mirror of
https://github.com/irmen/prog8.git
synced 2024-11-22 15:33:02 +00:00
140 lines
4.4 KiB
Lua
140 lines
4.4 KiB
Lua
; conway's game of life.
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%import math
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%import textio
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main {
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const ubyte WIDTH = 80
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const ubyte HEIGHT = 60-4
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const uword STRIDE = $0002+WIDTH
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uword world1 = memory("world1", (WIDTH+2)*(HEIGHT+2), 0)
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uword world2 = memory("world2", (WIDTH+2)*(HEIGHT+2), 0)
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uword @requirezp active_world = world1
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sub start() {
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; cx16.set_screen_mode(3)
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txt.cls()
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txt.color(8)
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txt.plot(50,0)
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txt.print("prog8 - conway's game of life")
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sys.memset(world1, (WIDTH+2)*(HEIGHT+2), 0)
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sys.memset(world2, (WIDTH+2)*(HEIGHT+2), 0)
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set_start_gen()
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ubyte gen_add
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uword gen
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repeat {
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if gen_add==0
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cbm.SETTIM(0,0,0)
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next_gen()
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gen++
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txt.home()
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txt.color(5)
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txt.print(" gen ")
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txt.print_uw(gen)
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gen_add++
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if gen_add==10 {
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txt.print(" jiffies/10 gens: ")
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txt.print_uw(cbm.RDTIM16())
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txt.print(" ")
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gen_add=0
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}
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}
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}
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sub set_start_gen() {
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; some way to set a custom start generation:
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; str start_gen = " " +
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; " " +
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; " " +
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; " ** " +
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; " * * " +
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; " * " +
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; " * * " +
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; " ****** " +
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; " " +
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; " " +
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; " " +
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; " " +
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; " " +
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; " " +
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; " " +
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; " "
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;
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; for y in 0 to 15 {
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; for x in 0 to 15 {
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; if start_gen[y*16 + x]=='*'
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; active_world[offset + x] = 1
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; }
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; offset += STRIDE
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; }
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; randomize whole world
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uword offset = STRIDE+1
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ubyte x
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ubyte y
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for y in 0 to HEIGHT-1 {
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for x in 0 to WIDTH-1 {
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active_world[offset+x] = math.rnd() & 1
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}
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offset += STRIDE
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}
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}
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sub next_gen() {
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const ubyte DXOFFSET = 0
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const ubyte DYOFFSET = 2
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ubyte[2] cell_chars = [sc:' ', sc:'●']
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uword @requirezp new_world = world1
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if active_world == world1
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new_world = world2
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; To avoid re-calculating word index lookups into the new- and active world arrays,
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; we calculate the required pointer values upfront.
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; Inside the loop we can use ptr+x just fine (results in efficient LDA (ptr),Y instruction because x is a byte type),
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; and for each row we simply add the stride to the pointer.
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; It's more readable to use active_world[offset] etc, but offset is a word value, and this produces
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; inefficient assembly code because we can't use a register indexed mode in this case. Costly inside a loop.
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uword @requirezp new_world_ptr = new_world + STRIDE+1-DXOFFSET
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uword @requirezp active_world_ptr = active_world + STRIDE+1-DXOFFSET
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ubyte x
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ubyte y
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for y in DYOFFSET to HEIGHT+DYOFFSET-1 {
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cx16.vaddr_autoincr(1, $b000 + 256*y, 0, 2) ; allows us to use simple Vera data byte assigns later instead of setchr() calls
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for x in DXOFFSET to WIDTH+DXOFFSET-1 {
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; count the living neighbors
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ubyte cell = @(active_world_ptr + x)
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uword @requirezp ptr = active_world_ptr + x - STRIDE - 1
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ubyte neighbors = @(ptr) + @(ptr+1) + @(ptr+2) +
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@(ptr+STRIDE) + cell + @(ptr+STRIDE+2) +
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@(ptr+STRIDE*2) + @(ptr+STRIDE*2+1) + @(ptr+STRIDE*2+2)
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; apply game of life rules
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if neighbors==3
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cell=1
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else if neighbors!=4
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cell=0
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@(new_world_ptr + x) = cell
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; draw new cell
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; txt.setchr(x,y,cell_chars[cell])
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cx16.VERA_DATA0 = cell_chars[cell]
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}
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active_world_ptr += STRIDE
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new_world_ptr += STRIDE
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}
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active_world = new_world
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}
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}
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