7 Commits

Author SHA1 Message Date
263011b460 Added simple UI 2025-11-24 22:59:08 +01:00
9de9d18632 Basic camera setup with temp. sprites 2025-11-24 22:54:13 +01:00
a4d062ea04 Updated README.md with C++ instructions 2025-11-23 00:03:25 +01:00
52ae094087 Added c++ test; now works 2025-11-22 23:55:25 +01:00
e77fe832f0 (wip) Added c++ test file 2025-11-22 23:36:14 +01:00
f4fd083a1a (wip) trying to setup c++ extension 2025-11-22 23:23:35 +01:00
cdcc23c50a Initial setup w. basic scene(s) 2025-11-22 22:57:26 +01:00
44 changed files with 337895 additions and 423 deletions

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

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@@ -1,2 +1,25 @@
# notSpore
# Evolve Die Repeat TODO: The name is a work in progress
This is currently quite empty.
## C++ setup
From anywhere in proejct:
```bash
git submodule update --init --recursive
```
In `thirdparty`:
```bash
godot --headless --dump-extension-api
```
To compile the cpp extension, run this from `thirdparty/godot-cpp`:
```bash
scons platform=linux target=template_debug generate_bindings=yes custom_api_file=../extension_api.json -j8
```
Finally, to compile and extern local `.cpp` files, run this from `thirdparty`:
```bash
scons platform=linux target=template_debug -j8
```

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@@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://c7assq3lqgw8x"
path="res://.godot/imported/black_sq.png-43fbf60d129e97f2df8400c8ac3589c6.ctex"
uid="uid://cua5ptyehfnag"
path="res://.godot/imported/bg-far-placeholder.jpg-6a0cffeb916e2168f0ff74b7863cf6c9.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://black_sq.png"
dest_files=["res://.godot/imported/black_sq.png-43fbf60d129e97f2df8400c8ac3589c6.ctex"]
source_file="res://bg-far-placeholder.jpg"
dest_files=["res://.godot/imported/bg-far-placeholder.jpg-6a0cffeb916e2168f0ff74b7863cf6c9.ctex"]
[params]

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@@ -0,0 +1,13 @@
extends Label
var counter := Test.new() # C++ class
func _ready() -> void:
text += str(counter.get_counter())
func _process(delta: float) -> void:
#if Input.is_action_just_pressed("ui_accept"):
counter.increment()
var baseText := text
baseText = baseText.left(baseText.length() - str(counter.get_counter()).length())
text = baseText + str(counter.get_counter())

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@@ -0,0 +1 @@
uid://ceut2lrvkns75

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@@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://csm64p7o7eyc6"
path="res://.godot/imported/white_sq.png-7baf4040d7b03bc76a02f41aa766a5a0.ctex"
uid="uid://bfjf6dxvbq5cj"
path="res://.godot/imported/dirt-specs.png-ba680203b0a1b1c73166838cd341279d.ctex"
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}
[deps]
source_file="res://white_sq.png"
dest_files=["res://.godot/imported/white_sq.png-7baf4040d7b03bc76a02f41aa766a5a0.ctex"]
source_file="res://dirt-specs.png"
dest_files=["res://.godot/imported/dirt-specs.png-ba680203b0a1b1c73166838cd341279d.ctex"]
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@@ -2,7 +2,7 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://dma7owg4valo7"
uid="uid://uqy71st3rbdr"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false

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@@ -0,0 +1,5 @@
extends Control
func _on_play_button_pressed() -> void:
get_tree().change_scene_to_file("res://molecular_stage.tscn")

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@@ -0,0 +1 @@
uid://dxc66bci2ivrj

