// see: https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life // Configuration imported from JS import { BGR_ALIVE, BGR_DEAD, BIT_ROT } from "./config"; var w: i32, h: i32, s: i32; /** Gets an input pixel in the range [0, s]. */ @inline function get(x: u32, y: u32): u32 { return load((y * w + x) << 2); } /** Sets an output pixel in the range [s, 2*s]. */ @inline function set(x: u32, y: u32, v: u32): void { store((s + y * w + x) << 2, v); } /** Sets an output pixel in the range [s, 2*s] while fading it out. */ @inline function rot(x: u32, y: u32, v: u32): void { var a = max((v >>> 24) - BIT_ROT, 0); set(x, y, (a << 24) | (v & 0x00ffffff)); } /** Initializes width and height. Called once from JS. */ export function init(width: i32, height: i32): void { w = width; h = height; s = width * height; // Start by filling output with random live cells. for (let y = 0; y < h; ++y) { for (let x = 0; x < w; ++x) { set(x, y, Math.random() > 0.1 ? BGR_DEAD & 0x00ffffff : BGR_ALIVE | 0xff000000); } } } /** Performs one step. Called about 30 times a second from JS. */ export function step(): void { var hm1 = h - 1, // h - 1 wm1 = w - 1; // w - 1 // The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square // "cells", each of which is in one of two possible states, alive or dead. for (let y = 0; y < h; ++y) { let ym1 = y == 0 ? hm1 : y - 1, yp1 = y == hm1 ? 0 : y + 1; for (let x = 0; x < w; ++x) { let xm1 = x == 0 ? wm1 : x - 1, xp1 = x == wm1 ? 0 : x + 1; // Every cell interacts with its eight neighbours, which are the cells that are horizontally, // vertically, or diagonally adjacent. Least significant bit indicates alive or dead. let aliveNeighbors = ( (get(xm1, ym1) & 1) + (get(x , ym1) & 1) + (get(xp1, ym1) & 1) + (get(xm1, y ) & 1) + (get(xp1, y ) & 1) + (get(xm1, yp1) & 1) + (get(x , yp1) & 1) + (get(xp1, yp1) & 1) ); let self = get(x, y); if (self & 1) { // A live cell with 2 or 3 live neighbors rots on to the next generation. if ((aliveNeighbors & 0b1110) == 0b0010) rot(x, y, self); // A live cell with fewer than 2 or more than 3 live neighbors dies. else set(x, y, BGR_DEAD | 0xff000000); } else { // A dead cell with exactly 3 live neighbors becomes a live cell. if (aliveNeighbors == 3) set(x, y, BGR_ALIVE | 0xff000000); // A dead cell with fewer or more than 3 live neighbors just rots. else rot(x, y, self); } } } } /** Fills the row and column indicated by `x` and `y` with random live cells. */ export function fill(x: u32, y: u32, p: f64): void { for (let ix = 0; ix < w; ++ix) { if (Math.random() < p) set(ix, y, BGR_ALIVE | 0xff000000); } for (let iy = 0; iy < h; ++iy) { if (Math.random() < p) set(x, iy, BGR_ALIVE | 0xff000000); } }