Godot version of Conway's game of life
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## Conway's Game of Life
## Rule 1 - Any live cell with fewer than two live neighbours dies (underpopulation)
## Rule 2 - Any live cell with two or three live neighbours lives
## Rule 3 - Any live cell with more than three live neighbours dies (overpopulation)
## Rule 4 - Any dead cell with exactly three live neighbours becomes a live cell (reproduction)
extends Node2D
enum CellStates {
DEAD,
ALIVE,
}
## UI
@onready var background_ui: Control = $UI/Background
@onready var debug_ui: MarginContainer = $UI/Debug
@onready var debug_generation_counter: Label = $UI/Debug/VBoxContainer/GenerationCounter
@onready var debug_living_cells_counter: Label = $UI/Debug/VBoxContainer/LivingCellsCounter
@onready var debug_world_seed: Label = $UI/Debug/VBoxContainer/WorldSeed
@onready var generation_ui: MarginContainer = $UI/WorldGeneration
@onready var generation_seed: LineEdit = $UI/WorldGeneration/VBoxContainer/Seed/Input
@onready var generation_world_size_x: LineEdit = $UI/WorldGeneration/VBoxContainer/WorldSize/Input_x
@onready var generation_world_size_y: LineEdit = $UI/WorldGeneration/VBoxContainer/WorldSize/Input_y
@onready var generation_cell_size_x: LineEdit = $UI/WorldGeneration/VBoxContainer/CellSize/Input_x
@onready var generation_cell_size_y: LineEdit = $UI/WorldGeneration/VBoxContainer/CellSize/Input_y
@onready var start_paused_button: CheckBox = $UI/WorldGeneration/VBoxContainer/FinalRow/StartPausedButton
@onready var messages_label: Label = $UI/Messages/Label
## Other
@onready var camera: Camera2D = $Camera2D
@onready var generation_timer: Timer = $GenerationTimer
@export var world_seed: int ## The seed utilized for generation of the world
@export var cell_size: Vector2 = Vector2(16, 16) ## Size of each cell image
@export var cell_texture: Texture2D ## Testure for each cell
@export var world_size: Vector2 = Vector2(32, 32) ## The size of the world
@export var zoom_increment: Vector2 = Vector2(0.1, 0.1)
var cell_instance
var evolution_is_stalled: bool = false
var generation: int = 1
var is_paused: bool = false
var total_living: int = 0
var cell_ids: Array = [] # Store cell RIDs
var cell_states: Array = []
var previous_generation_hashes: Array = [] # Store the generation related to the hashes
var previous_generation_count: int = 10 # Number of generations to check for evolution stalling
# Number of collisions to consider evolution stalled
# The higher the number, the less likely to catch oscillators
# Consider the previous_generation_count as this may need to increase for larger counts
# 4 Collisions out of 10 previous_generation_count seems reasonable although it may not be quite enough
var collision_count_limit: int = 4
func _ready() -> void:
update_generation_ui()
debug_ui.visible = false
background_ui.visible = true
generation_ui.visible = true
func _input(event: InputEvent) -> void:
if event.is_action_pressed("Pause"):
toggle_pause()
if is_paused and event.is_action_pressed("Next Generation"):
process_generation()
debug_generation_counter.text = "Generation: %s" % generation
debug_living_cells_counter.text = "Living Cells: %s" % total_living
if event.is_action_pressed("Menu"):
toggle_pause()
update_generation_ui()
generation_ui.visible = is_paused
if event.is_action_pressed("Zoom In"):
camera.zoom += zoom_increment
if event.is_action_pressed("Zoom Out"):
camera.zoom -= zoom_increment
if event.is_action_pressed("Reset Zoom"):
camera.zoom = Vector2.ONE
#
# UI
#
## Update the Generation UI with the current settings
func update_generation_ui() -> void:
if world_seed:
generation_seed.text = str(world_seed)
else:
generation_seed.text = str(randi())
generation_world_size_x.text = str(world_size.x)
generation_world_size_y.text = str(world_size.y)
generation_cell_size_x.text = str(cell_size.x)
generation_cell_size_y.text = str(cell_size.y)
start_paused_button.button_pressed = false
#
# Conway Specific
#
func start_conway() -> void:
clear_world()
generate_world()
generation = 1
evolution_is_stalled = false
debug_world_seed.text = "World Seeed: %s" % world_seed
debug_generation_counter.text = "Generation: %s" % generation
debug_living_cells_counter.text = "Living Cells: %s" % total_living
# Center the camera on the world
camera.position.x = world_size.x * cell_size.x / 2
camera.position.y = world_size.y * cell_size.y / 2
if not is_paused: generation_timer.start()
