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< title > Ebiten example - life< / title >
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< / div > < / nav >
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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" > // + build example
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package main
import (
" log"
" math/rand"
" time"
" github.com/hajimehoshi/ebiten"
)
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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 < height; i+ + {
a[i] = make([]bool, width)
}
return a
}
// NewWorld creates a new world.
func NewWorld(width, height int, maxInitLiveCells int) *World {
w := & 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 < maxLiveCells; i+ + {
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 < 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
}
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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 < height; y+ + {
for x := 0; x < width; x+ + {
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idx := 4*y*width + 4*x
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if w.area[y][x] {
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pix[idx] = 0xff
pix[idx+ 1] = 0xff
pix[idx+ 2] = 0xff
pix[idx+ 3] = 0xff
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} else {
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pix[idx] = 0
pix[idx+ 1] = 0
pix[idx+ 2] = 0
pix[idx+ 3] = 0
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}
}
}
}
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func max(a, b int) int {
if a < 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 < 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+ 1, w-1)
maxJ := min(y+ 1, h-1)
c := 0
for j := minJ; j < = maxJ; j+ + {
for i := minI; i < = maxI; i+ + {
if i == x & & j == y {
continue
}
if a[j][i] {
c+ +
}
}
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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, " Game of Life (Ebiten Demo)" ); err != nil {
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log.Fatal(err)
}
}
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< / code > < / pre > < / div >
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< / div > < / main >
< footer > < div class = "container" >
< p > © 2013 Hajime Hoshi< / p >
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