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game-of-life.cpp
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game-of-life.cpp
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/*
* # #
* # # #
* # # # # #
*
* Conway's Game of Life :
*
* - It's universe is an infinite two-dimensional grid of cells, each of which
* is in one of two possible states, live or dead. Every cell interacts with
* its eight neighbors. At each step in time, the following transitions occur:
*
* 1. Any live cell with fewer than two live neighbors dies by exposure.
* 2. Any live cell with more than three live neighbors dies by overcrowding.
* 3. Any live cell with two or three live neighbors survives.
* 4. Any dead cell with exactly three live neighbors will come to life.
*
* ────────────────────────────────────────────────────────────────────────────
*
* Author: YV31 (https://github.com/YV31)
*
* Made with raylib just for fun ;)
*
*/
// Includes {{{
#include <algorithm>
#include <array>
#include <iostream>
#include <raylib.h>
// }}}
// Variables and Definitions {{{
#define T_WHITE "\x1b[38;5;15m\x1b[1m"
#define T_BLACK "\x1b[38;5;16m\x1b[1m"
#define T_RESET_ "\x1b[0m "
using std::array;
const int cell_size = 4;
const int rows = 150;
const int columns = 150;
const int screen_width = (columns - 1) * cell_size;
const int screen_height = (rows - 1) * cell_size;
array<array<bool, columns>, rows> board;
// }}}
// Function Prototypes {{{
template <size_t rows, size_t columns>
std::uint8_t GetCellNeighborCount(int x, int y,
array<array<bool, columns>, rows> &arr);
void SetRandomCells();
void PrintBoard();
void ClearBoard();
void Update();
void UpdateDraw();
void UpdateInput();
void UpdateBoard();
// }}}
// Main Function {{{
int main(void) {
InitWindow(screen_width, screen_height, "Conway's Game Of Life");
SetTargetFPS(120);
// Glider:
// board[2][1] = 1;
// board[3][2] = 1;
// board[1][3] = 1;
// board[2][3] = 1;
// board[3][3] = 1;
// PrintBoard();
SetRandomCells();
while (!WindowShouldClose()) {
Update();
}
CloseWindow();
}
// }}}
// Function definitions {{{
void Update() {
UpdateInput();
UpdateBoard();
UpdateDraw();
}
void UpdateDraw() {
BeginDrawing();
ClearBackground(BLACK);
for (int y = 1; y < rows - 1; y++) {
for (int x = 1; x < columns - 1; x++) {
if (board[x][y] == 1)
DrawRectangle(x * cell_size, y * cell_size, cell_size, cell_size,
WHITE);
}
}
EndDrawing();
}
void UpdateInput() {
if (IsKeyPressed(KEY_R)) {
ClearBoard();
SetRandomCells();
}
if (IsKeyPressed(KEY_O)) {
SetTargetFPS(1);
}
if (IsKeyPressed(KEY_L)) {
SetTargetFPS(120);
}
}
void UpdateBoard() {
auto arr_copy = board;
for (int y = 1; y < rows - 2; y++) {
for (int x = 1; x < columns - 2; x++) {
uint8_t neighbor = GetCellNeighborCount(x, y, arr_copy);
bool ¤t_cell = board[x][y];
// Rules:
if (neighbor < 2 && current_cell == 1) {
current_cell = 0;
} else if (neighbor > 3 && current_cell == 1) {
current_cell = 0;
} else if (neighbor == 3 && current_cell == 0) {
current_cell = 1;
}
}
}
}
template <size_t rows, size_t columns>
uint8_t GetCellNeighborCount(int x, int y,
array<array<bool, columns>, rows> &arr) {
return arr[x - 1][y - 1] + arr[x][y - 1] + arr[x + 1][y - 1] +
arr[x - 1][y] + arr[x + 1][y] +
arr[x - 1][y + 1] + arr[x][y + 1] + arr[x + 1][y + 1];
}
void SetRandomCells() {
for (int y = 1; y < rows - 2; y++) {
for (int x = 1; x < columns - 2; x++) {
board[x][y] = rand() % 2;
}
}
}
void ClearBoard() {
std::for_each(board.begin(), board.end(), [](auto v) { v.fill(0); });
}
void PrintBoard() {
for (int y = 1; y < rows - 1; y++) {
for (int x = 1; x < columns - 1; x++) {
if (board[x][y] == 1) {
std::cout << T_WHITE << GetCellNeighborCount(x, y, board) << T_RESET_;
} else {
std::cout << T_BLACK << GetCellNeighborCount(x, y, board) << T_RESET_;
}
}
std::cout << "\n";
}
}
// }}}