Author Topic: Game of Life!  (Read 9475 times)

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Offline Cobalt

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Game of Life!
« on: September 20, 2019, 12:12:14 pm »
Well more to say a Simulation of life. but made you look anyway! :D
see the original article I used to make this BASIC version: https://fiftyexamples.readthedocs.io/en/latest/life.html

I was actually looking for a way to simulate the solar system, the Sun and 9 planets orbiting at correctly scaled speeds and approx distances(so that Earth orbits 248x for 1 orbit of Pluto and ect...), A program I once had back in the early 90s out of a book from the library. thus about 26-27years later I can't recall the name of the book and the only copies of the program I have were foolishly encrypted by my 13-14 y/o self. The program titled in the book as 'Orbit'.

anyway, here is life.
Code: QB64: [Select]
  1. 'so called Game of Life, though not a real game.
  2. 'Based on mathematician, John H. Conway's 1970 simulation that he called
  3. 'the Game of Life. There is no winning or losing, just experimenting.
  4. 'Cells are kept alive with 2-3 living cells around them
  5. 'Cells are brought to life if there are 3 live cells around
  6. 'Cells Die of loneliness if there are 1-0 live cells around
  7. 'Cells are smoothered if there are 4 or more live cells around.
  8.  
  9.  
  10. Mix& = _NEWIMAGE(640, 480, 32)
  11. Cell& = _NEWIMAGE(640, 480, 32)
  12. _DELAY .15
  13. _TITLE "Game Of Life? V0.1"
  14.  
  15. CONST TRUE = -1, FALSE = NOT TRUE
  16. CONST Blue = _RGB32(0, 16, 224), Black = _RGB32(8, 8, 8), White = _RGB32(240, 240, 240)
  17. CONST MaxX = 50 'number of columns 127 max
  18. CONST SX = 500 'size of board in pixels X, 510 max(cause instruction area)
  19. CONST MaxY = 30 'number of rows 127 max
  20. CONST SY = 470 'size of board in pixels Y,480 max(screen size limitation)
  21. CONST Pass = 85 'random chance of life 0-100%(0=All live, 100=all dead, I know its backwards)
  22.  
  23. DIM SHARED Board(MaxX, MaxY) AS _BYTE, Speed!
  24. ON TIMER(T1&, .05) AgeBoard
  25. _DEST Cell&
  26. ClearBoard Board()
  27. MakeRandom Board()
  28. Speed! = .25
  29.  
  30.  Nul = _MOUSEINPUT
  31.  '--------------------INPUT-------------------------
  32.  KBD$ = UCASE$(INKEY$)
  33.  SELECT CASE KBD$
  34.   CASE CHR$(27)
  35.    ExitFlag%% = TRUE
  36.   CASE "A" 'Turn on Automatic cycle
  37.    TIMER(T1&) ON
  38.    Auto = TRUE
  39.   CASE "S" 'Step 1 turn/Turn off Automatic cycle
  40.    IF Auto THEN TIMER(T1&) OFF: Auto = FALSE
  41.    AgeBoard
  42.   CASE "C" 'Clear Board/Turn off Automatic Cycle
  43.    IF Auto THEN TIMER(T1&) OFF: Auto = FALSE
  44.    ClearBoard Board()
  45.   CASE "F" 'random Fill board grid/Turn off Automatic Cycle
  46.    IF Auto THEN TIMER(T1&) OFF: Auto = FALSE
  47.    MakeRandom Board()
  48.   CASE "Q"
  49.    Speed! = Speed! + .05
  50.    IF Speed! >= 1.5 THEN Speed! = 1.5
  51.   CASE "P"
  52.    Speed! = Speed! - .05
  53.    IF Speed! <= .05 THEN Speed! = .05
  54.  '-------------------------------------------------------
  55.  
  56.  '----------------------MOUSE----------------------------
  57.   CheckCell _MOUSEX, _MOUSEY, Board()
  58.  '-------------------------------------------------------
  59.  
  60.  '--------------------Display----------------------------
  61.  DrawGrid MaxX, MaxY
  62.  DrawCells Board()
  63.  _PUTIMAGE , Cell&, Mix&
  64.  _PRINTSTRING (520, 10), "A-automatic", _DISPLAY
  65.  _PRINTSTRING (520, 30), "S-Step by Step", _DISPLAY
