// The MIT License (MIT) // // Copyright (c) 2015-2016 Martin Lindhe // Copyright (c) 2016 Hajime Hoshi // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL // THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // DEALINGS IN THE SOFTWARE. package main import ( "image" "log" "math/rand" "time" "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 } // NewWorld creates a new world func NewWorld(width, height int) *World { world := World{} world.area = makeArea(width, height) return &world } // RandomSeed inits world with a random state 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) w.area[y][x] = true } } // Progress game state by one tick 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++ { 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 } // DrawImage paints current game state func (w *World) DrawImage(img *image.RGBA) { 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 } else { img.Pix[pos] = 0 img.Pix[pos+1] = 0 img.Pix[pos+2] = 0 img.Pix[pos+3] = 0 } } } } // neighbourCount calculates the Moore neighborhood of x, y 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++ { if !(pX == x && pY == y) && a[pY][pX] { near++ } } } return near } func makeArea(width, height int) [][]bool { area := make([][]bool, height) for i := 0; i < height; i++ { area[i] = make([]bool, width) } return area } const ( screenWidth = 320 screenHeight = 240 ) var ( world *World noiseImage *image.RGBA ) func update(screen *ebiten.Image) error { world.Progress() world.DrawImage(noiseImage) screen.ReplacePixels(noiseImage.Pix) 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 { log.Fatal(err) } }