mirror of https://github.com/fairyglade/ly.git
Merge pull request 'Add GameOfLife Animation' (#766) from thoxy/ly:master into master
Reviewed-on: https://codeberg.org/fairyglade/ly/pulls/766 Reviewed-by: AnErrupTion <anerruption@disroot.org>
This commit is contained in:
commit
2df2c44cdf
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@ -23,6 +23,7 @@ allow_empty_password = true
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# doom -> PSX DOOM fire
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# matrix -> CMatrix
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# colormix -> Color mixing shader
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# gameoflife -> John Conway's Game of Life
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animation = none
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# Stop the animation after some time
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@ -125,6 +126,27 @@ error_fg = 0x01FF0000
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# Foreground color id
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fg = 0x00FFFFFF
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# Game of Life entropy interval (0 = disabled, >0 = add entropy every N generations)
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# 0 -> Pure Conway's Game of Life (will eventually stabilize)
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# 10 -> Add entropy every 10 generations (recommended for continuous activity)
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# 50+ -> Less frequent entropy for more natural evolution
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gameoflife_entropy_interval = 10
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# Game of Life animation foreground color id
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gameoflife_fg = 0x0000FF00
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# Game of Life frame delay (lower = faster animation, higher = slower)
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# 1-3 -> Very fast animation
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# 6 -> Default smooth animation speed
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# 10+ -> Slower, more contemplative speed
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gameoflife_frame_delay = 6
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# Game of Life initial cell density (0.0 to 1.0)
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# 0.1 -> Sparse, minimal activity
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# 0.4 -> Balanced activity (recommended)
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# 0.7+ -> Dense, chaotic patterns
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gameoflife_initial_density = 0.4
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# Remove main box borders
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hide_borders = false
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@ -0,0 +1,189 @@
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const std = @import("std");
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const Animation = @import("../tui/Animation.zig");
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const Cell = @import("../tui/Cell.zig");
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const TerminalBuffer = @import("../tui/TerminalBuffer.zig");
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const Allocator = std.mem.Allocator;
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const GameOfLife = @This();
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// Visual styles - using block characters like other animations
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const ALIVE_CHAR: u21 = 0x2588; // Full block █
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const DEAD_CHAR: u21 = ' ';
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const NEIGHBOR_DIRS = [_][2]i8{
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.{ -1, -1 }, .{ -1, 0 }, .{ -1, 1 },
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.{ 0, -1 }, .{ 0, 1 }, .{ 1, -1 },
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.{ 1, 0 }, .{ 1, 1 },
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};
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allocator: Allocator,
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terminal_buffer: *TerminalBuffer,
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current_grid: []bool,
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next_grid: []bool,
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frame_counter: usize,
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generation: u64,
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fg_color: u32,
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entropy_interval: usize,
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frame_delay: usize,
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initial_density: f32,
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dead_cell: Cell,
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width: usize,
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height: usize,
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pub fn init(allocator: Allocator, terminal_buffer: *TerminalBuffer, fg_color: u32, entropy_interval: usize, frame_delay: usize, initial_density: f32) !GameOfLife {
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const width = terminal_buffer.width;
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const height = terminal_buffer.height;
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const grid_size = width * height;
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const current_grid = try allocator.alloc(bool, grid_size);
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const next_grid = try allocator.alloc(bool, grid_size);
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var game = GameOfLife{
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.allocator = allocator,
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.terminal_buffer = terminal_buffer,
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.current_grid = current_grid,
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.next_grid = next_grid,
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.frame_counter = 0,
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.generation = 0,
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.fg_color = fg_color,
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.entropy_interval = entropy_interval,
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.frame_delay = frame_delay,
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.initial_density = initial_density,
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.dead_cell = .{ .ch = DEAD_CHAR, .fg = @intCast(TerminalBuffer.Color.DEFAULT), .bg = terminal_buffer.bg },
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.width = width,
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.height = height,
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};
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// Initialize grid
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game.initializeGrid();
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return game;
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}
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pub fn animation(self: *GameOfLife) Animation {
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return Animation.init(self, deinit, realloc, draw);
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}
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fn deinit(self: *GameOfLife) void {
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self.allocator.free(self.current_grid);
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self.allocator.free(self.next_grid);
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}
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fn realloc(self: *GameOfLife) anyerror!void {
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const new_width = self.terminal_buffer.width;
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const new_height = self.terminal_buffer.height;
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const new_size = new_width * new_height;
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const current_grid = try self.allocator.realloc(self.current_grid, new_size);
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const next_grid = try self.allocator.realloc(self.next_grid, new_size);
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self.current_grid = current_grid;
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self.next_grid = next_grid;
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self.width = new_width;
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self.height = new_height;
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self.initializeGrid();
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self.generation = 0;
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}
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fn draw(self: *GameOfLife) void {
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// Update game state at controlled frame rate
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self.frame_counter += 1;
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if (self.frame_counter >= self.frame_delay) {
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self.frame_counter = 0;
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self.updateGeneration();
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self.generation += 1;
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// Add entropy based on configuration (0 = disabled, >0 = interval)
