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examples/life: Refactoring
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@ -35,21 +35,17 @@ import (
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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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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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area []bool
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width int
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height int
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}
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// NewWorld creates a new world.
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func NewWorld(width, height int, maxInitLiveCells int) *World {
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w := &World{
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area: newArea(width, height),
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area: make([]bool, width*height),
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width: width,
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height: height,
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}
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w.init(maxInitLiveCells)
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return w
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@ -61,43 +57,41 @@ func init() {
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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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width := len(w.area[0])
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for i := 0; i < maxLiveCells; i++ {
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x := rand.Intn(width)
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y := rand.Intn(height)
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w.area[y][x] = true
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x := rand.Intn(w.width)
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y := rand.Intn(w.height)
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w.area[y*w.width+x] = true
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}
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}
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// Update game state by one tick.
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func (w *World) Update() {
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height := len(w.area)
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width := len(w.area[0])
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next := newArea(width, height)
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width := w.width
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height := w.height
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next := make([]bool, 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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pop := neighbourCount(w.area, width, height, 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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next[y*width+x] = false
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case (pop == 2 || pop == 3) && w.area[y][x]:
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case (pop == 2 || pop == 3) && w.area[y*width+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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next[y*width+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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next[y*width+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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next[y*width+x] = true
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}
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}
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}
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@ -106,22 +100,17 @@ func (w *World) Update() {
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// Draw paints current game state.
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func (w *World) Draw(pix []byte) {
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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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idx := 4*y*width + 4*x
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if w.area[y][x] {
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pix[idx] = 0xff
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pix[idx+1] = 0xff
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pix[idx+2] = 0xff
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pix[idx+3] = 0xff
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} else {
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pix[idx] = 0
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pix[idx+1] = 0
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pix[idx+2] = 0
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pix[idx+3] = 0
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}
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for i, v := range w.area {
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if v {
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pix[4*i] = 0xff
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pix[4*i+1] = 0xff
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pix[4*i+2] = 0xff
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pix[4*i+3] = 0xff
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} else {
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pix[4*i] = 0
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pix[4*i+1] = 0
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pix[4*i+2] = 0
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pix[4*i+3] = 0
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}
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}
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}
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@ -141,21 +130,19 @@ func min(a, b int) int {
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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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w := len(a[0])
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h := len(a)
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minI := max(x-1, 0)
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minJ := max(y-1, 0)
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maxI := min(x+1, w-1)
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maxJ := min(y+1, h-1)
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func neighbourCount(a []bool, width, height, x, y int) int {
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c := 0
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for j := minJ; j <= maxJ; j++ {
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for i := minI; i <= maxI; i++ {
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if i == x && j == y {
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for j := -1; j <= 1; j++ {
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for i := -1; i <= 1; i++ {
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if i == 0 && j == 0 {
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continue
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}
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if a[j][i] {
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x2 := x + i
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y2 := y + j
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if x2 < 0 || y2 < 0 || width <= x2 || height <= y2 {
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continue
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}
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if a[y2*width+x2] {
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c++
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}
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}
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