3 Commits

Author SHA1 Message Date
9f36f7c921 Added player 2025-11-11 23:02:13 +01:00
f9ec2e855d Switched 'intensive' functions to cpp 2025-11-11 00:23:12 +01:00
c92c6d4432 godot-cpp init. 2025-11-11 00:22:57 +01:00
10 changed files with 274 additions and 5 deletions

4
.gitmodules vendored Normal file
View File

@@ -0,0 +1,4 @@
[submodule "game-of-life-test/thirdparty/godot-cpp"]
path = game-of-life-test/thirdparty/godot-cpp
url = https://github.com/godotengine/godot-cpp.git
branch = 4.5

View File

@@ -6,12 +6,21 @@ var arr := []
var data_img: Image var data_img: Image
var data_tex: ImageTexture var data_tex: ImageTexture
var gol := GoL.new()
@onready var mat: ShaderMaterial = material as ShaderMaterial @onready var mat: ShaderMaterial = material as ShaderMaterial
# sim. consts # sim. consts
var T := 0.1 var T := 0.01
var t := 0.0 var t := 0.0
# player (2x2 block)
var player_alive := true
var player_col := 10
var player_row := 10
var PLAYER_SHAPE := [Vector2i(0,0), Vector2i(1,0), Vector2i(0,1), Vector2i(1,1)]
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
data_img = Image.create(n, n, false, Image.FORMAT_R8) data_img = Image.create(n, n, false, Image.FORMAT_R8)
@@ -21,8 +30,10 @@ func _ready() -> void:
mat.set_shader_parameter("binDataTex", data_tex) mat.set_shader_parameter("binDataTex", data_tex)
mat.set_shader_parameter("n", n) mat.set_shader_parameter("n", n)
# init # player
_seed_clear()
_fill_example() _fill_example()
_spawn_player(20, 10)
_upload_arr() _upload_arr()
@@ -35,10 +46,21 @@ func _upload_arr() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta: float) -> void: func _process(_delta: float) -> void:
if Input.is_action_just_pressed("move_right"):
_move_player(1, 0)
if Input.is_action_just_pressed("move_left"):
_move_player(-1, 0)
if Input.is_action_just_pressed("move_up"):
_move_player(0, -1)
if Input.is_action_just_pressed("move_down"):
_move_player(0, 1)
t += _delta t += _delta
if t >= T: if t >= T:
t = 0.0 t = 0.0
_game_of_life_step() _game_of_life_step()
# arr = gol.step_once(arr, n) # cpp step (no player)
_track_player_after_step()
_upload_arr() _upload_arr()
func _game_of_life_step() -> void: func _game_of_life_step() -> void:
@@ -72,8 +94,35 @@ func _count_neighs(x:int, y:int) -> int:
return ans return ans
func _track_player_after_step() -> void:
if not player_alive:
return
var best_count := -1
var best_shift := Vector2i(0, 0)
# search a 5x5 neighborhood for where the 2x2 footprint moved
for dy in range(-2, 3):
for dx in range(-2, 3):
var cnt := 0
for off in PLAYER_SHAPE:
var x:int = (player_col + off.x + dx + n) % n
var y:int = (player_row + off.y + dy + n) % n
cnt += arr[y][x]
if cnt > best_count:
best_count = cnt
best_shift = Vector2i(dx, dy)
# if nothing from the footprint survived, the player is dead
if best_count <= 0:
player_alive = false
print("Player dead!")
return
player_col = (player_col + best_shift.x + n) % n
player_row = (player_row + best_shift.y + n) % n
func _fill_example() -> void: func _fill_example() -> void:
arr.clear()
#_checkerboard() #_checkerboard()
_ship() _ship()
@@ -102,3 +151,46 @@ func _ship() -> void:
arr[2][0] = 1 arr[2][0] = 1
arr[2][1] = 1 arr[2][1] = 1
arr[2][2] = 1 arr[2][2] = 1
# Player
func _write_player(val:int) -> void:
for off in PLAYER_SHAPE:
var x:int = (player_col + off.x + n) % n
var y:int = (player_row + off.y + n) % n
arr[y][x] = val
func _spawn_player(col:int, row:int) -> void:
player_col = (col + n) % n
player_row = (row + n) % n
player_alive = true
_write_player(1)
_upload_arr()
func _despawn_player() -> void:
if player_alive:
_write_player(0)
player_alive = false
_upload_arr()
func _move_player(dx:int, dy:int) -> void:
if not player_alive:
return
# erase old footprint
_write_player(0)
# move
player_col = (player_col + dx + n) % n
player_row = (player_row + dy + n) % n
# write new footprint
_write_player(1)
_upload_arr()
# Clear
func _seed_clear() -> void:
arr.clear()
for _y in n:
var row := []
for _x in n:
row.append(0)
arr.append(row)