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if (self.entropy_interval > 0 and self.generation % self.entropy_interval == 0) {
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self.addEntropy();
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}
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}
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// Render with the configured color
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const alive_cell = Cell{ .ch = ALIVE_CHAR, .fg = self.fg_color, .bg = self.terminal_buffer.bg };
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for (0..self.height) |y| {
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const row_offset = y * self.width;
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for (0..self.width) |x| {
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const cell = if (self.current_grid[row_offset + x]) alive_cell else self.dead_cell;
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cell.put(x, y);
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}
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}
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}
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fn updateGeneration(self: *GameOfLife) void {
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// Conway's Game of Life rules with optimized neighbor counting
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for (0..self.height) |y| {
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const row_offset = y * self.width;
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for (0..self.width) |x| {
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const index = row_offset + x;
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const neighbors = self.countNeighborsOptimized(x, y);
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const is_alive = self.current_grid[index];
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// Optimized rule application
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self.next_grid[index] = switch (neighbors) {
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2 => is_alive,
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3 => true,
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else => false,
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};
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}
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}
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// Efficient grid swap
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std.mem.swap([]bool, &self.current_grid, &self.next_grid);
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}
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fn countNeighborsOptimized(self: *GameOfLife, x: usize, y: usize) u8 {
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var count: u8 = 0;
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for (NEIGHBOR_DIRS) |dir| {
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const neighbor_x = @as(i32, @intCast(x)) + dir[0];
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const neighbor_y = @as(i32, @intCast(y)) + dir[1];
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const width_i32: i32 = @intCast(self.width);
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const height_i32: i32 = @intCast(self.height);
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// Toroidal wrapping with modular arithmetic
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const wx: usize = @intCast(@mod(neighbor_x + width_i32, width_i32));
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const wy: usize = @intCast(@mod(neighbor_y + height_i32, height_i32));
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if (self.current_grid[wy * self.width + wx]) {
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count += 1;
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}
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}
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return count;
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}
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fn initializeGrid(self: *GameOfLife) void {
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const total_cells = self.width * self.height;
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// Clear grid
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@memset(self.current_grid, false);
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@memset(self.next_grid, false);
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// Random initialization with configurable density
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for (0..total_cells) |i| {
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self.current_grid[i] = self.terminal_buffer.random.float(f32) < self.initial_density;
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}
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}
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fn addEntropy(self: *GameOfLife) void {
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// Add fewer random cells but in clusters for more interesting patterns
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const clusters = 2;
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for (0..clusters) |_| {
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const cx = self.terminal_buffer.random.intRangeAtMost(usize, 1, self.width - 2);
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const cy = self.terminal_buffer.random.intRangeAtMost(usize, 1, self.height - 2);
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// Small cluster around center point
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for (0..3) |dy| {
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for (0..3) |dx| {
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if (self.terminal_buffer.random.float(f32) < 0.4) {
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const x = (cx + dx) % self.width;
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const y = (cy + dy) % self.height;
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self.current_grid[y * self.width + x] = true;
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}
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}
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}
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}
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}
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@ -36,6 +36,10 @@ doom_bottom_color: u32 = 0x00FFFFFF,
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error_bg: u32 = 0x00000000,
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error_fg: u32 = 0x01FF0000,
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fg: u32 = 0x00FFFFFF,
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gameoflife_fg: u32 = 0x0000FF00,
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gameoflife_entropy_interval: usize = 10,
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gameoflife_frame_delay: usize = 6,
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gameoflife_initial_density: f32 = 0.4,
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hide_borders: bool = false,
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hide_version_string: bool = false,
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hide_key_hints: bool = false,
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@ -3,6 +3,7 @@ pub const Animation = enum {
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doom,
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matrix,
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colormix,
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gameoflife,
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};
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pub const DisplayServer = enum {
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@ -12,6 +12,7 @@ const ColorMix = @import("animations/ColorMix.zig");
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const Doom = @import("animations/Doom.zig");
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const Dummy = @import("animations/Dummy.zig");
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const Matrix = @import("animations/Matrix.zig");
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const GameOfLife = @import("animations/GameOfLife.zig");
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const Animation = @import("tui/Animation.zig");
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const TerminalBuffer = @import("tui/TerminalBuffer.zig");
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const Session = @import("tui/components/Session.zig");
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@ -364,6 +365,10 @@ pub fn main() !void {
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var color_mix = ColorMix.init(&buffer, config.colormix_col1, config.colormix_col2, config.colormix_col3);
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animation = color_mix.animation();
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},
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.gameoflife => {
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var game_of_life = try GameOfLife.init(allocator, &buffer, config.gameoflife_fg, config.gameoflife_entropy_interval, config.gameoflife_frame_delay, config.gameoflife_initial_density);
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animation = game_of_life.animation();
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},
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}
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defer animation.deinit();
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