &lt; width; x&#43;&#43; {
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idx := 4*y*width &#43; 4*x
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if w.area[y][x] {
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pix[idx] = 0xff
pix[idx&#43;1] = 0xff
pix[idx&#43;2] = 0xff
pix[idx&#43;3] = 0xff
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} else {
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pix[idx] = 0
pix[idx&#43;1] = 0
pix[idx&#43;2] = 0
pix[idx&#43;3] = 0
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}
}
}
}
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func max(a, b int) int {
if a &lt; b {
return b
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}
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return a
}
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func min(a, b int) int {
if a &lt; b {
return a
}
return b
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}
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// neighbourCount calculates the Moore neighborhood of (x, y).
func neighbourCount(a [][]bool, x, y int) int {
w := len(a[0])
h := len(a)
minI := max(x-1, 0)
minJ := max(y-1, 0)
maxI := min(x&#43;1, w-1)
maxJ := min(y&#43;1, h-1)
c := 0
for j := minJ; j &lt;= maxJ; j&#43;&#43; {
for i := minI; i &lt;= maxI; i&#43;&#43; {
if i == x &amp;&amp; j == y {
continue
}
if a[j][i] {
c&#43;&#43;
}
}
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}
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return c
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}
const (
screenWidth = 320
screenHeight = 240
)
var (
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world = NewWorld(screenWidth, screenHeight, int((screenWidth*screenHeight)/10))
pixels = make([]byte, screenWidth*screenHeight*4)
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)
func update(screen *ebiten.Image) error {
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world.Update()
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if ebiten.IsRunningSlowly() {
return nil
}
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world.Draw(pixels)
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screen.ReplacePixels(pixels)
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return nil
}
func main() {
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if err := ebiten.Run(update, screenWidth, screenHeight, 2, &#34;Game of Life (Ebiten Demo)&#34;); err != nil {
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log.Fatal(err)
}
}
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</code></pre></div>
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