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## Conway's Game of Life
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## Rule 1 - Any live cell with fewer than two live neighbours dies (underpopulation)
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## Rule 2 - Any live cell with two or three live neighbours lives
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## Rule 3 - Any live cell with more than three live neighbours dies (overpopulation)
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## Rule 4 - Any dead cell with epos.xactly three live neighbours becomes a live cell (reproduction)
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extends Node2D
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enum CellStates {
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DEAD,
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ALIVE,
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}
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@onready var generation_counter: Label = $CanvasLayer/Debug/VBoxContainer/GenerationCounter
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@onready var generation_timer: Timer = $GenerationTimer
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@onready var living_cells_counter: Label = $CanvasLayer/Debug/VBoxContainer/LivingCellsCounter
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@onready var world_seed_label: Label = $CanvasLayer/Debug/VBoxContainer/WorldSeed
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@export var world_seed: int
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@export var cell_size: Vector2 = Vector2(16, 16)
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@export var cell_texture: Texture2D
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@export var world_size: Vector2 = Vector2(32, 32)
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var cell_instance
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var generation: int = 1
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var total_living: int = 0
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var world: Array = []
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func _ready() -> void:
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if not world_seed:
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world_seed = randi()
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seed(world_seed)
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world_seed_label.text = "World Seeed: %s" % world_seed
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generate_world()
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## Check a cell against the Conway rules and return True if cell shoudl be alive
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func cell_is_alive(pos: Vector2) -> bool:
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var neighbors := count_living_neighbors(pos)
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var currently_alive = world[pos.x][pos.y] is RID
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# Rule 1 - Any live cell with fewer than two live neighbours dies (underpopulation)
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if currently_alive and neighbors < 2:
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return false
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# Rule 2 - Any live cell with two or three live neighbours lives
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elif currently_alive and (neighbors == 2 or neighbors == 3):
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return true
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# Rule 3 - Any live cell with more than three live neighbours dies (overpopulation)
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return false
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# Rule 4 - Any dead cell with epos.xactly three live neighbours becomes a live cell (reproduction)
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elif not currently_alive and neighbors == 3:
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return true
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return false
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## Count all neighbors surrounding a cell
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func count_living_neighbors(pos: Vector2) -> int:
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var count := 0
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var x_min = 0 if pos.x - 1 < 0 else pos.x - 1
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var y_min = 0 if pos.y - 1 < 0 else pos.y - 1
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var x_max = world_size.x if pos.x + 2 > world_size.x else pos.x + 2
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var y_max = world_size.y if pos.y + 2 > world_size.y else pos.y + 2
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for x in range(x_min, x_max):
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for y in range(y_min, y_max):
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if x == pos.x and y == pos.y: continue # Current cell - Don't count
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if world[x][y] is RID:
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count += 1
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return count
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## Loop through the world and create or kill cells depending on rules
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func process_generation() -> void:
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generation += 1
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total_living = 0
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var new_world: Array= []
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for x in range(world_size.x):
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new_world.append([])
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new_world[x].resize(world_size.x)
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for y in range(world_size.y):
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var pos = Vector2(x, y)
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if cell_is_alive(pos):
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total_living += 1
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new_world[x][y] = create_cell(pos)
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else:
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new_world[x][y] = kill_cell(pos)
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world = new_world
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## Create the cell using the rendering server
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func create_cell(pos: Vector2) -> RID:
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var world_size = world.size()
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if world[pos.x][pos.y] is RID: return world[pos.x][pos.y]
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var rs = RenderingServer
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cell_instance = rs.canvas_item_create()
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rs.canvas_item_set_parent(cell_instance, get_canvas_item())
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var rect: Rect2 = Rect2(-cell_size.x/2, -cell_size.y/2, cell_size.x, cell_size.y) # Centered with cell size
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rs.canvas_item_add_texture_rect(cell_instance, rect, cell_texture)
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var pos_fixed = Vector2(pos.x * cell_size.x, pos.y * cell_size.y)
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var trans = Transform2D(0, pos_fixed)
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rs.canvas_item_set_transform(cell_instance, trans)
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return cell_instance
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func kill_cell(pos: Vector2) -> CellStates:
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if world[pos.x][pos.y] is RID:
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RenderingServer.free_rid(world[pos.x][pos.y])
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return CellStates.DEAD
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## Generate the world with the initial cells
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func generate_world() -> void:
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for x in range(world_size.x):
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world.append([])
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world[x].resize(world_size.x)
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for y in range(world_size.y):
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if randi_range(0, 1):
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total_living += 1
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world[x][y] = create_cell(Vector2(x, y))
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else:
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world[x][y] = CellStates.DEAD
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func _on_generation_timer_timeout() -> void:
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process_generation()
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generation_counter.text = "Generation: %s" % generation
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living_cells_counter.text = "Living Cells: %s" % total_living
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generation_timer.start()
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