1 Commits

Author SHA1 Message Date
1c1d8bf3aa Initial commit 2025-11-09 17:09:27 +01:00
29 changed files with 310 additions and 280 deletions

1
.gitignore vendored
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@@ -35,7 +35,6 @@
# ---> Godot # ---> Godot
# Godot 4+ specific ignores # Godot 4+ specific ignores
.godot/ .godot/
addons/
# Godot-specific ignores # Godot-specific ignores
.import/ .import/

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@@ -1,4 +1,3 @@
# Godot 4+ specific ignores # Godot 4+ specific ignores
.godot/ .godot/
project.godot /android/
*.import

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c7assq3lqgw8x"
path="res://.godot/imported/black_sq.png-43fbf60d129e97f2df8400c8ac3589c6.ctex"
metadata={
"vram_texture": false
}
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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 +1,36 @@
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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@@ -0,0 +1 @@
uid://cidrd2kca02ko

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@@ -0,0 +1,23 @@
[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

104
game-of-life-test/gol.gd Normal file
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@@ -0,0 +1,104 @@
extends Sprite2D
var n: int = 64
var arr := []
var data_img: Image
var data_tex: ImageTexture
@onready var mat: ShaderMaterial = material as ShaderMaterial
# sim. consts
var T := 0.1
var t := 0.0
# 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)
# init
_fill_example()
_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:
t += _delta
if t >= T:
t = 0.0
_game_of_life_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 _fill_example() -> void:
arr.clear()
#_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

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

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@@ -0,0 +1,43 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dma7owg4valo7"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
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
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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@@ -0,0 +1,21 @@
; 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

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@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://csm64p7o7eyc6"
path="res://.godot/imported/white_sq.png-7baf4040d7b03bc76a02f41aa766a5a0.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://white_sq.png"
dest_files=["res://.godot/imported/white_sq.png-7baf4040d7b03bc76a02f41aa766a5a0.ctex"]
[params]
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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@@ -1,4 +0,0 @@
UI -> toggleButton so camera follows ant
-> reset camera button
-> pause button
dynamically generate tile colours (using a big palette for indexing maybe?) this probably needs to be a shader.

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@@ -1,89 +0,0 @@
extends Sprite2D
var pos: Vector2i = Vector2i(0,0)
var dir: TileSet.CellNeighbor = TileSet.CELL_NEIGHBOR_RIGHT_SIDE
@onready var tiles: TileMapLayer = get_node("../TileMapLayer")
@export var randomRules: bool = true
var curDir: Dictionary = {
0: TileSet.CELL_NEIGHBOR_RIGHT_SIDE,
1: TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE,
2: TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE,
3: TileSet.CELL_NEIGHBOR_LEFT_SIDE,
4: TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE,
5: TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE,
}
var curInt: Dictionary = {
TileSet.CELL_NEIGHBOR_RIGHT_SIDE: 0,
TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE: 1,
TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE: 2,
TileSet.CELL_NEIGHBOR_LEFT_SIDE: 3,
TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE: 4,
TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE: 5,
}
var antProgram: Array[Vector2i] = [
Vector2i(2, 1),
Vector2i(0, 2),
Vector2i(3, 3),
Vector2i(1, 4),
Vector2i(1, 5),
Vector2i(2, 0),
]
func randomTileset() -> void:
var rng = RandomNumberGenerator.new()
antProgram = []
var s: int = rng.randi_range(10, 99)
for i in range(0, s):
antProgram.append(Vector2i(rng.randi_range(1, 4), (i+1)%s))
func getNextStep(tile: int) -> Vector2i:
if tile > antProgram.size():
return Vector2i(0,0)
else:
return antProgram.get(tile)
func _ready() -> void:
self.set_z_index(1)
self.set_frame(curInt[dir])
if randomRules:
randomTileset()
tiles.set_tile(pos, tiles.get_tile_colour(pos))
move(dir)
# update loop:
# move in dir
# get tile col, change dir based on col
# paint tile col
func update() -> void:
move(dir)
pos = tiles.get_neighbor_cell(pos, dir)
var tile: int = tiles.get_tile_colour(pos)
var res = getNextStep(tile)
dir = curDir[(curInt[dir] + tiles.numTiles + res.x) % tiles.numTiles]
self.set_frame(curInt[dir])
tiles.set_tile(pos, res.y % tiles.numTiles)
func move(to: TileSet.CellNeighbor) -> void:
var delta: Vector2
match to:
TileSet.CELL_NEIGHBOR_RIGHT_SIDE:
delta = Vector2(tiles.texSize.x, 0)
TileSet.CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE:
delta = Vector2(tiles.texSize.x/2, tiles.texSize.y/4*3)
TileSet.CELL_NEIGHBOR_BOTTOM_LEFT_SIDE:
delta = Vector2(-tiles.texSize.x/2, tiles.texSize.y/4*3)
TileSet.CELL_NEIGHBOR_LEFT_SIDE:
delta = Vector2(-tiles.texSize.x, 0)
TileSet.CELL_NEIGHBOR_TOP_LEFT_SIDE:
delta = Vector2(-tiles.texSize.x/2, -tiles.texSize.y/4*3)
TileSet.CELL_NEIGHBOR_TOP_RIGHT_SIDE:
delta = Vector2(tiles.texSize.x/2, -tiles.texSize.y/4*3)
_:
delta = Vector2(0,0)
self.translate(delta)

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@@ -1 +0,0 @@
uid://b6ll30b7xtwal

