notSpore/game-of-life-test/gol.gd

197 lines
4.0 KiB
GDScript

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)