View File

@@ -0,0 +1,23 @@
extends Area2D
@export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.
func _ready() -> void:
screen_size = get_viewport_rect().size
func _process(delta):
var velocity = Vector2.ZERO # The player's movement vector.
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite2D.play()
else:
$AnimatedSprite2D.stop()
position += velocity * delta
position = position.clamp(Vector2.ZERO, screen_size)

View File

@@ -0,0 +1 @@
uid://cvxhfc50fgdyb

View File

@@ -19,3 +19,26 @@ config/icon="res://icon.svg"
window/size/viewport_width=1920 window/size/viewport_width=1920
window/size/viewport_height=1920 window/size/viewport_height=1920
[input]
move_right={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_up={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_down={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}

10
game-of-life-test/thirdparty/.gitignore vendored Normal file
View File

@@ -0,0 +1,10 @@
bin
*.uid
*sconsign.dblite
**.os
game-of-life-test/thirdparty/godot-cpp/bin/
game-of-life-test/thirdparty/bin/
*.o
*.so

31
game-of-life-test/thirdparty/SConstruct vendored Normal file
View File

@@ -0,0 +1,31 @@
import os
from SCons.Script import DefaultEnvironment, ARGUMENTS, Glob, Dir
env = DefaultEnvironment()
platform = ARGUMENTS.get("platform", "linux")
target = ARGUMENTS.get("target", "template_debug") # or template_release
arch = ARGUMENTS.get("arch", "x86_64")
HERE = Dir(".").abspath
GODOTCPP = os.path.join(HERE, "godot-cpp")
inc_paths = [
os.path.join(GODOTCPP, "include"),
os.path.join(GODOTCPP, "gen", "include"),
]
for extra in ("godot-headers", "gdextension"):
p = os.path.join(GODOTCPP, extra)
if os.path.isdir(p):
inc_paths.append(p)
env.Append(CPPPATH=inc_paths)
env.Append(LIBPATH=[os.path.join(GODOTCPP, "bin")])
env.Append(CXXFLAGS=["-std=c++17", "-fPIC"])
env.Append(LIBS=[f"godot-cpp.{platform}.{target}.{arch}"])
outdir = os.path.join(HERE, "bin")
os.makedirs(outdir, exist_ok=True)
soname = f"gol.{platform}.{'debug' if target == 'template_debug' else 'release'}.{arch}"
env.SharedLibrary(target=os.path.join(outdir, soname), source=Glob("src/*.cpp"))

View File

@@ -0,0 +1,9 @@
[configuration]
entry_symbol = "gol_library_init"
compatibility_minimum = "4.5" ; required in 4.5+
reloadable = true
[libraries]
linux.debug.x86_64 = "res://thirdparty/bin/libgol.linux.debug.x86_64"

View File

@@ -0,0 +1,75 @@
// src/gol.cpp
#include <gdextension_interface.h>
#include <godot_cpp/classes/ref_counted.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/godot.hpp>
#include <godot_cpp/variant/array.hpp>
using namespace godot;
class GoL : public RefCounted {
GDCLASS(GoL, RefCounted);
static void _bind_methods() {
ClassDB::bind_method(D_METHOD("step_once", "arr", "n"), &GoL::step_once);
}
static int neighs(const Array &a, int n, int x, int y) {
int s = 0;
for (int dy = -1; dy <= 1; ++dy) {
for (int dx = -1; dx <= 1; ++dx) {
if (dx == 0 && dy == 0)
continue;
const int nx = ((x + dx) % n + n) % n;
const int ny = ((y + dy) % n + n) % n;
const Array row = a[ny];
s += (int)row[nx];
}
}
return s;
}
public:
Array step_once(const Array &arr, int n) const {
Array next;
next.resize(n);
for (int y = 0; y < n; ++y) {
Array row;
row.resize(n);
const Array crow = arr[y];
for (int x = 0; x < n; ++x) {
const bool alive = ((int)crow[x]) == 1;
const int cn = neighs(arr, n, x, y);
row.set(x, alive ? int(cn == 2 || cn == 3) : int(cn == 3));
}
next.set(y, row);
}
return next;
}
};
extern "C" GDExtensionBool GDE_EXPORT
gol_library_init(GDExtensionInterfaceGetProcAddress get_proc_address,
GDExtensionClassLibraryPtr library,
GDExtensionInitialization *r_initialization) {
static GDExtensionBinding::InitObject init(get_proc_address, library,
r_initialization);
init.register_initializer([](ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE)
return;
ClassDB::register_class<GoL>();
});
init.register_terminator([](ModuleInitializationLevel /*p_level*/) {
// no-op
});
init.set_minimum_library_initialization_level(
MODULE_INITIALIZATION_LEVEL_SCENE);
return init.init();
}