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@@ -0,0 +1,36 @@
[gd_scene load_steps=3 format=3 uid="uid://drgv154ei1vrl"]
[ext_resource type="Script" path="res://main_menu.gd" id="1_06t4h"]
[sub_resource type="LabelSettings" id="LabelSettings_rhts7"]
font_size = 64
[node name="MainMenu" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_06t4h")
[node name="PlayButton" type="Button" parent="."]
layout_mode = 0
offset_left = 448.0
offset_top = 256.0
offset_right = 768.0
offset_bottom = 314.0
text = "Play"
[node name="MainMenuText" type="Label" parent="."]
layout_mode = 0
offset_left = 320.0
offset_top = 32.0
offset_right = 904.0
offset_bottom = 151.0
text = "The Main Menu"
label_settings = SubResource("LabelSettings_rhts7")
horizontal_alignment = 1
vertical_alignment = 1
[connection signal="pressed" from="PlayButton" to="." method="_on_play_button_pressed"]

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@@ -0,0 +1,21 @@
extends Area2D
@export var speed = 400
var screen_size
func _ready():
screen_size = get_viewport_rect().size
func _process(delta):
var velocity = Vector2.ZERO
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_up"):
velocity.y -= 1
position += speed * velocity * delta
position = position.clamp(Vector2.ZERO, screen_size)

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@@ -0,0 +1 @@
uid://di7eglnrnqm6i

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@@ -0,0 +1,31 @@
[gd_scene load_steps=5 format=3 uid="uid://dxluckxdkpv4f"]
[ext_resource type="Script" uid="uid://di7eglnrnqm6i" path="res://molecular_player.gd" id="1_0ix7k"]
[ext_resource type="Texture2D" uid="uid://cy6kyldb6toa4" path="res://player-sprite-placeholder-crop.png" id="1_hh536"]
[sub_resource type="SpriteFrames" id="SpriteFrames_onrkg"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("1_hh536")
}],
"loop": true,
"name": &"default",
"speed": 5.0
}]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_4flbx"]
radius = 191.95984
height = 1295.8773
[node name="player" type="Area2D"]
script = ExtResource("1_0ix7k")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.5, 0.5)
sprite_frames = SubResource("SpriteFrames_onrkg")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 56)
rotation = -1.5732701
shape = SubResource("CapsuleShape2D_4flbx")

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@@ -0,0 +1,57 @@
[gd_scene load_steps=5 format=3 uid="uid://b55w56d4twno1"]
[ext_resource type="Script" uid="uid://ceut2lrvkns75" path="res://debug_label.gd" id="1_0kdu2"]
[ext_resource type="Texture2D" uid="uid://cua5ptyehfnag" path="res://bg-far-placeholder.jpg" id="2_f4v4g"]
[ext_resource type="Texture2D" uid="uid://bfjf6dxvbq5cj" path="res://dirt-specs.png" id="3_582e3"]
[ext_resource type="PackedScene" uid="uid://dxluckxdkpv4f" path="res://molecular_player.tscn" id="4_f4v4g"]
[node name="MolecularStag" type="Node2D"]
[node name="Background" type="Node2D" parent="."]
[node name="ParallaxFar" type="Parallax2D" parent="Background"]
scroll_scale = Vector2(0.5, 0.5)
repeat_times = 7
[node name="Sprite2D" type="Sprite2D" parent="Background/ParallaxFar"]
position = Vector2(295.99997, 360)
scale = Vector2(0.94648564, 0.92012787)
texture = ExtResource("2_f4v4g")
[node name="Sprite2D2" type="Sprite2D" parent="Background/ParallaxFar"]
position = Vector2(892.09973, 359.82693)
scale = Vector2(0.95814764, 0.9195748)
texture = ExtResource("2_f4v4g")
[node name="ParallaxNear" type="Parallax2D" parent="Background"]
scroll_scale = Vector2(0.9, 0.9)
repeat_times = 7
[node name="Sprite2D" type="Sprite2D" parent="Background/ParallaxNear"]
position = Vector2(596, 359.5)
scale = Vector2(3.725, 2.4159663)
texture = ExtResource("3_582e3")
[node name="player" parent="." instance=ExtResource("4_f4v4g")]
position = Vector2(120, 144)
scale = Vector2(0.047164187, 0.089221194)
[node name="Camera2D" type="Camera2D" parent="player"]
rotation = 3.1415927
zoom = Vector2(5, 5)
limit_enabled = false
limit_left = 0
limit_top = 0
limit_right = 1152
limit_bottom = 648
[node name="UI" type="Node2D" parent="."]
[node name="CanvasLayer" type="CanvasLayer" parent="UI"]
[node name="DebugLabel" type="Label" parent="UI/CanvasLayer"]
offset_right = 296.0
offset_bottom = 49.0
text = "Debug: You made it into the game!
This is running from C++: "
script = ExtResource("1_0kdu2")