## Check a cell against the Conway rules and return True if cell should be alive
## The logic in this could be cleaned up pretty easily. Only verbose for understanding.
func cell_is_alive(pos: Vector2) -> bool:
var neighbors := count_living_neighbors(pos)
var currently_alive = cell_states[pos.x][pos.y] == CellStates.ALIVE
# Rule 1 - Any live cell with fewer than two live neighbours dies (underpopulation)
if currently_alive and neighbors < 2:
return false
# Rule 2 - Any live cell with two or three live neighbours lives
elif currently_alive and (neighbors == 2 or neighbors == 3):
return true
# Rule 3 - Any live cell with more than three live neighbours dies (overpopulation)
elif currently_alive and neighbors > 3:
return false
# Rule 4 - Any dead cell with exactly three live neighbours becomes a live cell (reproduction)
elif not currently_alive and neighbors == 3:
return true
return false
## Count all neighbors surrounding a cell
func count_living_neighbors(pos: Vector2) -> int:
var count := 0
@warning_ignore("incompatible_ternary")
var x_min = 0 if pos.x - 1 < 0 else pos.x - 1
@warning_ignore("incompatible_ternary")
var y_min = 0 if pos.y - 1 < 0 else pos.y - 1
var x_max = world_size.x if pos.x + 2 > world_size.x else pos.x + 2
var y_max = world_size.y if pos.y + 2 > world_size.y else pos.y + 2
for x in range(x_min, x_max):
for y in range(y_min, y_max):
if x == pos.x and y == pos.y: continue # Current cell - Don't count
if cell_states[x][y] == CellStates.ALIVE:
count += 1
return count
func end_world_generation() -> void:
# Determine which generation first stalled
var current_world_hash: int = cell_states.hash()
var colliding = previous_generation_hashes.filter(func(gen): return gen.hash == current_world_hash)
var stalled_generation = colliding[0].generation
messages_label.text = "Detected Stalled Evolution Starting at Generation %s" % stalled_generation
messages_label.visible = true
evolution_is_stalled = true
## Get the number of previous generation results that collide with the current hash
func get_colliding_hash_count(input_hash: int) -> int:
var count = 0
for gen in previous_generation_hashes:
count += int(gen.hash == input_hash)
return count
## Loop through world to generate cell states, hide/show cells depending on state
func process_generation() -> void:
if evolution_is_stalled: return
update_previous_generation_hashes()
if previous_generation_hashes[previous_generation_hashes.size()-1].collisions >= collision_count_limit:
return end_world_generation()
generation += 1
total_living = 0
var rs := RenderingServer
var new_states: Array= []
for x in range(world_size.x):
new_states.append([])
new_states[x].resize(world_size.x)
for y in range(world_size.y):
var pos = Vector2(x, y)
var is_alive = cell_is_alive(pos)
total_living += int(is_alive)
new_states[x][y] = int(is_alive)
rs.canvas_item_set_visible(cell_ids[x][y], is_alive)
cell_states = new_states
## Update the previous run hash and generation ids
## We only store the last `previous_generation_count` number of results
func update_previous_generation_hashes() -> void:
if previous_generation_hashes.size() < previous_generation_count:
previous_generation_hashes.resize(previous_generation_count)
previous_generation_hashes.fill({"generation": 0, "hash": 0, "collisions": 0})
# Remove the oldest generation information
previous_generation_hashes.remove_at(0)
var generation_hash := cell_states.hash()
previous_generation_hashes.append({
"generation": generation,
"hash": generation_hash,
"collisions": get_colliding_hash_count(generation_hash),
})
## Toggle Pause UI and Start/Stop Generation Timer
func toggle_pause() -> void:
is_paused = !is_paused
background_ui.visible = is_paused
if is_paused: generation_timer.stop()
else: generation_timer.start()
## Loop over cell_ids and free the resource in the RenderingServer
## Clear cell_ids and cell_states
func clear_world() -> void:
for row in cell_ids:
for id in row:
RenderingServer.free_rid(id)
cell_ids = []
cell_states = []
## Create the cell using the rendering server
## This is only performed on initial world generation
func create_cell(pos: Vector2, visible_cell: bool = true) -> RID:
var rs = RenderingServer
cell_instance = rs.canvas_item_create()
rs.canvas_item_set_parent(cell_instance, get_canvas_item())
var rect: Rect2 = Rect2(-cell_size.x/2, -cell_size.y/2, cell_size.x, cell_size.y) # Centered with cell size
rs.canvas_item_add_texture_rect(cell_instance, rect, cell_texture)
var pos_fixed = Vector2(pos.x * cell_size.x, pos.y * cell_size.y)
var trans = Transform2D(0, pos_fixed)
rs.canvas_item_set_transform(cell_instance, trans)
rs.canvas_item_set_visible(cell_instance, visible_cell)
return cell_instance
## Generate the world with cells in random states (alive or dead)
func generate_world() -> void:
for x in range(world_size.x):
cell_ids.append([])
cell_ids[x].resize(world_size.x)
cell_states.append([])
cell_states[x].resize(world_size.x)
for y in range(world_size.y):
var is_alive: int = randi_range(CellStates.DEAD, CellStates.ALIVE)
total_living += is_alive
cell_states[x][y] = is_alive
cell_ids[x][y] = create_cell(Vector2(x, y), bool(is_alive))
update_previous_generation_hashes()
func _on_generation_timer_timeout() -> void:
process_generation()
debug_generation_counter.text = "Generation: %s" % generation
debug_living_cells_counter.text = "Living Cells: %s" % total_living
generation_timer.start()
func _on_quit_button_pressed() -> void:
get_tree().quit()
func _on_run_button_pressed() -> void:
if generation_seed.text.strip_edges():
world_seed = int(generation_seed.text)
else:
world_seed = randi()
world_size = Vector2(int(generation_world_size_x.text), int(generation_world_size_y.text))
cell_size = Vector2(int(generation_cell_size_x.text), int(generation_cell_size_y.text))
debug_ui.visible = true
generation_ui.visible = false
background_ui.visible = false
messages_label.visible = false
seed(world_seed)
start_conway()
func _on_start_paused_button_toggled(button_pressed: bool) -> void:
is_paused = button_pressed
func _on_world_seed_generate_pressed() -> void:
generation_seed.text = str(randi())
func _exit_tree() -> void:
clear_world()