  66.  _PRINTSTRING (520, 50), "C-Clear Board", _DISPLAY
  67.  _PRINTSTRING (520, 70), "F-Random Fill", _DISPLAY
  68.  _PRINTSTRING (520, 90), "Q-Slower cycles", _DISPLAY
  69.  _PRINTSTRING (520, 110), "P-Faster cycles", _DISPLAY
  70.  _PRINTSTRING (520, 130), "Speed:" + STR$(Speed!) + " sec   ", _DISPLAY
  71.  IF Auto THEN _PRINTSTRING (520, 150), "Auto:  ON", _DISPLAY ELSE _PRINTSTRING (520, 150), "Auto: OFF", _DISPLAY
  72.  _PRINTSTRING (520, 200), "Or select cells", _DISPLAY
  73.  _PRINTSTRING (520, 220), "with the mouse", _DISPLAY
  74.  '-------------------------------------------------------
  75.  IF Auto THEN _DELAY Speed! ELSE _DELAY .016
  76. LOOP UNTIL ExitFlag%% = TRUE
  77.  
  78. SUB AgeBoard ()
  79.  FOR x%% = 0 TO MaxX
  80.   FOR y%% = 0 TO MaxY
  81.  
  82.    Live%% = Check_Live(x%%, y%%) 'how many cells around the current one are alive?
  83.    IF Live%% = 3 AND (NOT Board(x%%, y%%)) THEN GiveLife x%%, y%% 'just right for NEW life!
  84.    IF Live%% <= 1 AND Board(x%%, y%%) THEN TakeLife x%%, y%% 'not enough friends
  85.    IF Live%% >= 4 AND Board(x%%, y%%) THEN TakeLife x%%, y%% 'TOO many friends
  86.  
  87.  NEXT y%%, x%%
  88.  
  89. SUB ClearBoard (B() AS _BYTE)
  90.  FOR x%% = 0 TO MaxX
  91.   FOR y%% = 0 TO MaxY
  92.    B(x%%, y%%) = FALSE
  93.  NEXT y%%, x%%
  94.  
  95. SUB MakeRandom (B() AS _BYTE)
  96.  FOR x%% = 0 TO MaxX
  97.   FOR y%% = 0 TO MaxY
  98.    IF INT(RND * 100) > Pass%% THEN B(x%%, y%%) = TRUE
  99.  NEXT y%%, x%%
  100.  
  101. FUNCTION ToggleCell (X%%, Y%%, B() AS _BYTE)
  102.  ToggleCell = NOT B(X%%, Y%%)
  103.  
  104. FUNCTION Check_Live%% (X%%, Y%%)
  105.  Result%% = 0
  106.  StartX%% = 0: StartY%% = 0
  107.  EndX%% = 0: EndY%% = 0
  108.  'check that current cells neighbors are within the grid array
  109.  IF X%% - 1 > LBOUND(Board, 1) THEN StartX%% = X%% - 1 ELSE StartX%% = X%%
  110.  IF Y%% - 1 > LBOUND(Board, 2) THEN StartY%% = Y%% - 1 ELSE StartY%% = Y%%
  111.  IF X%% + 1 <= UBOUND(Board, 1) THEN EndX%% = X%% + 1 ELSE EndX%% = X%%
  112.  IF Y%% + 1 <= UBOUND(Board, 2) THEN EndY%% = Y%% + 1 ELSE EndY%% = Y%%
  113.  FOR Ix%% = StartX%% TO EndX%%
  114.   FOR Iy%% = StartY%% TO EndY%%
  115.    'dont bother with current cell being checked so dont process it
  116.    IF Ix%% = X%% AND Iy%% = Y%% THEN ELSE IF Board(Ix%%, Iy%%) THEN Result%% = Result%% + 1
  117.   NEXT
  118.  'return the number of live cells around current cell
  119.  Check_Live = Result%%
  120.  
  121. SUB GiveLife (X%%, Y%%)
  122.  Board(X%%, Y%%) = ToggleCell(X%%, Y%%, Board())
  123.  
  124. SUB TakeLife (X%%, Y%%)
  125.  Board(X%%, Y%%) = ToggleCell(X%%, Y%%, Board())
  126.  
  127. SUB DrawGrid (X%%, Y%%)
  128.  ScaleY = SY \ MaxY
  129.  ScaleX = SX \ MaxX
  130.  LINE (0, 0)-(SX, SY), White, B
  131.  FOR Ix% = 0 TO SX STEP ScaleX
  132.   LINE (Ix%, 0)-(Ix%, SY), White
  133.  FOR Iy% = 0 TO SY STEP ScaleY
  134.   LINE (0, Iy%)-(SX, Iy%), White
  135.  
  136. SUB DrawCells (B() AS _BYTE)
  137.  ScaleY = SY \ MaxY
  138.  ScaleX = SX \ MaxX
  139.  FOR X%% = 0 TO MaxX - 1
  140.   FOR Y%% = 0 TO MaxY
  141.    IF B(X%%, Y%%) THEN LINE (1 + X%% * ScaleX, 1 + Y%% * ScaleY)-STEP(ScaleX - 1, ScaleY - 1), Blue, BF ELSE LINE (1 + X%% * ScaleX, 1 + Y%% * ScaleY)-STEP(ScaleX - 2, ScaleY - 2), Black, BF
  142.  NEXT Y%%, X%%
  143.  
  144. SUB CheckCell (X%, Y%, B() AS _BYTE)
  145.  ScaleY = SY \ MaxY
  146.  ScaleX = SX \ MaxX
  147.  MX%% = X% \ ScaleX
  148.  MY%% = Y% \ ScaleY
  149.  B(MX%%, MY%%) = ToggleCell(MX%%, MY%%, B())
  150.  _DELAY .15
  151.  

