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ChaoticByte 2025-08-21 18:16:10 +02:00
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14
go.mod Normal file
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module github.com/ChaoticByte/xels
go 1.24.5
require github.com/hajimehoshi/ebiten/v2 v2.8.8
require (
github.com/ebitengine/gomobile v0.0.0-20240911145611-4856209ac325 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.8.0 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/sync v0.8.0 // indirect
golang.org/x/sys v0.25.0 // indirect
)

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go.sum Normal file
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github.com/ebitengine/gomobile v0.0.0-20240911145611-4856209ac325 h1:Gk1XUEttOk0/hb6Tq3WkmutWa0ZLhNn/6fc6XZpM7tM=
github.com/ebitengine/gomobile v0.0.0-20240911145611-4856209ac325/go.mod h1:ulhSQcbPioQrallSuIzF8l1NKQoD7xmMZc5NxzibUMY=
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=
github.com/ebitengine/hideconsole v1.0.0/go.mod h1:hTTBTvVYWKBuxPr7peweneWdkUwEuHuB3C1R/ielR1A=
github.com/ebitengine/purego v0.8.0 h1:JbqvnEzRvPpxhCJzJJ2y0RbiZ8nyjccVUrSM3q+GvvE=
github.com/ebitengine/purego v0.8.0/go.mod h1:iIjxzd6CiRiOG0UyXP+V1+jWqUXVjPKLAI0mRfJZTmQ=
github.com/hajimehoshi/ebiten/v2 v2.8.8 h1:xyMxOAn52T1tQ+j3vdieZ7auDBOXmvjUprSrxaIbsi8=
github.com/hajimehoshi/ebiten/v2 v2.8.8/go.mod h1:durJ05+OYnio9b8q0sEtOgaNeBEQG7Yr7lRviAciYbs=
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
golang.org/x/image v0.20.0 h1:7cVCUjQwfL18gyBJOmYvptfSHS8Fb3YUDtfLIZ7Nbpw=
golang.org/x/image v0.20.0/go.mod h1:0a88To4CYVBAHp5FXJm8o7QbUl37Vd85ply1vyD8auM=
golang.org/x/sync v0.8.0 h1:3NFvSEYkUoMifnESzZl15y791HH1qU2xm6eCJU5ZPXQ=
golang.org/x/sync v0.8.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.25.0 h1:r+8e+loiHxRqhXVl6ML1nO3l1+oFoWbnlu2Ehimmi34=
golang.org/x/sys v0.25.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=

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main.go Normal file
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package main
import (
"github.com/hajimehoshi/ebiten/v2"
"github.com/ChaoticByte/xels/simulation"
)
type Application struct {
simulation simulation.Simulation
}
func (a *Application) Update() error {
a.simulation.Update()
return nil
}
func (a *Application) Draw(screen *ebiten.Image) {
// create image from xel grid
pixels := make([]byte, 4 * screen.Bounds().Dx() * screen.Bounds().Dy())
for i := range len(a.simulation.Grid.Xels) {
xel := a.simulation.Grid.Xels[i]
var v byte = 0
if xel.Energy > 0 {
v = byte(max(0, min(255, xel.Energy * 2 + 38)))
}
// r
pixels[i * 4] = v
// g
pixels[(i*4) + 1] = v
// b
pixels[(i*4) + 2] = v
// a
pixels[(i*4) + 3] = 255
}
screen.WritePixels(pixels)
}
func (a *Application) Layout(outsideWidth int, outsideHeight int) (int, int) {
return CanvasWidth, CanvasHeight
}
func main() {
ebiten.SetWindowSize(CanvasWidth, CanvasHeight)
ebiten.SetWindowTitle("Pixels - Main Window")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
ebiten.MaximizeWindow()
ebiten.SetTPS(MaxTps)
app := &Application{
simulation: *simulation.NewSimulation(CanvasWidth, CanvasHeight),
}
InitGrid(app.simulation.Grid)
err := ebiten.RunGame(app)
if err != nil { panic(err) }
}

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settings.go Normal file
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package main
import "github.com/ChaoticByte/xels/simulation"
const CanvasWidth = 200
const CanvasHeight = 200
const MaxTps = 1000
const SimStepsPerUpdate = 10
func InitGrid(grid *simulation.XelGrid) {
grid.GetXel(grid.GetCenterPosition()).Energy = 50000
}

