// see: https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life const RGB_ALIVE = 0xE692D3; const RGB_DEAD = 0x851BA6; 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 set_fade(x: u32, y: u32, v: u32): void { var a = max((v >>> 24) - 7, 0); set(x, y, (a << 24) | (v & 0x00ffffff)); } /** Initializes width and height. Called once from JS. */ export function init(width: i32, height: i32, seed: f64): 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, JSMath.random() > 0.15 ? RGB_DEAD & 0x00ffffff : RGB_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: let tl = get(xm1, ym1); let tm = get(x , ym1); let tr = get(xp1, ym1); let ml = get(xm1, y ); let mm = get(x , y ); let mr = get(xp1, y ); let bl = get(xm1, yp1); let bm = get(x , yp1); let br = get(xp1, yp1); // Least significant bit indicates alive or dead, others are ARGB. let aliveNeighbors = ( (tl & 1) + (tm & 1) + (tr & 1) + (ml & 1) + (mr & 1) + (bl & 1) + (bm & 1) + (br & 1) ); let alive = mm & 1; if (alive) { // A live cell with fewer than 2 live neighbors dies, as if caused by underpopulation. // A live cell with more than 3 live neighbors dies, as if by overpopulation. if (aliveNeighbors < 2 || aliveNeighbors > 3) set(x, y, RGB_DEAD | 0xff000000); // A live cell with 2 or 3 live neighbors lives on to the next generation. else set_fade(x, y, mm); } else { // A dead cell with exactly 3 live neighbors becomes a live cell, as if by reproduction. if (aliveNeighbors == 3) set(x, y, RGB_ALIVE | 0xff000000); // Otherwise the dead cell remains dead. else set_fade(x, y, mm); } } } }