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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 exactly 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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## UI
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@onready var background_ui: Control = $UI/Background
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@onready var debug_ui: MarginContainer = $UI/Debug
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@onready var debug_generation_counter: Label = $UI/Debug/VBoxContainer/GenerationCounter
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@onready var debug_living_cells_counter: Label = $UI/Debug/VBoxContainer/LivingCellsCounter
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@onready var debug_world_seed: Label = $UI/Debug/VBoxContainer/WorldSeed
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@onready var generation_ui: MarginContainer = $UI/WorldGeneration
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@onready var generation_seed: LineEdit = $UI/WorldGeneration/VBoxContainer/Seed/Input
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@onready var generation_speed: HSlider = $UI/WorldGeneration/VBoxContainer/GenerationSpeed/Input
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@onready var generation_world_size_x: LineEdit = $UI/WorldGeneration/VBoxContainer/WorldSize/Input_x
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@onready var generation_world_size_y: LineEdit = $UI/WorldGeneration/VBoxContainer/WorldSize/Input_y
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@onready var start_paused_button: CheckBox = $UI/WorldGeneration/VBoxContainer/FinalRow/StartPausedButton
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@onready var messages_label: Label = $UI/Messages/Label
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## Other
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@onready var camera: Camera2D = $Camera2D
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@onready var generation_timer: Timer = $GenerationTimer
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@export var world_seed: int ## The seed utilized for generation of the world
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@export var cell_size: Vector2 = Vector2(16, 16) ## Size of each cell image
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@export var cell_texture: Texture2D ## Testure for each cell
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@export var world_size: Vector2 = Vector2(32, 32) ## The size of the world
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@export var zoom_increment: Vector2 = Vector2(0.1, 0.1)
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var cell_instance
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var evolution_is_stalled: bool = false
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var generation: int = 1
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var is_paused: bool = false
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var total_living: int = 0
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var cell_ids: Array = [] # Store cell RIDs
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var cell_states: Array = []
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var previous_generation_hashes: Array = [] # Store the generation related to the hashes
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var previous_generation_count: int = 10 # Number of generations to check for evolution stalling
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# Number of collisions to consider evolution stalled
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# The higher the number, the less likely to catch oscillators
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# Consider the previous_generation_count as this may need to increase for larger counts
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# 4 Collisions out of 10 previous_generation_count seems reasonable although it may not be quite enough
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var collision_count_limit: int = 4
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var timer_speeds: Array = [0.1, 0.08, 0.05, 0.03, 0.01] # The speeds for the generation_timer for selection from the UI
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func _ready() -> void:
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update_generation_ui()
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debug_ui.visible = false
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background_ui.visible = true
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generation_ui.visible = true
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("Pause"):
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toggle_pause()
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if is_paused and event.is_action_pressed("Next Generation"):
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process_generation()
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debug_generation_counter.text = "Generation: %s" % generation
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debug_living_cells_counter.text = "Living Cells: %s" % total_living
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if event.is_action_pressed("Menu"):
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toggle_pause()
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update_generation_ui()
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generation_ui.visible = is_paused
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if event.is_action_pressed("Zoom In"):
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camera.zoom += zoom_increment
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if event.is_action_pressed("Zoom Out"):
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camera.zoom -= zoom_increment
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if event.is_action_pressed("Reset Zoom"):
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camera.zoom = Vector2.ONE
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#
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# UI
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#
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## Update the Generation UI with the current settings
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func update_generation_ui() -> void:
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if world_seed:
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generation_seed.text = str(world_seed)
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else:
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generation_seed.text = str(randi())
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generation_world_size_x.text = str(world_size.x)
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generation_world_size_y.text = str(world_size.y)
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start_paused_button.button_pressed = false
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#
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# Conway Specific
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#
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func start_conway() -> void:
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clear_world()
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generate_world()
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update_previous_generation_hashes()
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generation = 1
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evolution_is_stalled = false
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debug_world_seed.text = "World Seeed: %s" % world_seed
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debug_generation_counter.text = "Generation: %s" % generation
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debug_living_cells_counter.text = "Living Cells: %s" % total_living
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# Center the camera on the world
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camera.position.x = world_size.x * cell_size.x / 2
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camera.position.y = world_size.y * cell_size.y / 2
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if not is_paused: generation_timer.start()
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## Check a cell against the Conway rules and return True if cell should be alive
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## The logic in this could be cleaned up pretty easily. Only verbose for understanding.
