127 lines
4.2 KiB
C++
127 lines
4.2 KiB
C++
// Copyright (c) 2013 Adobe Systems Inc
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdint.h>
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#include "AS3/AS3.h"
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// A terribly slow implementation of conway's game of life.
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// for a better implementation see this: http://tomas.rokicki.com/hlife/
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bool *universe_current, *universe_future;
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uint32_t xd, yd;
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void setCell(uint32_t x, uint32_t y, bool status)
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{
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x %= xd;
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y %= yd;
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universe_future[x + (y*xd)] = status;
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}
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bool isAlive(uint32_t x, uint32_t y)
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{
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x %= xd;
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y %= yd;
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return universe_current[x + (y*xd)];
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}
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extern "C" void updateUniverse()
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{
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// Apply the rules to the current universe to generate the next
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for(uint32_t x=0; x<xd; x++) {
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for(uint32_t y=0; y<yd; y++) {
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int livecount = 0;
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livecount += isAlive(x-1,y);
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livecount += isAlive(x-1,y-1);
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livecount += isAlive(x,y-1);
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livecount += isAlive(x+1,y-1);
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livecount += isAlive(x+1,y);
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livecount += isAlive(x+1,y+1);
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livecount += isAlive(x,y+1);
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livecount += isAlive(x-1,y+1);
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setCell(x, y, isAlive(x,y));
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if(isAlive(x, y)) {
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// Rules 1,2,3:
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// A live cell with fewer than 2 or greater than 3 live
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// neighbours dies.
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if(livecount != 2 && livecount != 3)
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setCell(x, y, false);
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} else {
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// Rules 4:
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// A dead cell with three live neighbours comes to life.
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if(livecount == 3)
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setCell(x, y, true);
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}
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}
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}
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// flip universes
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bool *tmp = universe_current;
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universe_current = universe_future;
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universe_future = tmp;
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// update the bitmap
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for(uint32_t x=0; x<xd; x++) {
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for(uint32_t y=0; y<yd; y++) {
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inline_as3(
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"import com.adobe.flascc.CModule;\n"
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"import flash.display.BitmapData;\n"
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"import flash.display.Graphics;\n"
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"import flash.display.Stage;\n"
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"var x:uint = %0 * 3;\n"
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"var y:uint = %1 * 3;\n"
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"var c:uint = %2 ? 0x0 : 0xFFFFFF;\n"
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"CModule.activeConsole.bmd.setPixel32(x, y, c);\n"
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"CModule.activeConsole.bmd.setPixel32(x+1, y, c);\n"
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"CModule.activeConsole.bmd.setPixel32(x+1, y+1, c);\n"
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"CModule.activeConsole.bmd.setPixel32(x, y+1, c);\n"
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: : "r"(x), "r"(y), "r"(isAlive(x, y))
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);
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}
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}
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}
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int main()
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{
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inline_as3(
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"import com.adobe.flascc.CModule;\n"
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"import flash.display.Bitmap;\n"
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"import flash.display.BitmapData;\n"
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"%0 = CModule.rootSprite.stage.stageWidth/3;\n"
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"%1 = CModule.rootSprite.stage.stageHeight/3;\n"
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: "=r"(xd), "=r"(yd) :
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);
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universe_current = new bool[xd*yd];
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universe_future = new bool[xd*yd];
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for(uint32_t x=0; x<xd; x++) {
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for(uint32_t y=0; y<yd; y++) {
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universe_current[x + y*xd] = rand()%2;
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universe_future[x + y*xd] = false;
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}
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}
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AS3_GoAsync();
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}
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