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@@ -0,0 +1,40 @@
[remap]
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type="CompressedTexture2D"
uid="uid://cy6kyldb6toa4"
path="res://.godot/imported/player-sprite-placeholder-crop.png-235fee3dea28a886964cc2a1a4d4ef94.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://player-sprite-placeholder-crop.png"
dest_files=["res://.godot/imported/player-sprite-placeholder-crop.png-235fee3dea28a886964cc2a1a4d4ef94.ctex"]
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compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bl387esu1eeh"
path="res://.godot/imported/player-sprite-placeholder.png-8f910f217c7c1bd0e8dd681061ddca66.ctex"
metadata={
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[deps]
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dest_files=["res://.godot/imported/player-sprite-placeholder.png-8f910f217c7c1bd0e8dd681061ddca66.ctex"]
[params]
compress/mode=0
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mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -0,0 +1,39 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="EvolveDieRepeat"
run/main_scene="uid://drgv154ei1vrl"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[input]
move_right={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
move_up={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
]
}
move_down={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
]
}

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@@ -0,0 +1,8 @@
bin
*.uid
*sconsign.dblite
**.os
godot-cpp/bin/
*.o
*.so

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@@ -7,3 +7,4 @@ reloadable = true
[libraries]
linux.debug.x86_64 = "res://thirdparty/bin/libgol.linux.debug.x86_64"

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#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>
using namespace godot;
class Test : public RefCounted {
GDCLASS(Test, RefCounted);
int counter = 0;
static void _bind_methods() {
ClassDB::bind_method(D_METHOD("increment"), &Test::increment);
ClassDB::bind_method(D_METHOD("get_counter"), &Test::get_counter);
ClassDB::bind_method(D_METHOD("set_counter", "value"), &Test::set_counter);
ClassDB::add_property("Test", PropertyInfo(Variant::INT, "counter"),
"set_counter", "get_counter");
}
public:
int increment() {
counter += 1;
return counter;
}
int get_counter() const { return counter; }
void set_counter(int p_value) { counter = p_value; }
};
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<Test>();
});
init.register_terminator([](ModuleInitializationLevel /*p_level*/) {
// no-op
});
init.set_minimum_library_initialization_level(
MODULE_INITIALIZATION_LEVEL_SCENE);
return init.init();
}

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@@ -1,36 +0,0 @@
shader_type canvas_item;
uniform sampler2D unlitTex;
uniform sampler2D litTex;
uniform sampler2D binDataTex;
uniform int n;
const int cellSize = 8;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
// Called for every pixel the material is visible on.
vec2 totalGridSize = vec2(float(n) * float(cellSize));
vec2 scaledUV = UV * float(n);
ivec2 cellIdx = ivec2(floor(scaledUV));
vec2 cellUV = fract(scaledUV);
float binVal = texelFetch(binDataTex, cellIdx, 0).r;
bool isWhite = binVal > 0.5;
vec4 color = texture(unlitTex, cellUV);
if (isWhite) {
color = texture(litTex, cellUV);
}
COLOR = color;
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}

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@@ -1 +0,0 @@
uid://cidrd2kca02ko