It does have a small issue I have not figured out yet, you can end up with a block of 9 in the upper left corner that never changes. Not sure what is causing that yet. Once another cell around that area is live it starts to react though.

A very simple program that could be made a lot more complex, could even give a max life time so that if a cell is live too long it dies too, or just random life where random cells just spring to life. almost endless possibilities.
Granted after becoming radioactive I only have a half-life!

Offline bplus

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Re: Game of Life!
« Reply #1 on: September 20, 2019, 01:59:10 pm »
Hi Cobalt,

So that's what you wanted that TIMER code for!

Am I missing something, I can't seem to get anything to go?

Meanwhile you might enjoy for comparison, a Quick Life sampler I made for .net some time ago (actually it is two codes combined, a basic life sampler and a favorite variation of mine):

Update: I did post it here https://www.qb64.org/forum/index.php?topic=129.0

« Last Edit: September 20, 2019, 02:00:50 pm by bplus »

Offline Cobalt

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Re: Game of Life!
« Reply #2 on: September 20, 2019, 02:34:23 pm »
Am I missing something, I can't seem to get anything to go?

Should just be able to press 'a' for automatic or 's' for step-by-step.
Granted after becoming radioactive I only have a half-life!

Offline bplus

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Re: Game of Life!
« Reply #3 on: September 20, 2019, 02:37:00 pm »
When I press "a", it just toggles Auto: ON

Offline Cobalt

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Re: Game of Life!
« Reply #4 on: September 20, 2019, 04:47:01 pm »
but the grid doesn't change?
Granted after becoming radioactive I only have a half-life!

Offline bplus

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Re: Game of Life!
« Reply #5 on: September 20, 2019, 05:05:33 pm »
No nothing else is happening, for me v 1.3, could you be using one of Steve's QB64 versions?

Well if it works for someone else, I hope they let us know.
« Last Edit: September 20, 2019, 05:09:03 pm by bplus »

Offline Cobalt

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Re: Game of Life!
« Reply #6 on: September 20, 2019, 06:54:26 pm »
do any of the other keys work? 'c' clear the grid, 'f' generate new random? not using anything special. builds with my very old 1.1b82 from Nov of 2017.

oh in 1.3 the grid is blank.. what did somebody break?  you should be seeing blue blocks in the grid. but I'm guessing you don't. not a clue. like i said works fine in 1.1 build82.
Granted after becoming radioactive I only have a half-life!

Offline bplus

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Re: Game of Life!
« Reply #7 on: September 20, 2019, 07:32:16 pm »
Well I'll B+

 
Well ding dong!.PNG


What did they break?

Offline Cobalt

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Re: Game of Life!
« Reply #8 on: September 20, 2019, 07:43:57 pm »
I don't know, works on 1.1 and 1.2(as Bplus shows) but fails to show any blue cells in 1.3!


See in Picture, NO blue cells, where are my Blue cells in QB64 1.3?!?
MissingCells.png
* MissingCells.png (Filesize: 27.79 KB, Dimensions: 1061x507, Views: 213)
« Last Edit: September 20, 2019, 09:39:03 pm by Cobalt »
Granted after becoming radioactive I only have a half-life!

Offline bplus

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Re: Game of Life!
« Reply #9 on: September 20, 2019, 08:03:17 pm »
Hi Colbalt,

A little trick I learned doing Life code about a million times:

To run through the neighbor counts of a board n x n, use an oversized array, say neighborCounts(0 to n + 1, 0 to n + 1) then the two FOR loops to count the neighbors just do so from 1 to n

For y = 1 to n
   For x = 1 to n
      neighborCounts(x, y) = the sum of the 8 neighbor cells that surround (x, y) cell
next : next

This allows the neighbor count part to take place without any worries about cells on the edge, you never do counts for those cells and you should not display them either.

