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examples/life: Refactoring
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@ -36,25 +36,36 @@ import (
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// World represents the game state.
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// World represents the game state.
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type World struct {
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type World struct {
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area [][]bool
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area [][]bool
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rnd *rand.Rand
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}
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func newArea(width, height int) [][]bool {
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a := make([][]bool, height)
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for i := 0; i < height; i++ {
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a[i] = make([]bool, width)
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}
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return a
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}
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}
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// NewWorld creates a new world.
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// NewWorld creates a new world.
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func NewWorld(width, height int) *World {
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func NewWorld(width, height int, maxInitLiveCells int) *World {
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world := World{
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w := &World{
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area: makeArea(width, height),
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area: newArea(width, height),
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rnd: rand.New(rand.NewSource(time.Now().UnixNano())),
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}
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}
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return &world
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w.init(maxInitLiveCells)
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return w
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}
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}
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// RandomSeed inits world with a random state.
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func init() {
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func (w *World) RandomSeed(limit int) {
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rand.Seed(time.Now().UnixNano())
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}
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// init inits world with a random state.
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func (w *World) init(maxLiveCells int) {
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height := len(w.area)
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height := len(w.area)
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width := len(w.area[0])
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width := len(w.area[0])
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for i := 0; i < limit; i++ {
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for i := 0; i < maxLiveCells; i++ {
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x := w.rnd.Intn(width)
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x := rand.Intn(width)
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y := w.rnd.Intn(height)
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y := rand.Intn(height)
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w.area[y][x] = true
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w.area[y][x] = true
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}
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}
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}
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}
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@ -63,7 +74,7 @@ func (w *World) RandomSeed(limit int) {
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func (w *World) Update() {
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func (w *World) Update() {
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height := len(w.area)
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height := len(w.area)
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width := len(w.area[0])
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width := len(w.area[0])
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next := makeArea(width, height)
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next := newArea(width, height)
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for y := 0; y < height; y++ {
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for y := 0; y < height; y++ {
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for x := 0; x < width; x++ {
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for x := 0; x < width; x++ {
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pop := neighbourCount(w.area, x, y)
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pop := neighbourCount(w.area, x, y)
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@ -93,66 +104,63 @@ func (w *World) Update() {
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w.area = next
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w.area = next
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}
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}
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// DrawImage paints current game state
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// Draw paints current game state.
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func (w *World) DrawImage(pix []byte) {
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func (w *World) Draw(pix []byte) {
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height := len(w.area)
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height := len(w.area)
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width := len(w.area[0])
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width := len(w.area[0])
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for y := 0; y < height; y++ {
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for y := 0; y < height; y++ {
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for x := 0; x < width; x++ {
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for x := 0; x < width; x++ {
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pos := 4*y*width + 4*x
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idx := 4*y*width + 4*x
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if w.area[y][x] {
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if w.area[y][x] {
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pix[pos] = 0xff
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pix[idx] = 0xff
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pix[pos+1] = 0xff
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pix[idx+1] = 0xff
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pix[pos+2] = 0xff
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pix[idx+2] = 0xff
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pix[pos+3] = 0xff
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pix[idx+3] = 0xff
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} else {
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} else {
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pix[pos] = 0
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pix[idx] = 0
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pix[pos+1] = 0
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pix[idx+1] = 0
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pix[pos+2] = 0
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pix[idx+2] = 0
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pix[pos+3] = 0
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pix[idx+3] = 0
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}
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}
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}
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}
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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 max(a, b int) int {
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if a < b {
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return b
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}
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return a
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}
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func min(a, b int) int {
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if a < b {
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return a
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}
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return b
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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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func neighbourCount(a [][]bool, x, y int) int {
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height := len(a)
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w := len(a[0])
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width := len(a[0])
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h := len(a)
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lowX := 0
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minI := max(x-1, 0)
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if x > 0 {
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minJ := max(y-1, 0)
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lowX = x - 1
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maxI := min(x+1, w-1)
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}
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maxJ := min(y+1, h-1)
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lowY := 0
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if y > 0 {
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c := 0
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lowY = y - 1
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for j := minJ; j <= maxJ; j++ {
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}
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for i := minI; i <= maxI; i++ {
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highX := width - 1
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if i == x && j == y {
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if x < width-1 {
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continue
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highX = x + 1
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}
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}
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if a[j][i] {
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highY := height - 1
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c++
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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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}
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}
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}
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return c
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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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}
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const (
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const (
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@ -161,23 +169,24 @@ const (
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)
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)
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var (
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var (
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world = NewWorld(screenWidth, screenHeight)
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world = NewWorld(screenWidth, screenHeight, int((screenWidth*screenHeight)/10))
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pixels = make([]byte, screenWidth*screenHeight*4)
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pixels = make([]byte, screenWidth*screenHeight*4)
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)
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)
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func update(screen *ebiten.Image) error {
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func update(screen *ebiten.Image) error {
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world.Update()
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world.Update()
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if ebiten.IsRunningSlowly() {
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if ebiten.IsRunningSlowly() {
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return nil
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return nil
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}
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}
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world.DrawImage(pixels)
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world.Draw(pixels)
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screen.ReplacePixels(pixels)
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screen.ReplacePixels(pixels)
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return nil
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return nil
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}
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}
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func main() {
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func main() {
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world.RandomSeed(int((screenWidth * screenHeight) / 10))
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if err := ebiten.Run(update, screenWidth, screenHeight, 2, "Game of Life (Ebiten Demo)"); err != nil {
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if err := ebiten.Run(update, screenWidth, screenHeight, 2.0, "Game of Life (Ebiten Demo)"); err != nil {
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log.Fatal(err)
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log.Fatal(err)
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}
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}
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}
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}
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