ebiten/examples/life/main.go

200 lines
4.4 KiB
Go
Raw Normal View History

2016-07-07 17:26:38 +02:00
// The MIT License (MIT)
//
// Copyright (c) 2015-2016 Martin Lindhe
// Copyright (c) 2016 Hajime Hoshi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
// +build example
2016-07-07 17:26:38 +02:00
package main
import (
"image"
"log"
"math/rand"
"time"
"github.com/hajimehoshi/ebiten"
)
var (
randSource = rand.NewSource(time.Now().UnixNano())
rnd = rand.New(randSource)
)
// World represents the game state
type World struct {
area [][]bool
}
// NewWorld creates a new world
func NewWorld(width, height int) *World {
world := World{}
world.area = makeArea(width, height)
return &world
}
// RandomSeed inits world with a random state
func (w *World) RandomSeed(limit int) {
height := len(w.area)
width := len(w.area[0])
for i := 0; i < limit; i++ {
x := rnd.Intn(width)
y := rnd.Intn(height)
w.area[y][x] = true
}
}
// Progress game state by one tick
func (w *World) Progress() {
height := len(w.area)
width := len(w.area[0])
next := makeArea(width, height)
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
pop := neighbourCount(w.area, x, y)
switch {
case pop < 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) && 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 > 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
}
// DrawImage paints current game state
func (w *World) DrawImage(img *image.RGBA) {
height := len(w.area)
width := len(w.area[0])
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
pos := 4*y*width + 4*x
if w.area[y][x] {
img.Pix[pos] = 0xff
img.Pix[pos+1] = 0xff
img.Pix[pos+2] = 0xff
img.Pix[pos+3] = 0xff
} else {
img.Pix[pos] = 0
img.Pix[pos+1] = 0
img.Pix[pos+2] = 0
img.Pix[pos+3] = 0
}
}
}
}
// neighbourCount calculates the Moore neighborhood of x, y
func neighbourCount(a [][]bool, x, y int) int {
height := len(a)
width := len(a[0])
lowX := 0
if x > 0 {
lowX = x - 1
}
lowY := 0
if y > 0 {
lowY = y - 1
}
highX := width - 1
if x < width-1 {
highX = x + 1
}
highY := height - 1
if y < height-1 {
highY = y + 1
}
near := 0
for pY := lowY; pY <= highY; pY++ {
for pX := lowX; pX <= highX; pX++ {
if !(pX == x && pY == y) && a[pY][pX] {
near++
}
}
}
return near
}
func makeArea(width, height int) [][]bool {
area := make([][]bool, height)
for i := 0; i < height; i++ {
area[i] = make([]bool, width)
}
return area
}
const (
screenWidth = 320
screenHeight = 240
)
var (
world *World
noiseImage *image.RGBA
)
func update(screen *ebiten.Image) error {
world.Progress()
world.DrawImage(noiseImage)
screen.ReplacePixels(noiseImage.Pix)
2016-07-07 17:26:38 +02:00
return nil
}
func main() {
population := int((screenWidth * screenHeight) / 10)
scale := 2.0
world = NewWorld(screenWidth, screenHeight)
world.RandomSeed(population)
noiseImage = image.NewRGBA(image.Rect(0, 0, screenWidth, screenHeight))
if err := ebiten.Run(update, screenWidth, screenHeight, scale, "Game of Life (Ebiten Demo)"); err != nil {
log.Fatal(err)
}
}