Offline Cobalt

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Re: Game of Life!
« Reply #10 on: September 20, 2019, 09:42:47 pm »
Yeah, I was trying to use parts of QB64 that I've never used before, like UBOUND and LBOUND, and make the SUBs and FUNCTIONS independent of the main code so I didn't have any DIM SHARED, course that didn't work.

This was kind of like a Great Experiment on my part. Though why it doesn't seem to work in 1.3 I still don't know.
Granted after becoming radioactive I only have a half-life!

Offline bplus

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Re: Game of Life!
« Reply #11 on: September 20, 2019, 10:01:42 pm »
Was the timer part of the Great Experiment? Are you in love with it?, because you can do plenty without.

Here is core stripped down version of Life, I like to use line seeds for symmetric generations so this runs through 68 of these. Whenever a seed runs down just press spacebar, if you want to quit press escape:

Code: QB64: [Select]
  1. OPTION _EXPLICIT '   by bplus  2019-09-20
  2. DEFINT A-Z '         strip Quick Life down to bare essentials
  3. _TITLE "Core Life: press spacebar when stabilized, esc to quit"
  4. CONST xmax = 700, ymax = 700, n = 140, s = 5
  5. SCREEN _NEWIMAGE(xmax, ymax, 32)
  6. _SCREENMOVE 360, 20
  7. DIM g, x, y, r, nc 'nc is neighbor count
  8. DIM a(0 TO n + 1, 0 TO n + 1), ng(0 TO n + 1, 0 TO n + 1) 'a() is Life array, ng() is next generation
  9. COLOR &HFFFFFF00, &HFF080021: r = 68
  10. DO 'seed for Conway's Life Classic
  11.     CLS
  12.     g = 0: r = r - 1: IF r = 1 THEN r = 68
  13.     FOR y = 0 TO n + 1
  14.         FOR x = 0 TO n + 1 'for symmetric line blocks
  15.             IF y = n / 2 AND x > r AND x < (n + 1 - r) THEN a(x, y) = 1 ELSE a(x, y) = 0
  16.         NEXT
  17.     NEXT
  18.     WHILE INKEY$ <> " " AND _KEYDOWN(27) = 0 'run life until spacebar detected
  19.         FOR x = 1 TO n
  20.             FOR y = 1 TO n
  21.                 nc = a(x - 1, y - 1) + a(x - 1, y) + a(x - 1, y + 1) + a(x, y - 1) + a(x, y + 1) + a(x + 1, y - 1) + a(x + 1, y) + a(x + 1, y + 1)
  22.                 IF a(x, y) THEN ' a is alive Classic Conway's Life Rules for survival
  23.                     IF nc = 2 OR nc = 3 THEN ng(x, y) = 1 ELSE ng(x, y) = 0
  24.                 ELSE 'birth?
  25.                     IF nc = 3 THEN ng(x, y) = 1 ELSE ng(x, y) = 0
  26.                 END IF
  27.             NEXT
  28.         NEXT
  29.         CLS
  30.         FOR y = 1 TO n
  31.             FOR x = 1 TO n
  32.                 IF a(x, y) THEN 'this separates into individual cells for Classic look
  33.                     LINE ((x - 1) * s + 1, (y - 1) * s + 1)-STEP(s - 2, s - 2), &HFFFFFFFF, BF
  34.                 END IF
  35.             NEXT
  36.         NEXT
  37.         LOCATE 1, 1: PRINT "Seed:"; r; "  Gen:"; g
  38.         _DISPLAY
  39.         FOR y = 1 TO n
  40.             FOR x = 1 TO n
  41.                 a(x, y) = ng(x, y) 'load a() with next generation data
  42.             NEXT
  43.         NEXT
  44.         g = g + 1
  45.         _DISPLAY
  46.         _LIMIT 10
  47.     WEND
  48.  
  49.  

BTW seed #65 is a stable regenerating structure I've not seen before!

