make gameoflife more configurable and fix pull reviews

This commit is contained in:
thoxy 2025-05-30 20:04:52 +02:00
parent 98af3a98c8
commit fa46155f72
4 changed files with 76 additions and 112 deletions

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@ -125,6 +125,32 @@ error_fg = 0x01FF0000
# Foreground color id
fg = 0x00FFFFFF
# Game of Life entropy interval (0 = disabled, >0 = add entropy every N generations)
# 0 -> Pure Conway's Game of Life (will eventually stabilize)
# 10 -> Add entropy every 10 generations (recommended for continuous activity)
# 50+ -> Less frequent entropy for more natural evolution
gameoflife_entropy_interval = 10
# Game of Life animation foreground color id
gameoflife_fg = 0x0000FF00
# Game of Life frame delay (lower = faster animation, higher = slower)
# 1-3 -> Very fast animation
# 6 -> Default smooth animation speed
# 10+ -> Slower, more contemplative speed
gameoflife_frame_delay = 6
# Game of Life initial cell density (0.0 to 1.0)
# 0.1 -> Sparse, minimal activity
# 0.4 -> Balanced activity (recommended)
# 0.7+ -> Dense, chaotic patterns
gameoflife_initial_density = 0.4
# Game of Life randomize colors (true/false)
# false -> Use the fixed gameoflife_fg color
# true -> Generate one random color at startup and use it for the entire session
gameoflife_randomize_colors = false
# Remove main box borders
hide_borders = false

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@ -8,30 +8,9 @@ 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 },
@ -44,13 +23,16 @@ current_grid: []bool,
next_grid: []bool,
frame_counter: usize,
generation: u64,
color_index: usize,
color_counter: usize,
fg_color: u32,
entropy_interval: usize,
frame_delay: usize,
initial_density: f32,
randomize_colors: bool,
dead_cell: Cell,
width: usize,
height: usize,
pub fn init(allocator: Allocator, terminal_buffer: *TerminalBuffer) !GameOfLife {
pub fn init(allocator: Allocator, terminal_buffer: *TerminalBuffer, fg_color: u32, entropy_interval: usize, frame_delay: usize, initial_density: f32, randomize_colors: bool) !GameOfLife {
const width = terminal_buffer.width;
const height = terminal_buffer.height;
const grid_size = width * height;
@ -65,8 +47,11 @@ pub fn init(allocator: Allocator, terminal_buffer: *TerminalBuffer) !GameOfLife
.next_grid = next_grid,
.frame_counter = 0,
.generation = 0,
.color_index = 0,
.color_counter = 0,
.fg_color = if (randomize_colors) generateRandomColor(terminal_buffer.random) else fg_color,
.entropy_interval = entropy_interval,
.frame_delay = frame_delay,
.initial_density = initial_density,
.randomize_colors = randomize_colors,
.dead_cell = .{ .ch = DEAD_CHAR, .fg = @intCast(TerminalBuffer.Color.DEFAULT), .bg = terminal_buffer.bg },
.width = width,
.height = height,
@ -92,47 +77,35 @@ fn realloc(self: *GameOfLife) anyerror!void {
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);
// Always reallocate to be safe
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.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;
}
self.initializeGrid();
self.generation = 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) {
if (self.frame_counter >= self.frame_delay) {
self.frame_counter = 0;
self.updateGeneration();
self.generation += 1;
// Add entropy less frequently to reduce computational overhead
if (self.generation % 150 == 0) {
// 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 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 };
// Render with the set color (either configured or randomly generated at startup)
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;
@ -143,6 +116,15 @@ fn draw(self: *GameOfLife) void {
}
}
fn generateRandomColor(random: Random) u32 {
// Generate a random RGB color with good visibility
// Avoid very dark colors by using range 64-255 for each component
const r = random.intRangeAtMost(u8, 64, 255);
const g = random.intRangeAtMost(u8, 64, 255);
const b = random.intRangeAtMost(u8, 64, 255);
return (@as(u32, r) << 16) | (@as(u32, g) << 8) | @as(u32, b);
}
fn updateGeneration(self: *GameOfLife) void {
// Conway's Game of Life rules with optimized neighbor counting
for (0..self.height) |y| {
@ -170,12 +152,16 @@ fn countNeighborsOptimized(self: *GameOfLife, x: usize, y: usize) u8 {
// 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];
const nx: i32 = @intCast(x);
const ny: i32 = @intCast(y);
const neighbor_x: i32 = nx + dir[0];
const neighbor_y: i32 = ny + 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(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))));
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;
@ -192,62 +178,9 @@ fn initializeGrid(self: *GameOfLife) void {
@memset(self.current_grid, false);
@memset(self.next_grid, false);
// Random initialization with better distribution
// Random initialization with configurable density
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;
self.current_grid[i] = self.terminal_buffer.random.float(f32) < self.initial_density;
}
}

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@ -36,6 +36,11 @@ doom_bottom_color: u32 = 0x00FFFFFF,
error_bg: u32 = 0x00000000,
error_fg: u32 = 0x01FF0000,
fg: u32 = 0x00FFFFFF,
gameoflife_fg: u32 = 0x0000FF00,
gameoflife_entropy_interval: usize = 10,
gameoflife_frame_delay: usize = 6,
gameoflife_initial_density: f32 = 0.4,
gameoflife_randomize_colors: bool = false,
hide_borders: bool = false,
hide_key_hints: bool = false,
initial_info_text: ?[]const u8 = null,

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@ -366,7 +366,7 @@ pub fn main() !void {
animation = color_mix.animation();
},
.gameoflife => {
var game_of_life = try GameOfLife.init(allocator, &buffer);
var game_of_life = try GameOfLife.init(allocator, &buffer, config.gameoflife_fg, config.gameoflife_entropy_interval, config.gameoflife_frame_delay, config.gameoflife_initial_density, config.gameoflife_randomize_colors);
animation = game_of_life.animation();
},
}