mirror of
https://github.com/fairyglade/ly.git
synced 2026-03-23 08:46:04 +00:00
190 lines
5.8 KiB
Zig
190 lines
5.8 KiB
Zig
const std = @import("std");
|
|
const Allocator = std.mem.Allocator;
|
|
|
|
const Animation = @import("../tui/Animation.zig");
|
|
const Cell = @import("../tui/Cell.zig");
|
|
const TerminalBuffer = @import("../tui/TerminalBuffer.zig");
|
|
|
|
const GameOfLife = @This();
|
|
|
|
// Visual styles - using block characters like other animations
|
|
const ALIVE_CHAR: u21 = 0x2588; // Full block █
|
|
const DEAD_CHAR: u21 = ' ';
|
|
const NEIGHBOR_DIRS = [_][2]i8{
|
|
.{ -1, -1 }, .{ -1, 0 }, .{ -1, 1 },
|
|
.{ 0, -1 }, .{ 0, 1 }, .{ 1, -1 },
|
|
.{ 1, 0 }, .{ 1, 1 },
|
|
};
|
|
|
|
allocator: Allocator,
|
|
terminal_buffer: *TerminalBuffer,
|
|
current_grid: []bool,
|
|
next_grid: []bool,
|
|
frame_counter: usize,
|
|
generation: u64,
|
|
fg_color: u32,
|
|
entropy_interval: usize,
|
|
frame_delay: usize,
|
|
initial_density: f32,
|
|
dead_cell: Cell,
|
|
width: usize,
|
|
height: usize,
|
|
|
|
pub fn init(allocator: Allocator, terminal_buffer: *TerminalBuffer, fg_color: u32, entropy_interval: usize, frame_delay: usize, initial_density: f32) !GameOfLife {
|
|
const width = terminal_buffer.width;
|
|
const height = terminal_buffer.height;
|
|
const grid_size = width * height;
|
|
|
|
const current_grid = try allocator.alloc(bool, grid_size);
|
|
const next_grid = try allocator.alloc(bool, grid_size);
|
|
|
|
var game = GameOfLife{
|
|
.allocator = allocator,
|
|
.terminal_buffer = terminal_buffer,
|
|
.current_grid = current_grid,
|
|
.next_grid = next_grid,
|
|
.frame_counter = 0,
|
|
.generation = 0,
|
|
.fg_color = fg_color,
|
|
.entropy_interval = entropy_interval,
|
|
.frame_delay = frame_delay,
|
|
.initial_density = initial_density,
|
|
.dead_cell = .{ .ch = DEAD_CHAR, .fg = @intCast(TerminalBuffer.Color.DEFAULT), .bg = terminal_buffer.bg },
|
|
.width = width,
|
|
.height = height,
|
|
};
|
|
|
|
// Initialize grid
|
|
game.initializeGrid();
|
|
|
|
return game;
|
|
}
|
|
|
|
pub fn animation(self: *GameOfLife) Animation {
|
|
return Animation.init(self, deinit, realloc, draw);
|
|
}
|
|
|
|
fn deinit(self: *GameOfLife) void {
|
|
self.allocator.free(self.current_grid);
|
|
self.allocator.free(self.next_grid);
|
|
}
|
|
|
|
fn realloc(self: *GameOfLife) anyerror!void {
|
|
const new_width = self.terminal_buffer.width;
|
|
const new_height = self.terminal_buffer.height;
|
|
const new_size = new_width * new_height;
|
|
|
|
const current_grid = try self.allocator.realloc(self.current_grid, new_size);
|
|
const next_grid = try self.allocator.realloc(self.next_grid, new_size);
|
|
|
|
self.current_grid = current_grid;
|
|
self.next_grid = next_grid;
|
|
self.width = new_width;
|
|
self.height = new_height;
|
|
|
|
self.initializeGrid();
|
|
self.generation = 0;
|
|
}
|
|
|
|
fn draw(self: *GameOfLife) void {
|
|
// Update game state at controlled frame rate
|
|
self.frame_counter += 1;
|
|
if (self.frame_counter >= self.frame_delay) {
|
|
