mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 19:58:54 +01:00
198 lines
4.4 KiB
Go
198 lines
4.4 KiB
Go
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// The MIT License (MIT)
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//
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// Copyright (c) 2015-2016 Martin Lindhe
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// Copyright (c) 2016 Hajime Hoshi
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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package main
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import (
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"image"
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"log"
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"math/rand"
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"time"
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"github.com/hajimehoshi/ebiten"
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)
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var (
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randSource = rand.NewSource(time.Now().UnixNano())
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rnd = rand.New(randSource)
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)
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// World represents the game state
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type World struct {
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area [][]bool
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}
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// NewWorld creates a new world
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func NewWorld(width, height int) *World {
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world := World{}
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world.area = makeArea(width, height)
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return &world
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}
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// RandomSeed inits world with a random state
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func (w *World) RandomSeed(limit int) {
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height := len(w.area)
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width := len(w.area[0])
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for i := 0; i < limit; i++ {
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x := rnd.Intn(width)
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y := rnd.Intn(height)
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w.area[y][x] = true
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}
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}
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// Progress game state by one tick
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func (w *World) Progress() {
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height := len(w.area)
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width := len(w.area[0])
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next := makeArea(width, height)
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for y := 0; y < height; y++ {
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for x := 0; x < width; x++ {
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pop := neighbourCount(w.area, x, y)
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switch {
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case pop < 2:
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// rule 1. Any live cell with fewer than two live neighbours
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// dies, as if caused by under-population.
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next[y][x] = false
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case (pop == 2 || pop == 3) && w.area[y][x]:
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// rule 2. Any live cell with two or three live neighbours
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// lives on to the next generation.
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next[y][x] = true
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case pop > 3:
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// rule 3. Any live cell with more than three live neighbours
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// dies, as if by over-population.
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next[y][x] = false
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case pop == 3:
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// rule 4. Any dead cell with exactly three live neighbours
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// becomes a live cell, as if by reproduction.
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next[y][x] = true
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}
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}
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}
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w.area = next
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}
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// DrawImage paints current game state
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func (w *World) DrawImage(img *image.RGBA) {
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height := len(w.area)
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width := len(w.area[0])
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for y := 0; y < height; y++ {
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for x := 0; x < width; x++ {
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pos := 4*y*width + 4*x
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if w.area[y][x] {
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img.Pix[pos] = 0xff
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img.Pix[pos+1] = 0xff
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img.Pix[pos+2] = 0xff
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img.Pix[pos+3] = 0xff
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} else {
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img.Pix[pos] = 0
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img.Pix[pos+1] = 0
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img.Pix[pos+2] = 0
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img.Pix[pos+3] = 0
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}
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}
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}
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}
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// neighbourCount calculates the Moore neighborhood of x, y
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func neighbourCount(a [][]bool, x, y int) int {
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height := len(a)
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width := len(a[0])
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lowX := 0
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if x > 0 {
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lowX = x - 1
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}
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lowY := 0
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if y > 0 {
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lowY = y - 1
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}
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highX := width - 1
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if x < width-1 {
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highX = x + 1
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}
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highY := height - 1
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if y < height-1 {
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highY = y + 1
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}
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near := 0
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for pY := lowY; pY <= highY; pY++ {
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for pX := lowX; pX <= highX; pX++ {
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if !(pX == x && pY == y) && a[pY][pX] {
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near++
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}
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}
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}
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return near
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}
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func makeArea(width, height int) [][]bool {
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area := make([][]bool, height)
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for i := 0; i < height; i++ {
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area[i] = make([]bool, width)
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}
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return area
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}
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const (
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screenWidth = 320
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screenHeight = 240
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)
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var (
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world *World
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noiseImage *image.RGBA
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)
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func update(screen *ebiten.Image) error {
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world.Progress()
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world.DrawImage(noiseImage)
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screen.ReplacePixels(noiseImage.Pix)
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return nil
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}
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func main() {
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population := int((screenWidth * screenHeight) / 10)
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scale := 2.0
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world = NewWorld(screenWidth, screenHeight)
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world.RandomSeed(population)
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noiseImage = image.NewRGBA(image.Rect(0, 0, screenWidth, screenHeight))
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if err := ebiten.Run(update, screenWidth, screenHeight, scale, "Game of Life (Ebiten Demo)"); err != nil {
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log.Fatal(err)
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}
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}
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