// 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 jsgo package main import ( "log" "math/rand" "time" "github.com/hajimehoshi/ebiten/v2" ) func init() { rand.Seed(time.Now().UnixNano()) } // World represents the game state. type World struct { area []bool width int height int } // NewWorld creates a new world. func NewWorld(width, height int, maxInitLiveCells int) *World { w := &World{ area: make([]bool, width*height), width: width, height: height, } w.init(maxInitLiveCells) return w } // init inits world with a random state. func (w *World) init(maxLiveCells int) { for i := 0; i < maxLiveCells; i++ { x := rand.Intn(w.width) y := rand.Intn(w.height) w.area[y*w.width+x] = true } } // Update game state by one tick. func (w *World) Update() { width := w.width height := w.height next := make([]bool, width*height) for y := 0; y < height; y++ { for x := 0; x < width; x++ { pop := neighbourCount(w.area, width, height, 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*width+x] = false case (pop == 2 || pop == 3) && w.area[y*width+x]: // rule 2. Any live cell with two or three live neighbours // lives on to the next generation. next[y*width+x] = true case pop > 3: // rule 3. Any live cell with more than three live neighbours // dies, as if by over-population. next[y*width+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*width+x] = true } } } w.area = next } // Draw paints current game state. func (w *World) Draw(pix []byte) { for i, v := range w.area { if v { pix[4*i] = 0xff pix[4*i+1] = 0xff pix[4*i+2] = 0xff pix[4*i+3] = 0xff } else { pix[4*i] = 0 pix[4*i+1] = 0 pix[4*i+2] = 0 pix[4*i+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, width, height, x, y int) int { c := 0 for j := -1; j <= 1; j++ { for i := -1; i <= 1; i++ { if i == 0 && j == 0 { continue } x2 := x + i y2 := y + j if x2 < 0 || y2 < 0 || width <= x2 || height <= y2 { continue } if a[y2*width+x2] { c++ } } } return c } const ( screenWidth = 320 screenHeight = 240 ) type Game struct { world *World pixels []byte } func (g *Game) Update() error { g.world.Update() return nil } func (g *Game) Draw(screen *ebiten.Image) { if g.pixels == nil { g.pixels = make([]byte, screenWidth*screenHeight*4) } g.world.Draw(g.pixels) screen.ReplacePixels(g.pixels) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { g := &Game{ world: NewWorld(screenWidth, screenHeight, int((screenWidth*screenHeight)/10)), } ebiten.SetWindowSize(screenWidth*2, screenHeight*2) ebiten.SetWindowTitle("Game of Life (Ebiten Demo)") if err := ebiten.RunGame(g); err != nil { log.Fatal(err) } }