Exemple #1
0
func drawGrid(life *Life, nvg *nanovg.Context, refgrid [][]bool) {
	w, h := float32(life.w), float32(life.h)

	for y := float32(0); y < h; y++ {
		for x := float32(0); x < w; x++ {
			a, b := int(x), int(y)
			c := life.a.s[b][a]

			if refgrid[b][a] != c {
				nvg.BeginPath()
				nvg.Rect(x*5+1, y*5+1, 3, 3)

				if c {
					nvg.FillColor(nanovg.RGBA(255, 255, 255, 255))
				} else {
					nvg.FillColor(nanovg.RGBA(100, 100, 100, 255))
				}

				nvg.Fill()
				nvg.ClosePath()
			}

			refgrid[b][a] = c
		}
	}
}
Exemple #2
0
func StartGame() {
	window := initSDL()
	context := initGL(window)
	nvg := initNanovg()

	ww, wh := window.GetSize()
	gw := ww / 5
	gh := wh / 5

	life := NewLife(gw, gh)

	refgrid := make([][]bool, gh)
	for i := range refgrid {
		refgrid[i] = make([]bool, gw)
	}

	// Run the game at 15fps. This gives us about 66ms to calculate
	// and render everything. 30ms is not possible yet.
	minms := uint32(1000 / 15)
	running := true

	gl.ClearColor(0.3, 0.3, 0.32, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)

	// Draw all squares first.
	tw, th := float32(life.w), float32(life.h)
	for y := float32(0); y < th; y++ {
		for x := float32(0); x < tw; x++ {
			nvg.BeginPath()
			nvg.Rect(x*5+1, y*5+1, 3, 3)
			nvg.FillColor(nanovg.RGBA(100, 100, 100, 255))
			nvg.Fill()
			nvg.ClosePath()
		}
	}

	// Loop!
	for running {
		lt := sdl.GetTicks()

		for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
			switch t := event.(type) {
			case *sdl.QuitEvent:
				running = false
			case *sdl.KeyUpEvent:
				if t.Keysym.Sym == sdl.K_ESCAPE {
					running = false
				}
			}
		}

		life.Step()

		ww, wh := window.GetSize()
		gl.Viewport(0, 0, ww, wh)

		nvg.BeginFrame(ww, wh, 1.0)
		drawGrid(life, nvg, refgrid)
		nvg.EndFrame()

		if d := sdl.GetTicks() - lt; d < minms {
			sdl.Delay(minms - d)
		}

		sdl.GL_SwapWindow(window)
	}

	// Cleanup.
	window.Destroy()
	sdl.GL_DeleteContext(context)
	nvg.Close()
	sdl.Quit()
}