« Last Edit: September 20, 2019, 10:09:24 pm by bplus »

FellippeHeitor

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Re: Game of Life!
« Reply #12 on: September 20, 2019, 10:23:40 pm »
Here's a fix for it to work with vanilla 1.3. Turn this:

Code: QB64: [Select]
  1. CONST Blue = _RGB32(0, 16, 224), Black = _RGB32(8, 8, 8), White = _RGB32(240, 240, 240)

into:

Code: QB64: [Select]
  1. CONST Blue = _RGB32(0, 16, 224)
  2. CONST Black = _RGB32(8, 8, 8)
  3. CONST White = _RGB32(240, 240, 240)

We've discussed in another topic (https://www.qb64.org/forum/index.php?topic=1335.msg105344#msg105344) how consts have been hit hard recently, and that's why your blue cells weren't showing. They were being painted transparent.

I think Steve already has a fix for this in the works in his custom version. It'll probably make it to our next update. (I could be wrong... it's been discussed quite a while back)
« Last Edit: September 20, 2019, 10:26:01 pm by FellippeHeitor »

Offline bplus

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Re: Game of Life!
« Reply #13 on: September 20, 2019, 10:56:12 pm »
Well there is a mystery solved, speaking of transparent... one tiny change and

Code: QB64: [Select]
  1. OPTION _EXPLICIT '   by bplus  2019-09-20
  2. DEFINT A-Z '         strip Quick Life down to bare essentials
  3. _TITLE "Core Life: press spacebar when stabilized, esc to quit"
  4. CONST xmax = 700, ymax = 700, n = 140, s = 5
  5. SCREEN _NEWIMAGE(xmax, ymax, 32)
  6. _SCREENMOVE 360, 20
  7. DIM g, x, y, r, nc 'nc is neighbor count
  8. DIM a(0 TO n + 1, 0 TO n + 1), ng(0 TO n + 1, 0 TO n + 1) 'a() is Life array, ng() is next generation
  9. COLOR &HFFFFFF00, &HFF080021: r = 68
  10. DO 'seed for Conway's Life Classic
  11.     CLS
  12.     g = 0: r = r - 1: IF r = 1 THEN r = 68
  13.     FOR y = 0 TO n + 1
  14.         FOR x = 0 TO n + 1 'for symmetric line blocks
  15.             IF y = n / 2 AND x > r AND x < (n + 1 - r) THEN a(x, y) = 1 ELSE a(x, y) = 0
  16.         NEXT
  17.     NEXT
  18.     WHILE INKEY$ <> " " AND _KEYDOWN(27) = 0 'run life until spacebar detected
  19.         FOR x = 1 TO n
  20.             FOR y = 1 TO n
  21.                 nc = a(x - 1, y - 1) + a(x - 1, y) + a(x - 1, y + 1) + a(x, y - 1) + a(x, y + 1) + a(x + 1, y - 1) + a(x + 1, y) + a(x + 1, y + 1)
  22.                 IF a(x, y) THEN ' a is alive Classic Conway's Life Rules for survival
  23.                     IF nc = 2 OR nc = 3 THEN ng(x, y) = 1 ELSE ng(x, y) = 0
  24.                 ELSE 'birth?
  25.                     IF nc = 3 THEN ng(x, y) = 1 ELSE ng(x, y) = 0
  26.                 END IF
  27.             NEXT
  28.         NEXT
  29.         LINE (0, 0)-STEP(xmax, ymax), &H11080021, BF
  30.         FOR y = 1 TO n
  31.             FOR x = 1 TO n
  32.                 IF a(x, y) THEN 'this separates into individual cells for Classic look
  33.                     LINE ((x - 1) * s + 1, (y - 1) * s + 1)-STEP(s - 2, s - 2), &HFFFFFFFF, BF
  34.                 END IF
  35.             NEXT
  36.         NEXT
  37.         LOCATE 1, 1: PRINT "Seed:"; r; "  Gen:"; g
  38.         _DISPLAY
  39.         FOR y = 1 TO n
  40.             FOR x = 1 TO n
  41.                 a(x, y) = ng(x, y) 'load a() with next generation data
  42.             NEXT
  43.         NEXT
  44.         g = g + 1
  45.         _DISPLAY
  46.         _LIMIT 10
  47.     WEND
  48.  
  49.  


Speaking of transparent Life.PNG
* Speaking of transparent Life.PNG (Filesize: 43.73 KB, Dimensions: 704x732, Views: 200)

Offline Cobalt

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Re: Game of Life!
« Reply #14 on: September 21, 2019, 05:59:19 pm »

We've discussed in another topic (https://www.qb64.org/forum/index.php?topic=1335.msg105344#msg105344) how consts have been hit hard recently, and that's why your blue cells weren't showing. They were being painted transparent.


Whats really bad is I commented on that topic, and had completely forgotten already! Although maybe I already thought it had been fixed?
Granted after becoming radioactive I only have a half-life!