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@@ -1,41 +0,0 @@
extends Camera2D
@export var minZoom := 0.01
@export var maxZoom := 2.0
@export var zoomFactor := 0.1
@export var zoomDuration := 0.2
var zoomLevel: float = 1
var dragging: bool = false
func _ready():
pass
func _input(event):
if event.is_action_pressed("zoomIn"):
setZoomLevel(zoomLevel + zoomFactor)
elif event.is_action_pressed("zoomOut"):
setZoomLevel(zoomLevel - zoomFactor)
elif event.is_action_pressed("resetCamera"):
reset()
func _unhandled_input(event):
if event is InputEventMouseButton:
if event.get_button_index() == 1:
dragging = event.is_pressed()
elif event is InputEventMouseMotion:
if dragging:
self.global_position -= event.get_relative() * 1/zoomLevel
func setZoomLevel(level: float, mouse_world_position = self.get_global_mouse_position()):
var old_zoomLevel = zoomLevel
zoomLevel = clampf(level, minZoom, maxZoom)
var direction = (mouse_world_position - global_position)
var new_position = self.global_position + direction - ((direction) / (zoomLevel/old_zoomLevel))
zoom = Vector2(zoomLevel, zoomLevel)
self.global_position = new_position
func reset():
self.global_position = Vector2(0, 0)

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@@ -1 +0,0 @@
uid://bqjbnbfd7jlob

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@@ -1,24 +0,0 @@
extends Node2D
var t: float = -1
var paused: bool = false
@export var stepSize: float = 20
@export var ant: Sprite2D
@export var tiles: TileMapLayer
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass
func _input(event):
if event.is_action_pressed("togglePause"):
paused = !paused
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if paused: return
t += delta
if (t > stepSize/1000):
t = 0
ant.update()

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@@ -1 +0,0 @@
uid://by3d3t5ymxl3m

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@@ -1,50 +0,0 @@
[gd_scene load_steps=9 format=3 uid="uid://b6xi32r3co6md"]
[ext_resource type="Script" uid="uid://by3d3t5ymxl3m" path="res://grid.gd" id="1_bghhw"]
[ext_resource type="Script" uid="uid://b6ll30b7xtwal" path="res://ant.gd" id="1_ebq2e"]
[ext_resource type="Texture2D" uid="uid://ykvioy4g357o" path="res://assets/ant.png" id="3_sle3t"]
[ext_resource type="Texture2D" uid="uid://b8dilj6w2vq2l" path="res://assets/tiles.png" id="4_fqc2p"]
[ext_resource type="Script" uid="uid://cqxfmo3hixad1" path="res://tile_map_layer.gd" id="5_fqc2p"]
[ext_resource type="Script" uid="uid://bqjbnbfd7jlob" path="res://camera.gd" id="6_g2qvd"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_g2qvd"]
texture = ExtResource("4_fqc2p")
texture_region_size = Vector2i(32, 32)
0:0/0 = 0
1:0/0 = 0
0:1/0 = 0
1:1/0 = 0
0:2/0 = 0
1:2/0 = 0
0:3/0 = 0
1:3/0 = 0
0:4/0 = 0
0:5/0 = 0
[sub_resource type="TileSet" id="TileSet_05i0m"]
tile_shape = 3
tile_size = Vector2i(32, 32)
sources/0 = SubResource("TileSetAtlasSource_g2qvd")
[node name="Grid" type="Node2D" node_paths=PackedStringArray("ant", "tiles")]
script = ExtResource("1_bghhw")
stepSize = 1.0
ant = NodePath("Ant")
tiles = NodePath("TileMapLayer")
[node name="TileMapLayer" type="TileMapLayer" parent="."]
tile_set = SubResource("TileSet_05i0m")
collision_enabled = false
script = ExtResource("5_fqc2p")
[node name="Ant" type="Sprite2D" parent="."]
position = Vector2(-15.999998, 14.999998)
scale = Vector2(0.8, 0.8)
texture = ExtResource("3_sle3t")
vframes = 6
script = ExtResource("1_ebq2e")
[node name="Camera" type="Camera2D" parent="."]
position = Vector2(-3.8146973e-06, -8)
scale = Vector2(0.79999983, 0.79999983)
script = ExtResource("6_g2qvd")

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@@ -1,43 +0,0 @@
; 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="New Game Project"
run/main_scene="res://grid.tscn"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[editor_plugins]
enabled=PackedStringArray("res://addons/godot-vim/plugin.cfg")
[input]
zoomIn={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
zoomOut={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
togglePause={
"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":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
resetCamera={
"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":82,"physical_keycode":0,"key_label":0,"unicode":114,"location":0,"echo":false,"script":null)
]
}

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@@ -1,22 +0,0 @@
extends TileMapLayer
var tiles: Dictionary = {}
@onready var numTiles: int = get_tile_set().get_source(0).get_tiles_count()
#@onready var texSize: Vector2 = get_tile_set().get_tile_texture(get_tile_set().get_tile_id(0))
@onready var texSize: Vector2 = Vector2(32, 32) # TODO: get from tileSet
@export var randomColors: bool = true
var stateColMap: Dictionary = {
}
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
func get_tile_colour(pos: Vector2i) -> int:
return tiles.get_or_add(pos, 0)
# TODO: state should be an enum probably
func set_tile(pos: Vector2i, state: int) -> void:
self.set_cell(pos, 0, Vector2i(0, state%numTiles))
if randomColors:
var col: Color = stateColMap.get_or_add(state, Color(rng.randf(), rng.randf(), rng.randf(), 1))
self.get_cell_tile_data(pos).set_modulate(col)
tiles.erase(pos)
tiles.get_or_add(pos, state)

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@@ -1 +0,0 @@
uid://cqxfmo3hixad1