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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 = cell_states[pos.x][pos.y] == CellStates.ALIVE
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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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elif currently_alive and neighbors > 3:
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return false
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# Rule 4 - Any dead cell with exactly 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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@warning_ignore("incompatible_ternary")
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var x_min = 0 if pos.x - 1 < 0 else pos.x - 1
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@warning_ignore("incompatible_ternary")
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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 cell_states[x][y] == CellStates.ALIVE:
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count += 1
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return count
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func end_world_generation() -> void:
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# Determine which generation first stalled
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var current_world_hash: int = cell_states.hash()
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var colliding = previous_generation_hashes.filter(func(gen): return gen.hash == current_world_hash)
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var stalled_generation = colliding[0].generation
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messages_label.text = "Detected Stalled Evolution Starting at Generation %s" % stalled_generation
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messages_label.visible = true
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evolution_is_stalled = true
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## Get the number of previous generation results that collide with the current hash
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func get_colliding_hash_count(input_hash: int) -> int:
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var count = 0
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for gen in previous_generation_hashes:
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count += int(gen.hash == input_hash)
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return count
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## Loop through world to generate cell states, hide/show cells depending on state
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func process_generation() -> void:
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if evolution_is_stalled: return
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update_previous_generation_hashes()
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if previous_generation_hashes[previous_generation_hashes.size()-1].collisions >= collision_count_limit:
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return end_world_generation()
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generation += 1
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total_living = 0
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var rs := RenderingServer
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var new_states: Array= []
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for x in range(world_size.x):
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new_states.append([])
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new_states[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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var is_alive = cell_is_alive(pos)
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total_living += int(is_alive)
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new_states[x][y] = int(is_alive)
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rs.canvas_item_set_visible(cell_ids[x][y], is_alive)
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cell_states = new_states
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## Update the previous run hash and generation ids
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## We only store the last `previous_generation_count` number of results
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func update_previous_generation_hashes() -> void:
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if previous_generation_hashes.size() < previous_generation_count:
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previous_generation_hashes.resize(previous_generation_count)
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previous_generation_hashes.fill({"generation": 0, "hash": 0, "collisions": 0})
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# Remove the oldest generation information
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previous_generation_hashes.remove_at(0)
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var generation_hash := cell_states.hash()
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previous_generation_hashes.append({
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"generation": generation,
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"hash": generation_hash,
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"collisions": get_colliding_hash_count(generation_hash),
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})
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## Toggle Pause UI and Start/Stop Generation Timer
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func toggle_pause() -> void:
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is_paused = !is_paused
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background_ui.visible = is_paused
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if is_paused: generation_timer.stop()
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else: generation_timer.start()
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## Loop over cell_ids and free the resource in the RenderingServer
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## Clear cell_ids and cell_states
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func clear_world() -> void:
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for row in cell_ids:
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for id in row:
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RenderingServer.free_rid(id)
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cell_ids = []
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cell_states = []
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## Create the cell using the rendering server
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## This is only performed on initial world generation
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func create_cell(pos: Vector2, visible_cell: bool = true) -> RID:
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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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rs.canvas_item_set_visible(cell_instance, visible_cell)
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return cell_instance
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## Generate the world with cells in random states (alive or dead)
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func generate_world() -> void:
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for x in range(world_size.x):
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cell_ids.append([])
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cell_ids[x].resize(world_size.x)
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cell_states.append([])
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cell_states[x].resize(world_size.x)
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for y in range(world_size.y):
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var is_alive: int = randi_range(CellStates.DEAD, CellStates.ALIVE)
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total_living += is_alive
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cell_states[x][y] = is_alive
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cell_ids[x][y] = create_cell(Vector2(x, y), bool(is_alive))
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func _on_generation_timer_timeout() -> void:
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process_generation()
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debug_generation_counter.text = "Generation: %s" % generation
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debug_living_cells_counter.text = "Living Cells: %s" % total_living
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generation_timer.start()
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func _on_generation_speed_drag_ended(value_changed: bool) -> void:
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var speed = generation_speed.value - 1
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if value_changed:
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generation_timer.wait_time = timer_speeds[speed]
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func _on_quit_button_pressed() -> void:
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get_tree().quit()
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func _on_run_button_pressed() -> void:
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if generation_seed.text.strip_edges():
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world_seed = int(generation_seed.text)
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else:
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world_seed = randi()
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world_size = Vector2(int(generation_world_size_x.text), int(generation_world_size_y.text))
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debug_ui.visible = true
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generation_ui.visible = false
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background_ui.visible = false
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messages_label.visible = false
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seed(world_seed)
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start_conway()
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func _on_start_paused_button_toggled(button_pressed: bool) -> void:
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is_paused = button_pressed
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func _on_world_seed_generate_pressed() -> void:
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generation_seed.text = str(randi())
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func _exit_tree() -> void:
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clear_world()
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