examples/life: Refactoring

This commit is contained in:
Hajime Hoshi 2017-06-04 01:54:05 +09:00
parent 035e4d321a
commit 665e7d5eea

View File

@ -26,7 +26,6 @@
package main
import (
"image"
"log"
"math/rand"
"time"
@ -34,20 +33,18 @@ import (
"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
rnd *rand.Rand
}
// NewWorld creates a new world
func NewWorld(width, height int) *World {
world := World{}
world.area = makeArea(width, height)
world := World{
area: makeArea(width, height),
rnd: rand.New(rand.NewSource(time.Now().UnixNano())),
}
return &world
}
@ -55,10 +52,9 @@ func NewWorld(width, height int) *World {
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)
x := w.rnd.Intn(width)
y := w.rnd.Intn(height)
w.area[y][x] = true
}
}
@ -67,9 +63,7 @@ func (w *World) RandomSeed(limit int) {
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++ {
@ -101,23 +95,22 @@ func (w *World) Progress() {
}
// DrawImage paints current game state
func (w *World) DrawImage(img *image.RGBA) {
func (w *World) DrawImage(pix []uint8) {
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
pix[pos] = 0xff
pix[pos+1] = 0xff
pix[pos+2] = 0xff
pix[pos+3] = 0xff
} else {
img.Pix[pos] = 0
img.Pix[pos+1] = 0
img.Pix[pos+2] = 0
img.Pix[pos+3] = 0
pix[pos] = 0
pix[pos+1] = 0
pix[pos+2] = 0
pix[pos+3] = 0
}
}
}
@ -127,27 +120,22 @@ func (w *World) DrawImage(img *image.RGBA) {
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++ {
@ -174,8 +162,8 @@ const (
)
var (
world *World
noiseImage *image.RGBA
world = NewWorld(screenWidth, screenHeight)
pixels = make([]uint8, screenWidth*screenHeight*4)
)
func update(screen *ebiten.Image) error {
@ -183,20 +171,14 @@ func update(screen *ebiten.Image) error {
if ebiten.IsRunningSlowly() {
return nil
}
world.DrawImage(noiseImage)
screen.ReplacePixels(noiseImage.Pix)
world.DrawImage(pixels)
screen.ReplacePixels(pixels)
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 {
world.RandomSeed(int((screenWidth * screenHeight) / 10))
if err := ebiten.Run(update, screenWidth, screenHeight, 2.0, "Game of Life (Ebiten Demo)"); err != nil {
log.Fatal(err)
}
}