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@@ -1,23 +0,0 @@
[gd_scene load_steps=7 format=3 uid="uid://bawvofeipkkmn"]
[ext_resource type="Texture2D" uid="uid://dma7owg4valo7" path="res://icon.svg" id="1_4fmrq"]
[ext_resource type="Shader" uid="uid://cidrd2kca02ko" path="res://dot_matrix.gdshader" id="1_wjpme"]
[ext_resource type="Texture2D" uid="uid://csm64p7o7eyc6" path="res://white_sq.png" id="2_og22u"]
[ext_resource type="Texture2D" uid="uid://c7assq3lqgw8x" path="res://black_sq.png" id="3_b70w7"]
[ext_resource type="Script" uid="uid://cgwkfjisbqbwt" path="res://gol.gd" id="5_og22u"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_wvg0l"]
shader = ExtResource("1_wjpme")
shader_parameter/unlitTex = ExtResource("3_b70w7")
shader_parameter/litTex = ExtResource("2_og22u")
shader_parameter/n = 64
[node name="Dot Matrix" type="Node2D"]
[node name="Renderer" type="Sprite2D" parent="."]
material = SubResource("ShaderMaterial_wvg0l")
position = Vector2(960, 960)
scale = Vector2(15, 15)
texture = ExtResource("1_4fmrq")
script = ExtResource("5_og22u")
metadata/_edit_lock_ = true

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@@ -1,196 +0,0 @@
extends Sprite2D
var n: int = 64
var arr := []
var data_img: Image
var data_tex: ImageTexture
var gol := GoL.new()
@onready var mat: ShaderMaterial = material as ShaderMaterial
# sim. consts
var T := 0.01
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.
func _ready() -> void:
data_img = Image.create(n, n, false, Image.FORMAT_R8)
data_img.fill(Color8(0, 0, 0, 255))
data_tex = ImageTexture.create_from_image(data_img)
mat.set_shader_parameter("binDataTex", data_tex)
mat.set_shader_parameter("n", n)
# player
_seed_clear()
_fill_example()
_spawn_player(20, 10)
_upload_arr()
func _upload_arr() -> void:
for y in n:
for x in n:
var v := int(arr[y][x]) * 255
data_img.set_pixel(x, y, Color8(v, 0, 0, 255))
data_tex.update(data_img)
# Called every frame. 'delta' is the elapsed time since the previous frame.
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
if t >= T:
t = 0.0
_game_of_life_step()
# arr = gol.step_once(arr, n) # cpp step (no player)
_track_player_after_step()
_upload_arr()
func _game_of_life_step() -> void:
var next := []
for y in n:
var row := []
for x in n:
var alive: bool = arr[y][x] == 1
var cn := _count_neighs(x, y)
var newv := 0
if alive:
newv = int(cn == 2 or cn == 3)
else:
newv = int(cn == 3)
row.append(newv)
next.append(row)
arr = next
func _count_neighs(x:int, y:int) -> int:
var ans := 0
for _dy in 3:
var dy := _dy-1
for _dx in 3:
var dx := _dx-1
if dx == 0 and dy == 0:
continue
var nx := int((x + dx + n)%n)
var ny := int((y + dy + n)%n)
ans += arr[ny][nx]
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:
#_checkerboard()
_ship()
# inits
func _checkerboard() -> void:
for y in n:
var row := []
for x in n:
row.append((x + y) % 2) # checkerboard
arr.append(row)
func _ship() -> void:
var i: int = 0
var j: int = 0
while (i < n):
var row := []
j = 0
while (j < n):
row.append(0)
j+=1
arr.append(row)
i+=1
arr[0][1] = 1
arr[1][2] = 1
arr[2][0] = 1
arr[2][1] = 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)

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uid://cgwkfjisbqbwt

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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)

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uid://cvxhfc50fgdyb

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="GameOfLifeTest"
run/main_scene="uid://bawvofeipkkmn"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=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)
]
}

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

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@@ -1,75 +0,0 @@
// 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();
}

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