self.frame_counter = 0;
|
|
self.updateGeneration();
|
|
self.generation += 1;
|
|
|
|
// Add entropy based on configuration (0 = disabled, >0 = interval)
|
|
if (self.entropy_interval > 0 and self.generation % self.entropy_interval == 0) {
|
|
self.addEntropy();
|
|
}
|
|
}
|
|
|
|
// Render with the configured color
|
|
const alive_cell = Cell{ .ch = ALIVE_CHAR, .fg = self.fg_color, .bg = self.terminal_buffer.bg };
|
|
|
|
for (0..self.height) |y| {
|
|
const row_offset = y * self.width;
|
|
for (0..self.width) |x| {
|
|
const cell = if (self.current_grid[row_offset + x]) alive_cell else self.dead_cell;
|
|
cell.put(x, y);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn updateGeneration(self: *GameOfLife) void {
|
|
// Conway's Game of Life rules with optimized neighbor counting
|
|
for (0..self.height) |y| {
|
|
const row_offset = y * self.width;
|
|
for (0..self.width) |x| {
|
|
const index = row_offset + x;
|
|
const neighbors = self.countNeighborsOptimized(x, y);
|
|
const is_alive = self.current_grid[index];
|
|
|
|
// Optimized rule application
|
|
self.next_grid[index] = switch (neighbors) {
|
|
2 => is_alive,
|
|
3 => true,
|
|
else => false,
|
|
};
|
|
}
|
|
}
|
|
|
|
// Efficient grid swap
|
|
std.mem.swap([]bool, &self.current_grid, &self.next_grid);
|
|
}
|
|
|
|
fn countNeighborsOptimized(self: *GameOfLife, x: usize, y: usize) u8 {
|
|
var count: u8 = 0;
|
|
|
|
for (NEIGHBOR_DIRS) |dir| {
|
|
const neighbor_x = @as(i32, @intCast(x)) + dir[0];
|
|
const neighbor_y = @as(i32, @intCast(y)) + dir[1];
|
|
const width_i32: i32 = @intCast(self.width);
|
|
const height_i32: i32 = @intCast(self.height);
|
|
|
|
// Toroidal wrapping with modular arithmetic
|
|
const wx: usize = @intCast(@mod(neighbor_x + width_i32, width_i32));
|
|
const wy: usize = @intCast(@mod(neighbor_y + height_i32, height_i32));
|
|
|
|
if (self.current_grid[wy * self.width + wx]) {
|
|
count += 1;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
fn initializeGrid(self: *GameOfLife) void {
|
|
const total_cells = self.width * self.height;
|
|
|
|
// Clear grid
|
|
@memset(self.current_grid, false);
|
|
@memset(self.next_grid, false);
|
|
|
|
// Random initialization with configurable density
|
|
for (0..total_cells) |i| {
|
|
self.current_grid[i] = self.terminal_buffer.random.float(f32) < self.initial_density;
|
|
}
|
|
}
|
|
|
|
fn addEntropy(self: *GameOfLife) void {
|
|
// Add fewer random cells but in clusters for more interesting patterns
|
|
const clusters = 2;
|
|
for (0..clusters) |_| {
|
|
const cx = self.terminal_buffer.random.intRangeAtMost(usize, 1, self.width - 2);
|
|
const cy = self.terminal_buffer.random.intRangeAtMost(usize, 1, self.height - 2);
|
|
|
|
// Small cluster around center point
|
|
for (0..3) |dy| {
|
|
for (0..3) |dx| {
|
|
if (self.terminal_buffer.random.float(f32) < 0.4) {
|
|
const x = (cx + dx) % self.width;
|
|
const y = (cy + dy) % self.height;
|
|
self.current_grid[y * self.width + x] = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|