<!DOCTYPE html>
<meta charset="utf-8">
<meta property="og:image" itemprop="image primaryImageOfPage" content="https://hajimehoshi.github.io/ebiten/images/examples/life.png">
<meta name="description" content="Ebiten example - life">
<link rel="shortcut icon" href="../favicon.png" type="image/png" >
<link rel="icon" href="../favicon.png" type="image/png" >
<title>Ebiten example - life</title>

<link rel="stylesheet" href="../stylesheets/bootstrap.min.css">
<link rel="stylesheet" href="../stylesheets/highlight-github.css">
<link rel="stylesheet" href="../stylesheets/ebiten.css">
<script src="../scripts/googleanalytics.js"></script>

<nav class="navbar"><div class="container">
  <nav class="d-flex flex-row" style="width: 100%;">
    <div class="nav mr-auto"><a class="navbar-brand" href="../"><img src="../images/logo_white.svg" alt="EBITEN"></a></div>
    <ul class="nav">
      <li class="nav-item"><a class="nav-link" href="https://github.com/hajimehoshi/ebiten">GitHub</a></li>
      <li class="nav-item"><a class="nav-link" href="https://godoc.org/github.com/hajimehoshi/ebiten">GoDoc</a></li>
      <li class="nav-item"><a class="nav-link" href="https://github.com/hajimehoshi/ebiten/wiki">Wiki</a>
      <li class="nav-item"><a class="nav-link" href="https://ebiten-playground.github.io/">Playground</a>
    </ul>
  </nav>
</div></nav>

<main><div class="container">

  <h2>Ebiten example - life</h2>
  <iframe src="life.content.html" width="640" height="480"></iframe>
  <div class="card"><pre class="card-body"><code class="language-go">// &#43;build example

package main

import (
        &#34;log&#34;
        &#34;math/rand&#34;
        &#34;time&#34;

        &#34;github.com/hajimehoshi/ebiten&#34;
)

// World represents the game state.
type World struct {
        area [][]bool
}

func newArea(width, height int) [][]bool {
        a := make([][]bool, height)
        for i := 0; i &lt; height; i&#43;&#43; {
                a[i] = make([]bool, width)
        }
        return a
}

// NewWorld creates a new world.
func NewWorld(width, height int, maxInitLiveCells int) *World {
        w := &amp;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 &lt; maxLiveCells; i&#43;&#43; {
                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 &lt; height; y&#43;&#43; {
                for x := 0; x &lt; width; x&#43;&#43; {
                        pop := neighbourCount(w.area, x, y)
                        switch {
                        case pop &lt; 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) &amp;&amp; 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 &gt; 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 &lt; height; y&#43;&#43; {
                for x := 0; x &lt; width; x&#43;&#43; {
                        idx := 4*y*width &#43; 4*x
                        if w.area[y][x] {
                                pix[idx] = 0xff
                                pix[idx&#43;1] = 0xff
                                pix[idx&#43;2] = 0xff
                                pix[idx&#43;3] = 0xff
                        } else {
                                pix[idx] = 0
                                pix[idx&#43;1] = 0
                                pix[idx&#43;2] = 0
                                pix[idx&#43;3] = 0
                        }
                }
        }
}

func max(a, b int) int {
        if a &lt; b {
                return b
        }
        return a
}

func min(a, b int) int {
        if a &lt; 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&#43;1, w-1)
        maxJ := min(y&#43;1, h-1)

        c := 0
        for j := minJ; j &lt;= maxJ; j&#43;&#43; {
                for i := minI; i &lt;= maxI; i&#43;&#43; {
                        if i == x &amp;&amp; j == y {
                                continue
                        }
                        if a[j][i] {
                                c&#43;&#43;
                        }
                }
        }
        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, &#34;Game of Life (Ebiten Demo)&#34;); err != nil {
                log.Fatal(err)
        }
}
</code></pre></div>

</div></main>

<footer><div class="container">
  <p>© 2013 Hajime Hoshi</p>
  <p>Code is licensed under <a href="https://github.com/hajimehoshi/ebiten/blob/master/LICENSE">the Apache License 2.0</a>.</p>
  <p>The content of this page is licensed under <a href="https://creativecommons.org/licenses/by/4.0/">the Creative Commons Attribution 4.0 License</a>.</p>
</div></footer>

<script src="../scripts/highlight.pack.js"></script>
<script>hljs.initHighlightingOnLoad();</script>