// 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. // +build example package main import ( "log" "math/rand" "time" "github.com/hajimehoshi/ebiten" ) // World represents the game state. type World struct { area [][]bool } func newArea(width, height int) [][]bool { a := make([][]bool, height) for i := 0; i < height; i++ { a[i] = make([]bool, width) } return a } // NewWorld creates a new world. func NewWorld(width, height int, maxInitLiveCells int) *World { w := &World{ area: newArea(width, height), } w.init(maxInitLiveCells) return w } func init() { rand.Seed(time.Now().UnixNano()) } // init inits world with a random state. func (w *World) init(maxLiveCells int) { height := len(w.area) width := len(w.area[0]) for i := 0; i < maxLiveCells; i++ { x := rand.Intn(width) y := rand.Intn(height) w.area[y][x] = true } } // Update game state by one tick. func (w *World) Update() { height := len(w.area) width := len(w.area[0]) next := newArea(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 } // Draw paints current game state. func (w *World) Draw(pix []byte) { height := len(w.area) width := len(w.area[0]) for y := 0; y < height; y++ { for x := 0; x < width; x++ { idx := 4*y*width + 4*x if w.area[y][x] { pix[idx] = 0xff pix[idx+1] = 0xff pix[idx+2] = 0xff pix[idx+3] = 0xff } else { pix[idx] = 0 pix[idx+1] = 0 pix[idx+2] = 0 pix[idx+3] = 0 } } } } func max(a, b int) int { if a < b { return b } return a } func min(a, b int) int { if a < b { return a } return b } // neighbourCount calculates the Moore neighborhood of (x, y). func neighbourCount(a [][]bool, x, y int) int { w := len(a[0]) h := len(a) minI := max(x-1, 0) minJ := max(y-1, 0) maxI := min(x+1, w-1) maxJ := min(y+1, h-1) c := 0 for j := minJ; j <= maxJ; j++ { for i := minI; i <= maxI; i++ { if i == x && j == y { continue } if a[j][i] { c++ } } } return c } const ( screenWidth = 320 screenHeight = 240 ) var ( world = NewWorld(screenWidth, screenHeight, int((screenWidth*screenHeight)/10)) pixels = make([]byte, screenWidth*screenHeight*4) ) func update(screen *ebiten.Image) error { world.Update() if ebiten.IsRunningSlowly() { return nil } world.Draw(pixels) screen.ReplacePixels(pixels) return nil } func main() { if err := ebiten.Run(update, screenWidth, screenHeight, 2, "Game of Life (Ebiten Demo)"); err != nil { log.Fatal(err) } }