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 gneration_cell_size_x: LineEdit = $UI/WorldGeneration/VBoxContainer/CellSize/Input_x
@onready var gneration_cell_size_y: LineEdit = $UI/WorldGeneration/VBoxContainer/CellSize/Input_y
## Other
@onready var camera: Camera2D = $Camera2D
@onready var generation_timer: Timer = $GenerationTimer
@export var world_seed: int
@export var cell_size: Vector2 = Vector2(16, 16)
@export var cell_texture: Texture2D
@export var world_size: Vector2 = Vector2(32, 32)
var cell_instance
var generation: int = 1
var is_paused: int = false
var total_living: int = 0
var world: Array = []
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"):
is_paused = !is_paused
background_ui.visible = is_paused
if event.is_action_pressed("Menu"):
is_paused = true
background_ui.visible = true
generation_ui.visible = true
update_generation_ui()
#
# UI
#
## Update the Gneration 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)
gneration_cell_size_x.text = str(cell_size.x)
gneration_cell_size_x.text = str(cell_size.y)
#
# Conway Specific
#
func start_conway() -> void:
debug_world_seed.text = "World Seeed: %s" % world_seed
is_paused = false
generate_world()
generation_timer.start()
# 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
## Check a cell against the Conway rules and return True if cell shoudl 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 = world[pos.x][pos.y] is RID
# 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 world[x][y] is RID:
count += 1
return count
## Loop through the world and create or kill cells depending on rules
func process_generation() -> void:
if is_paused: return
generation += 1
total_living = 0
var new_world: Array= []
for x in range(world_size.x):
new_world.append([])
new_world[x].resize(world_size.x)
for y in range(world_size.y):
var pos = Vector2(x, y)
if cell_is_alive(pos):
total_living += 1
new_world[x][y] = create_cell(pos)
else:
new_world[x][y] = kill_cell(pos)
world = new_world
## Create the cell using the rendering server
func create_cell(pos: Vector2) -> RID:
if world[pos.x][pos.y] is RID: return world[pos.x][pos.y]
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)
return cell_instance
## Remove the cell from the RenderingServer, if it exists
func kill_cell(pos: Vector2) -> CellStates:
if world[pos.x][pos.y] is RID:
RenderingServer.free_rid(world[pos.x][pos.y])
return CellStates.DEAD
## Generate the world with cells in random states (alive or dead)
func generate_world() -> void:
for x in range(world_size.x):
world.append([])
world[x].resize(world_size.x)
for y in range(world_size.y):
if randi_range(0, 1):
total_living += 1
world[x][y] = create_cell(Vector2(x, y))
else:
world[x][y] = CellStates.DEAD
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 not generation_seed.text.strip_edges():
world_seed = randi()
else:
world_seed = int(generation_seed.text)
world_size = Vector2(int(generation_world_size_x.text), int(generation_world_size_y.text))
cell_size = Vector2(int(gneration_cell_size_x.text), int(gneration_cell_size_x.text))
debug_ui.visible = true
generation_ui.visible = false
background_ui.visible = false
seed(world_seed)
start_conway()
func _on_world_seed_generate_pressed() -> void:
generation_seed.text = str(randi())