32
simulation/simulation.go Normal file
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package simulation
import (
"math/rand/v2"
)
type Simulation struct {
Grid *XelGrid
}
func (sim *Simulation) Update() {
for range 10 {
// get all available xels with energy != 0
available_positions := []Vector2{}
for i, xel := range sim.Grid.Xels {
if xel.Energy != 0 {
available_positions = append(available_positions, Vector2{X: i % sim.Grid.Width, Y: i/sim.Grid.Height})
}
}
// choose random pos
pos := available_positions[rand.IntN(len(available_positions))]
xel := sim.Grid.GetXel(pos)
if xel.Energy == 0 { panic("xel energy null") }
xel.Step(pos, sim.Grid)
}
}
func NewSimulation(width int, height int) *Simulation {
return &Simulation{
Grid: NewXelGrid(width, height),
}
}

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simulation/vec2.go Normal file
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package simulation
type Vector2 struct {
X int
Y int
}

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simulation/xel.go Normal file
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package simulation
import (
"math/rand/v2"
)
const (
TurnNorth int = iota
TurnEast
TurnSouth
TurnWest
)
type Xel struct {
Energy int64
}
func (xel *Xel) Step(ownPos Vector2, grid *XelGrid) {
// get other xel
var otherXelPos Vector2
switch rand.IntN(4) {
case 0:
otherXelPos = Vector2{X: ownPos.X + 1, Y: ownPos.Y}
case 1:
otherXelPos = Vector2{X: ownPos.X - 1, Y: ownPos.Y}
case 2:
otherXelPos = Vector2{X: ownPos.X, Y: ownPos.Y + 1}
case 3:
otherXelPos = Vector2{X: ownPos.X, Y: ownPos.Y - 1}
}
otherXel := grid.GetXel(otherXelPos)
if otherXel == nil { return }
// interact
if (xel.Energy > 0 && otherXel.Energy > 0) || (xel.Energy < 0 && otherXel.Energy < 0) {
if rand.IntN(4) == 0 {
// create a higher energy xel and an inverted xel
xel.Energy += (2 * otherXel.Energy)
otherXel.Energy *= -1
} else {
xel.Energy += otherXel.Energy
otherXel.Energy = 0
}
return
}
if (xel.Energy < 0 && otherXel.Energy > 0) || (xel.Energy > 0 && otherXel.Energy < 0) {
// cancel out
xel.Energy += otherXel.Energy
otherXel.Energy = 0
return
}
if (xel.Energy == 0 && otherXel.Energy != 0) || (xel.Energy != 0 && otherXel.Energy == 0) {
if xel.Energy > 1 || xel.Energy < -1 || otherXel.Energy > 1 || otherXel.Energy < -1 { // prevent integer 1 / 0
// split
splitE := (xel.Energy + otherXel.Energy) / 2
xel.Energy = splitE + ((xel.Energy + otherXel.Energy) % 2)
otherXel.Energy = splitE
} else {
// move
if xel.Energy != 0 {
otherXel.Energy = xel.Energy
xel.Energy = 0
} else {
xel.Energy = otherXel.Energy
otherXel.Energy = 0
}
}
return
}
}

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simulation/xelgrid.go Normal file
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package simulation
type XelGrid struct {
Width int // do not overwrite this value after init!
Height int // do not overwrite this value after init!
Xels []*Xel
}
func (grid *XelGrid) GetCenterPosition() Vector2 { // just a helper
return Vector2{
X: (grid.Width / 2) + (grid.Width % 2),
Y: (grid.Height / 2) + (grid.Height % 2),
}
}
func (grid *XelGrid) GetXel(pos Vector2) *Xel {
if pos.X < 0 || pos.X >= grid.Width || pos.Y < 0 || pos.Y >= grid.Height {
return nil // out of bounds
}
i := (pos.Y * grid.Width) + pos.X
return grid.Xels[i]
}
func NewXelGrid(width int, height int) *XelGrid {
grid := &XelGrid{
Width: width,
Height: height,
Xels: make([]*Xel, width*height),
}
// init
for i := range len(grid.Xels) {
grid.Xels[i] = &Xel{}
}
//
return grid
}