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@@ -1,4 +0,0 @@
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[submodule "game-of-life-test/thirdparty/godot-cpp"]
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path = game-of-life-test/thirdparty/godot-cpp
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url = https://github.com/godotengine/godot-cpp.git
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branch = 4.5
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@@ -6,21 +6,12 @@ var arr := []
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var data_img: Image
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var data_img: Image
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var data_tex: ImageTexture
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var data_tex: ImageTexture
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var gol := GoL.new()
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@onready var mat: ShaderMaterial = material as ShaderMaterial
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@onready var mat: ShaderMaterial = material as ShaderMaterial
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# sim. consts
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# sim. consts
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var T := 0.01
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var T := 0.1
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var t := 0.0
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var t := 0.0
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# player (2x2 block)
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var player_alive := true
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var player_col := 10
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var player_row := 10
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var PLAYER_SHAPE := [Vector2i(0,0), Vector2i(1,0), Vector2i(0,1), Vector2i(1,1)]
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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func _ready() -> void:
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data_img = Image.create(n, n, false, Image.FORMAT_R8)
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data_img = Image.create(n, n, false, Image.FORMAT_R8)
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@@ -29,11 +20,9 @@ func _ready() -> void:
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data_tex = ImageTexture.create_from_image(data_img)
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data_tex = ImageTexture.create_from_image(data_img)
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mat.set_shader_parameter("binDataTex", data_tex)
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mat.set_shader_parameter("binDataTex", data_tex)
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mat.set_shader_parameter("n", n)
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mat.set_shader_parameter("n", n)
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# player
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# init
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_seed_clear()
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_fill_example()
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_fill_example()
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_spawn_player(20, 10)
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_upload_arr()
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_upload_arr()
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@@ -46,21 +35,10 @@ func _upload_arr() -> void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta: float) -> void:
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func _process(_delta: float) -> void:
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if Input.is_action_just_pressed("move_right"):
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_move_player(1, 0)
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if Input.is_action_just_pressed("move_left"):
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_move_player(-1, 0)
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if Input.is_action_just_pressed("move_up"):
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_move_player(0, -1)
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if Input.is_action_just_pressed("move_down"):
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_move_player(0, 1)
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t += _delta
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t += _delta
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if t >= T:
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if t >= T:
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t = 0.0
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t = 0.0
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_game_of_life_step()
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_game_of_life_step()
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# arr = gol.step_once(arr, n) # cpp step (no player)
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_track_player_after_step()
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_upload_arr()
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_upload_arr()
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func _game_of_life_step() -> void:
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func _game_of_life_step() -> void:
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@@ -92,37 +70,10 @@ func _count_neighs(x:int, y:int) -> int:
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var ny := int((y + dy + n)%n)
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var ny := int((y + dy + n)%n)
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ans += arr[ny][nx]
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ans += arr[ny][nx]
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return ans
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return ans
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func _track_player_after_step() -> void:
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if not player_alive:
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return
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var best_count := -1
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var best_shift := Vector2i(0, 0)
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# search a 5x5 neighborhood for where the 2x2 footprint moved
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for dy in range(-2, 3):
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for dx in range(-2, 3):
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var cnt := 0
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for off in PLAYER_SHAPE:
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var x:int = (player_col + off.x + dx + n) % n
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var y:int = (player_row + off.y + dy + n) % n
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cnt += arr[y][x]
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if cnt > best_count:
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best_count = cnt
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best_shift = Vector2i(dx, dy)
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# if nothing from the footprint survived, the player is dead
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if best_count <= 0:
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player_alive = false
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print("Player dead!")
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return
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player_col = (player_col + best_shift.x + n) % n
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player_row = (player_row + best_shift.y + n) % n
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func _fill_example() -> void:
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func _fill_example() -> void:
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arr.clear()
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#_checkerboard()
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#_checkerboard()
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_ship()
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_ship()
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@@ -151,46 +102,3 @@ func _ship() -> void:
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arr[2][0] = 1
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arr[2][0] = 1
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arr[2][1] = 1
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arr[2][1] = 1
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arr[2][2] = 1
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arr[2][2] = 1
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# Player
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func _write_player(val:int) -> void:
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for off in PLAYER_SHAPE:
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var x:int = (player_col + off.x + n) % n
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var y:int = (player_row + off.y + n) % n
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arr[y][x] = val
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func _spawn_player(col:int, row:int) -> void:
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player_col = (col + n) % n
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player_row = (row + n) % n
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player_alive = true
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_write_player(1)
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_upload_arr()
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func _despawn_player() -> void:
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if player_alive:
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_write_player(0)
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player_alive = false
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_upload_arr()
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func _move_player(dx:int, dy:int) -> void:
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if not player_alive:
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return
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# erase old footprint
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_write_player(0)
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# move
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player_col = (player_col + dx + n) % n
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player_row = (player_row + dy + n) % n
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# write new footprint
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_write_player(1)
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_upload_arr()
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# Clear
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func _seed_clear() -> void:
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arr.clear()
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for _y in n:
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var row := []
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for _x in n:
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row.append(0)
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arr.append(row)
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@@ -1,23 +0,0 @@
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extends Area2D
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@export var speed = 400 # How fast the player will move (pixels/sec).
