Add GameOfLife Animation

This commit is contained in:
thoxy 2025-05-27 07:07:37 +02:00
parent a1b38188d0
commit 98af3a98c8
3 changed files with 278 additions and 0 deletions

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@ -0,0 +1,272 @@
const std = @import("std");
const Animation = @import("../tui/Animation.zig");
const Cell = @import("../tui/Cell.zig");
const TerminalBuffer = @import("../tui/TerminalBuffer.zig");
const Allocator = std.mem.Allocator;
const Random = std.Random;
const GameOfLife = @This();
pub const FRAME_DELAY: usize = 6; // Slightly faster for smoother animation
pub const INITIAL_DENSITY: f32 = 0.4; // Increased for more activity
pub const COLOR_CYCLE_DELAY: usize = 192; // Change color every N frames
// Visual styles - using block characters like other animations
const ALIVE_CHAR: u21 = 0x2588; // Full block
const DEAD_CHAR: u21 = ' ';
// ANSI basic colors using TerminalBuffer.Color like other animations
const ANSI_COLORS = [_]u32{
@intCast(TerminalBuffer.Color.RED),
@intCast(TerminalBuffer.Color.GREEN),
@intCast(TerminalBuffer.Color.YELLOW),
@intCast(TerminalBuffer.Color.BLUE),
@intCast(TerminalBuffer.Color.MAGENTA),
@intCast(TerminalBuffer.Color.CYAN),
@intCast(TerminalBuffer.Color.RED | TerminalBuffer.Styling.BOLD),
@intCast(TerminalBuffer.Color.GREEN | TerminalBuffer.Styling.BOLD),
@intCast(TerminalBuffer.Color.YELLOW | TerminalBuffer.Styling.BOLD),
@intCast(TerminalBuffer.Color.BLUE | TerminalBuffer.Styling.BOLD),
@intCast(TerminalBuffer.Color.MAGENTA | TerminalBuffer.Styling.BOLD),
@intCast(TerminalBuffer.Color.CYAN | TerminalBuffer.Styling.BOLD),
};
const NUM_COLORS = ANSI_COLORS.len;
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,
color_index: usize,
color_counter: usize,
dead_cell: Cell,
width: usize,
height: usize,
pub fn init(allocator: Allocator, terminal_buffer: *TerminalBuffer) !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,
.color_index = 0,
.color_counter = 0,
.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;
// Only reallocate if size changed significantly
if (new_size != self.width * self.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;
self.color_index = 0;
self.color_counter = 0;
}
}
fn draw(self: *GameOfLife) void {
// Update ANSI color cycling at controlled rate
self.color_counter += 1;
if (self.color_counter >= COLOR_CYCLE_DELAY) {
self.color_counter = 0;
self.color_index = (self.color_index + 1) % NUM_COLORS;
}
// Update game state at controlled frame rate
self.frame_counter += 1;
if (self.frame_counter >= FRAME_DELAY) {
self.frame_counter = 0;
self.updateGeneration();
self.generation += 1;
// Add entropy less frequently to reduce computational overhead
if (self.generation % 150 == 0) {
self.addEntropy();
}
}
// Render with ANSI color cycling - use current color from the array (same method as Matrix/Doom)
const current_color = ANSI_COLORS[self.color_index];
const alive_cell = Cell{ .ch = ALIVE_CHAR, .fg = current_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;
// Use cached dimensions and more efficient bounds checking
for (NEIGHBOR_DIRS) |dir| {
const nx = @as(i32, @intCast(x)) + dir[0];
const ny = @as(i32, @intCast(y)) + dir[1];
// Toroidal wrapping with modular arithmetic
const wx: usize = @intCast(@mod(nx + @as(i32, @intCast(self.width)), @as(i32, @intCast(self.width))));
const wy: usize = @intCast(@mod(ny + @as(i32, @intCast(self.height)), @as(i32, @intCast(self.height))));
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 better distribution
for (0..total_cells) |i| {
self.current_grid[i] = self.terminal_buffer.random.float(f32) < INITIAL_DENSITY;
}
// Add interesting patterns with better positioning
self.addPatterns();
}
fn addPatterns(self: *GameOfLife) void {
if (self.width < 8 or self.height < 8) return;
// Add multiple instances of each pattern for liveliness
for (0..3) |_| {
self.addGlider();
if (self.width >= 10 and self.height >= 10) {
self.addBlock();
self.addBlinker();
}
}
}
fn addGlider(self: *GameOfLife) void {
const x = self.terminal_buffer.random.intRangeAtMost(usize, 2, self.width - 4);
const y = self.terminal_buffer.random.intRangeAtMost(usize, 2, self.height - 4);
// Classic glider pattern
const positions = [_][2]usize{ .{ 1, 0 }, .{ 2, 1 }, .{ 0, 2 }, .{ 1, 2 }, .{ 2, 2 } };
for (positions) |pos| {
const idx = (y + pos[1]) * self.width + (x + pos[0]);
self.current_grid[idx] = true;
}
}
fn addBlock(self: *GameOfLife) void {
const x = self.terminal_buffer.random.intRangeAtMost(usize, 1, self.width - 3);
const y = self.terminal_buffer.random.intRangeAtMost(usize, 1, self.height - 3);
// 2x2 block
const positions = [_][2]usize{ .{ 0, 0 }, .{ 1, 0 }, .{ 0, 1 }, .{ 1, 1 } };
for (positions) |pos| {
const idx = (y + pos[1]) * self.width + (x + pos[0]);
self.current_grid[idx] = true;
}
}
fn addBlinker(self: *GameOfLife) void {
const x = self.terminal_buffer.random.intRangeAtMost(usize, 1, self.width - 4);
const y = self.terminal_buffer.random.intRangeAtMost(usize, 1, self.height - 2);
// 3-cell horizontal line
for (0..3) |i| {
const idx = y * self.width + (x + i);
self.current_grid[idx] = true;
}
}
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;
}
}
}
}
}

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@ -3,6 +3,7 @@ pub const Animation = enum {
doom,
matrix,
colormix,
gameoflife,
};
pub const DisplayServer = enum {

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@ -12,6 +12,7 @@ const ColorMix = @import("animations/ColorMix.zig");
const Doom = @import("animations/Doom.zig");
const Dummy = @import("animations/Dummy.zig");
const Matrix = @import("animations/Matrix.zig");
const GameOfLife = @import("animations/GameOfLife.zig");
const Animation = @import("tui/Animation.zig");
const TerminalBuffer = @import("tui/TerminalBuffer.zig");
const Session = @import("tui/components/Session.zig");
@ -364,6 +365,10 @@ pub fn main() !void {
var color_mix = ColorMix.init(&buffer, config.colormix_col1, config.colormix_col2, config.colormix_col3);
animation = color_mix.animation();
},
.gameoflife => {
var game_of_life = try GameOfLife.init(allocator, &buffer);
animation = game_of_life.animation();
},
}
defer animation.deinit();