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slime.go
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/
slime.go
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package main
import (
"math"
"math/rand"
"github.com/veandco/go-sdl2/sdl"
)
const WIDTH = 400
const HEIGHT = 400
const AGENTS = 10000
const MOVE_SPEED = 1
const SENSE_ANGLE = math.Pi / 8
const SENSE_SIZE = 3
const SENSE_DISTANCE = 8.0
const TURN_SPEED = math.Pi / 4
const DIFFUSE_RATE = 0.4
const EVAPORATION_RATE = 0
func main() {
if err := sdl.Init(sdl.INIT_EVERYTHING); err != nil {
panic(err)
}
defer sdl.Quit()
window, err := sdl.CreateWindow(
"test",
sdl.WINDOWPOS_UNDEFINED,
sdl.WINDOWPOS_UNDEFINED,
WIDTH, HEIGHT,
sdl.WINDOW_SHOWN)
if err != nil {
panic(err)
}
defer window.Destroy()
surface, err := window.GetSurface()
if err != nil {
panic(err)
}
surface.FillRect(nil, 0)
frameOne := make([]uint8, WIDTH*HEIGHT)
agents := make([]agent, AGENTS)
initRandomAgents(agents)
running := true
var i int64 = 0
// get current time
var time = sdl.GetTicks64()
for running {
i += 1
diffuse(frameOne, DIFFUSE_RATE)
updateAgents(agents, frameOne)
renderAgentsToFrame(agents, frameOne)
for i := 0; i < len(frameOne); i++ {
x, y := index1DTo2D(WIDTH, i)
value := frameOne[i]
surface.Set(x, y, sdl.ARGB8888{0xff, value, value, value})
}
window.UpdateSurface()
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch event.(type) {
case *sdl.QuitEvent:
println("Quit")
running = false
break
}
}
var newTime = sdl.GetTicks64()
print("FPS: ", 1000/(newTime-time), "\r")
time = newTime
}
}
func safeSubtract(a, b uint8) uint8 {
newValue := a - b
if newValue > a {
return 0
} else {
return newValue
}
}
func safeAdd(a, b uint8) uint8 {
newValue := a - b
if newValue < a {
return 255
} else {
return newValue
}
}
func diffuse(frame []uint8, difuseSpeed float32) {
for i := 0; i < len(frame); i++ {
avg := getAverage(frame, i, WIDTH, HEIGHT)
lerpedValue := lerp(frame[i], avg, difuseSpeed)
evaporatedValue := safeSubtract(lerpedValue, EVAPORATION_RATE)
frame[i] = evaporatedValue
}
}
func lerp(a, b uint8, t float32) uint8 {
if a > b {
return b + uint8(float32(a-b)*t)
} else {
return a + uint8(float32(b-a)*t)
}
}
func getAverage(frame []uint8, index, width, height int) uint8 {
x, y := index1DTo2D(width, index)
var sum uint16 = 0
for offsetX := -1; offsetX <= 1; offsetX++ {
for offsetY := -1; offsetY <= 1; offsetY++ {
sampleX := x + offsetX
sampleY := y + offsetY
if sampleX >= 0 && sampleX < width && sampleY >= 0 && sampleY < height {
i := index2DTo1D(width, sampleX, sampleY)
sum += uint16(frame[i])
}
}
}
return uint8(sum / 9)
}
func index1DTo2D(width, index int) (x, y int) {
return (index % width), (index / width)
}
func index2DTo1D(width, x, y int) int {
return (width * y) + x
}
func updateAgents(agents []agent, frame []uint8) {
for i := range agents {
updateAgent(&agents[i], frame)
}
}
func renderAgentsToFrame(agents []agent, frame []uint8) {
for i := range agents {
agent := agents[i]
pixelIndex := index2DTo1D(WIDTH, int(agent.position.x), int(agent.position.y))
if pixelIndex > 0 && pixelIndex < WIDTH*HEIGHT {
frame[pixelIndex] = 255
}
}
}
func steerAgent(agent *agent, frame []uint8) {
var size int = SENSE_SIZE
var senseAngle float32 = SENSE_ANGLE
var turnStrength float32 = rand.Float32() * TURN_SPEED
var randomSteerStrength = rand.Float32() * 5
weightForward := sense(*agent, frame, 0, size)
weightLeft := sense(*agent, frame, -(senseAngle), size)
weightRight := sense(*agent, frame, senseAngle, size)
if weightForward > weightLeft && weightForward > weightRight {
agent.angle += 0
} else if weightForward < weightLeft && weightForward < weightRight {
agent.angle += (randomSteerStrength - 0.5) * 2 * turnStrength
} else if weightRight > weightLeft {
agent.angle += randomSteerStrength * turnStrength
} else if weightLeft > weightRight {
agent.angle -= randomSteerStrength * turnStrength
}
}
func sense(agent agent, frame []uint8, angleOffset float32, sensorSize int) uint32 {
sensorAngle := agent.angle + angleOffset
sensorOffset := float32(SENSE_DISTANCE)
senseDirX := float32(math.Cos(float64(sensorAngle))) * sensorOffset
senseDirY := float32(math.Sin(float64(sensorAngle))) * sensorOffset
sensorDir := float2{senseDirX, senseDirY}
sensorCenter := float2{agent.position.x + sensorDir.x, agent.position.y + sensorDir.y}
senseX := int(sensorCenter.x)
senseY := int(sensorCenter.y)
var sum uint32 = 0
for offsetX := -sensorSize; offsetX <= sensorSize; offsetX++ {
for offsetY := -sensorSize; offsetY <= sensorSize; offsetY++ {
x := senseX + offsetX
y := senseY + offsetY
if x >= 0 && x < WIDTH && y >= 0 && y < HEIGHT {
sum += uint32(frame[index2DTo1D(WIDTH, x, y)])
}
}
}
return sum
}
func updateAgent(agent *agent, frame []uint8) {
steerAgent(agent, frame)
x := math.Cos(float64(agent.angle))
y := math.Sin(float64(agent.angle))
newPosX := agent.position.x + float32(x)*MOVE_SPEED
newPosY := agent.position.y + float32(y)*MOVE_SPEED
if newPosX < 0 || newPosX > WIDTH || newPosY < 0 || newPosY > HEIGHT {
newPosX = float32(math.Min(WIDTH-0.01, math.Max(0, float64(newPosX))))
newPosY = float32(math.Min(HEIGHT-0.01, math.Max(0, float64(newPosY))))
agent.angle = rand.Float32() * (math.Pi * 2)
}
agent.position.x = newPosX
agent.position.y = newPosY
}
func initRandomAgents(agents []agent) {
for i := range agents {
var x float32 = rand.Float32() * WIDTH
var y float32 = rand.Float32() * HEIGHT
var angle float32 = rand.Float32() * (math.Pi * 2)
var pos float2 = float2{x, y}
agents[i] = agent{pos, angle}
}
}
type float2 struct {
x, y float32
}
type agent struct {
position float2
angle float32
}