mirror of
https://github.com/irmen/prog8.git
synced 2024-11-24 13:32:28 +00:00
124 lines
4.1 KiB
Lua
124 lines
4.1 KiB
Lua
; conway's game of life.
|
|
|
|
%import math
|
|
%import textio
|
|
|
|
life {
|
|
const ubyte WIDTH = 40
|
|
const ubyte HEIGHT = 30
|
|
const uword STRIDE = $0002+WIDTH
|
|
uword world1 = memory("world1", (WIDTH+2)*(HEIGHT+2), 0)
|
|
uword world2 = memory("world2", (WIDTH+2)*(HEIGHT+2), 0)
|
|
uword @requirezp active_world = world1
|
|
|
|
sub benchmark(uword max_time) -> uword {
|
|
txt.clear_screen()
|
|
sys.memset(world1, (WIDTH+2)*(HEIGHT+2), 0)
|
|
sys.memset(world2, (WIDTH+2)*(HEIGHT+2), 0)
|
|
|
|
set_start_gen()
|
|
|
|
uword gen
|
|
cbm.SETTIM(0,0,0)
|
|
|
|
while cbm.RDTIM16()<max_time {
|
|
next_gen()
|
|
gen++
|
|
}
|
|
|
|
return gen
|
|
}
|
|
|
|
sub set_start_gen() {
|
|
|
|
; some way to set a custom start generation:
|
|
; str start_gen = " " +
|
|
; " " +
|
|
; " " +
|
|
; " ** " +
|
|
; " * * " +
|
|
; " * " +
|
|
; " * * " +
|
|
; " ****** " +
|
|
; " " +
|
|
; " " +
|
|
; " " +
|
|
; " " +
|
|
; " " +
|
|
; " " +
|
|
; " " +
|
|
; " "
|
|
;
|
|
; for y in 0 to 15 {
|
|
; for x in 0 to 15 {
|
|
; if start_gen[y*16 + x]=='*'
|
|
; active_world[offset + x] = 1
|
|
; }
|
|
; offset += STRIDE
|
|
; }
|
|
|
|
; randomize whole world
|
|
math.rndseed(12345,9999)
|
|
uword offset = STRIDE+1
|
|
ubyte x
|
|
ubyte y
|
|
for y in 0 to HEIGHT-1 {
|
|
for x in 0 to WIDTH-1 {
|
|
active_world[offset+x] = math.rnd() & 1
|
|
}
|
|
offset += STRIDE
|
|
}
|
|
}
|
|
|
|
sub next_gen() {
|
|
const ubyte DXOFFSET = 0
|
|
const ubyte DYOFFSET = 0
|
|
ubyte[2] cell_chars = [sc:' ', sc:'●']
|
|
|
|
uword @requirezp new_world = world1
|
|
if active_world == world1
|
|
new_world = world2
|
|
|
|
; To avoid re-calculating word index lookups into the new- and active world arrays,
|
|
; we calculate the required pointer values upfront.
|
|
; Inside the loop we can use ptr+x just fine (results in efficient LDA (ptr),Y instruction because x is a byte type),
|
|
; and for each row we simply add the stride to the pointer.
|
|
; It's more readable to use active_world[offset] etc, but offset is a word value, and this produces
|
|
; inefficient assembly code because we can't use a register indexed mode in this case. Costly inside a loop.
|
|
|
|
uword @requirezp new_world_ptr = new_world + STRIDE+1-DXOFFSET
|
|
uword @requirezp active_world_ptr = active_world + STRIDE+1-DXOFFSET
|
|
|
|
ubyte x
|
|
ubyte y
|
|
for y in DYOFFSET to HEIGHT+DYOFFSET-1 {
|
|
|
|
cx16.vaddr_autoincr(1, $b000 + 256*y, 0, 2) ; allows us to use simple Vera data byte assigns later instead of setchr() calls
|
|
|
|
for x in DXOFFSET to WIDTH+DXOFFSET-1 {
|
|
; count the living neighbors
|
|
ubyte cell = @(active_world_ptr + x)
|
|
uword @requirezp ptr = active_world_ptr + x - STRIDE - 1
|
|
ubyte neighbors = @(ptr) + @(ptr+1) + @(ptr+2) +
|
|
@(ptr+STRIDE) + cell + @(ptr+STRIDE+2) +
|
|
@(ptr+STRIDE*2) + @(ptr+STRIDE*2+1) + @(ptr+STRIDE*2+2)
|
|
|
|
; apply game of life rules
|
|
if neighbors==3
|
|
cell=1
|
|
else if neighbors!=4
|
|
cell=0
|
|
@(new_world_ptr + x) = cell
|
|
|
|
; draw new cell
|
|
; txt.setchr(x,y,cell_chars[cell])
|
|
cx16.VERA_DATA0 = cell_chars[cell]
|
|
}
|
|
active_world_ptr += STRIDE
|
|
new_world_ptr += STRIDE
|
|
}
|
|
|
|
active_world = new_world
|
|
}
|
|
}
|