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