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var screen_size # Size of the game window.
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func _ready() -> void:
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screen_size = get_viewport_rect().size
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func _process(delta):
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var velocity = Vector2.ZERO # The player's movement vector.
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if Input.is_action_pressed("move_right"):
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velocity.x += 1
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if Input.is_action_pressed("move_left"):
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velocity.x -= 1
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if velocity.length() > 0:
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velocity = velocity.normalized() * speed
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$AnimatedSprite2D.play()
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else:
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$AnimatedSprite2D.stop()
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position += velocity * delta
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position = position.clamp(Vector2.ZERO, screen_size)
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@@ -1 +0,0 @@
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uid://cvxhfc50fgdyb
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@@ -19,26 +19,3 @@ config/icon="res://icon.svg"
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window/size/viewport_width=1920
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window/size/viewport_width=1920
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window/size/viewport_height=1920
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window/size/viewport_height=1920
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[input]
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move_right={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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move_left={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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move_up={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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move_down={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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@@ -1,10 +0,0 @@
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bin
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*.uid
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*sconsign.dblite
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**.os
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game-of-life-test/thirdparty/godot-cpp/bin/
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game-of-life-test/thirdparty/bin/
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*.o
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*.so
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-31
@@ -1,31 +0,0 @@
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import os
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from SCons.Script import DefaultEnvironment, ARGUMENTS, Glob, Dir
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env = DefaultEnvironment()
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platform = ARGUMENTS.get("platform", "linux")
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target = ARGUMENTS.get("target", "template_debug") # or template_release
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arch = ARGUMENTS.get("arch", "x86_64")
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HERE = Dir(".").abspath
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GODOTCPP = os.path.join(HERE, "godot-cpp")
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inc_paths = [
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os.path.join(GODOTCPP, "include"),
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os.path.join(GODOTCPP, "gen", "include"),
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]
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for extra in ("godot-headers", "gdextension"):
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p = os.path.join(GODOTCPP, extra)
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if os.path.isdir(p):
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inc_paths.append(p)
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env.Append(CPPPATH=inc_paths)
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env.Append(LIBPATH=[os.path.join(GODOTCPP, "bin")])
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env.Append(CXXFLAGS=["-std=c++17", "-fPIC"])
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env.Append(LIBS=[f"godot-cpp.{platform}.{target}.{arch}"])
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outdir = os.path.join(HERE, "bin")
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os.makedirs(outdir, exist_ok=True)
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soname = f"gol.{platform}.{'debug' if target == 'template_debug' else 'release'}.{arch}"
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env.SharedLibrary(target=os.path.join(outdir, soname), source=Glob("src/*.cpp"))
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-1
Submodule game-of-life-test/thirdparty/godot-cpp deleted from abe94570a1.
@@ -1,9 +0,0 @@
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[configuration]
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entry_symbol = "gol_library_init"
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compatibility_minimum = "4.5" ; required in 4.5+
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reloadable = true
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[libraries]
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linux.debug.x86_64 = "res://thirdparty/bin/libgol.linux.debug.x86_64"
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-75
@@ -1,75 +0,0 @@
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// src/gol.cpp
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#include <gdextension_interface.h>
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#include <godot_cpp/classes/ref_counted.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/core/defs.hpp>
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#include <godot_cpp/godot.hpp>
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#include <godot_cpp/variant/array.hpp>
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using namespace godot;
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class GoL : public RefCounted {
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GDCLASS(GoL, RefCounted);
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static void _bind_methods() {
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ClassDB::bind_method(D_METHOD("step_once", "arr", "n"), &GoL::step_once);
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}
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static int neighs(const Array &a, int n, int x, int y) {
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int s = 0;
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for (int dy = -1; dy <= 1; ++dy) {
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for (int dx = -1; dx <= 1; ++dx) {
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if (dx == 0 && dy == 0)
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continue;
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const int nx = ((x + dx) % n + n) % n;
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const int ny = ((y + dy) % n + n) % n;
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const Array row = a[ny];
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s += (int)row[nx];
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}
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}
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return s;
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}
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public:
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Array step_once(const Array &arr, int n) const {
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Array next;
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next.resize(n);
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for (int y = 0; y < n; ++y) {
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Array row;
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row.resize(n);
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const Array crow = arr[y];
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for (int x = 0; x < n; ++x) {
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const bool alive = ((int)crow[x]) == 1;
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const int cn = neighs(arr, n, x, y);
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row.set(x, alive ? int(cn == 2 || cn == 3) : int(cn == 3));
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}
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next.set(y, row);
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}
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return next;
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}
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};
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extern "C" GDExtensionBool GDE_EXPORT
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gol_library_init(GDExtensionInterfaceGetProcAddress get_proc_address,
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GDExtensionClassLibraryPtr library,
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GDExtensionInitialization *r_initialization) {
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static GDExtensionBinding::InitObject init(get_proc_address, library,
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r_initialization);
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init.register_initializer([](ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE)
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return;
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ClassDB::register_class<GoL>();
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});
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init.register_terminator([](ModuleInitializationLevel /*p_level*/) {
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// no-op
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});
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init.set_minimum_library_initialization_level(
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MODULE_INITIALIZATION_LEVEL_SCENE);
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return init.init();
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}
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