Added Game Of Life

This commit is contained in:
neauoire 2021-05-05 20:16:27 -07:00
parent 67adcd563b
commit b99cc32ba6
2 changed files with 88 additions and 59 deletions

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@ -1,57 +1,38 @@
( game of life )
( game of life
Any live cell with fewer than two live neighbours dies, as if by underpopulation.
Any live cell with two or three live neighbours lives on to the next generation.
Any live cell with more than three live neighbours dies, as if by overpopulation.
Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction. )
%+ { ADD } %- { SUB } %* { MUL } %/ { DIV }
%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
%++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 }
%<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 }
%TOS { #00 SWP }
%INCR { #01 + } %DECR { #01 - }
%TOS { #00 SWP } %TOB { SWP POP }
%RTN { JMP2r }
%MOD { DUP2 / * - }
%SFL { #40 SFT SFT }
%INCR { #01 + } %DECR { #01 - }
%DEBUG { .Console/byte DEO #0a .Console/char DEO }
%DEBUG2 { .Console/short DEO2 #0a .Console/char DEO }
%WIDTH { #40 } %HEIGHT { #40 }
%BANK1 { #8000 } %BANK2 { #a000 }
%GET-SIZE { WIDTH TOS #0008 // HEIGHT TOS ** }
(
The maximum grid is 256x256,
each byte is 8 horizontal cells,
the memory is 32x256[8192 bytes long]
The universe of the Game of Life is an infinite, two-dimensional orthogonal grid of square cells,
each of which is in one of two possible states, live or dead,. Every cell interacts with its eight
neighbours, which are the cells that are horizontally, vertically, or diagonally adjacent.
At each step in time, the following transitions occur:
Any live cell with fewer than two live neighbours dies, as if by underpopulation.
Any live cell with two or three live neighbours lives on to the next generation.
Any live cell with more than three live neighbours dies, as if by overpopulation.
Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
)
%WIDTH { #40 } %HEIGHT { #40 }
%BANK1 { #8000 }
%BANK2 { #a000 }
( devices )
|00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 ]
|10 @Console [ &pad $8 &char $1 &byte $1 &short $2 &string $2 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &color $1 ]
|80 @Controller [ &vector $2 &button $1 &key $1 ]
|90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &chord $1 ]
( variables )
|0000
@timer $2
@timer $1
@anchor [ &x $2 &y $2 ]
@pointer [ &x $2 &y $2 ]
( program )
@ -64,6 +45,7 @@
( vectors )
;on-frame .Screen/vector DEO2
;on-mouse .Mouse/vector DEO2
( glider )
#07 #03 ;set-cell JSR2
@ -72,22 +54,22 @@
#07 #05 ;set-cell JSR2
#06 #05 ;set-cell JSR2
.Screen/width DEI2 #0002 // WIDTH #02 / TOS SUB2 .anchor/x POK2
.Screen/height DEI2 #0002 // HEIGHT #02 / TOS SUB2 .anchor/y POK2
.Screen/width DEI2 #0002 // WIDTH TOS -- .anchor/x POK2
.Screen/height DEI2 #0002 // HEIGHT TOS -- .anchor/y POK2
BRK
@on-frame ( -> )
.timer PEK #01 ADD [ DUP ] .timer POK
.timer PEK #01 + [ DUP ] .timer POK
#08 MOD #00 ! #01 JNZ [ BRK ]
#10 MOD #00 ! #01 JNZ [ BRK ]
( clear buffer )
BANK2 DUP2 GET-SIZE ++
&clear-loop
OVR2 #0000 SWP2 STA2
( incr ) SWP2 #0002 ADD2 SWP2
SWP2 #0002 ++ SWP2
OVR2 OVR2 !! ,&clear-loop JNZ
POP2 POP2
@ -98,28 +80,68 @@ BRK
&copy-loop
OVR2 DUP2 LDA2
SWP2 #2000 -- STA2
( incr ) SWP2 #0002 ADD2 SWP2
SWP2 #0002 ++ SWP2
OVR2 OVR2 !! ,&copy-loop JNZ
POP2 POP2
( draw )
;draw-grid JSR2
BRK
@on-mouse ( -> )
( clear last cursor )
#fff8 .Screen/addr DEO2
.pointer/x PEK2 .Screen/x DEO2
.pointer/y PEK2 .Screen/y DEO2
#30 .Screen/color DEO
( record pointer positions )
.Mouse/x DEI2 .pointer/x POK2
.Mouse/y DEI2 .pointer/y POK2
( draw new cursor )
;cursor .Screen/addr DEO2
.pointer/x PEK2 .Screen/x DEO2
.pointer/y PEK2 .Screen/y DEO2
( colorize on state )
#32 [ .Mouse/state DEI #00 ! ] + .Screen/color DEO
.Mouse/state DEI #00 ! #01 JNZ [ BRK ]
.Mouse/x DEI2 DUP2 .anchor/x PEK2 >> ROT ROT .anchor/x PEK2 WIDTH #02 * TOS ++ #0001 ++ << #0101 ==
.Mouse/y DEI2 DUP2 .anchor/y PEK2 >> ROT ROT .anchor/y PEK2 HEIGHT #02 * TOS ++ << #0101 ==
#0101 == ;on-touch JNZ2
BRK
@on-touch ( -> )
.Mouse/x DEI2 .anchor/x PEK2 SUB2 #02 / TOB
.Mouse/y DEI2 .anchor/y PEK2 SUB2 #02 / TOB
;set-cell JSR2
BRK
@draw-grid ( -- )
#00 HEIGHT
&ver
OVR TOS .anchor/y PEK2 ADD2 .Screen/y DEO2
OVR TOS #0002 ** .anchor/y PEK2 ++ .Screen/y DEO2
OVR STH
#00 WIDTH
&hor
OVR TOS .anchor/x PEK2 ADD2 .Screen/x DEO2
OVR TOS #0002 ** .anchor/x PEK2 ++ .Screen/x DEO2
OVR DUPr STHr ,get-cell JSR #01 + .Screen/color DEO
( incr ) SWP #01 + SWP
SWP #01 + SWP
DUP2 ! ,&hor JNZ
POP2
POPr
( incr ) SWP #01 + SWP
POP2 POPr
SWP #01 + SWP
DUP2 ! ,&ver JNZ
POP2
BRK
RTN
@get-index ( x y -- index* )
@ -130,10 +152,10 @@ RTN
@set-cell ( x y -- )
DUP2 ,get-index JSR LDA STH
DUP2 POP #08 MOD #01 SWP SFL
STHr SWP ORA STH
,get-index JSR STHr ROT ROT STA
DUP2 ,get-index JSR STH2
POP #08 MOD #01 SWP SFL
DUP2r LDAr STHr SWP ORA
STH2r STA
RTN
@ -172,11 +194,10 @@ RTN
( neighbours ) DUP2r STH2r ,get-neighbours JSR
( state ) STH2r ;get-cell JSR2
,run-cell JSR
( incr ) SWP #01 + SWP
SWP #01 + SWP
DUP2 ! ,&hor JNZ
POP2
POPr
( incr ) SWP #01 + SWP
POP2 POPr
SWP #01 + SWP
DUP2 ! ,&ver JNZ
POP2
@ -198,16 +219,16 @@ RTN
@save-cell ( x y -- )
,get-index-buffer JSR STH2
( get index )
HEIGHT MOD SWP WIDTH MOD SWP
WIDTH #08 / TOS ROT TOS ** ROT #08 / TOS ++ [ BANK2 ++ ]
( save in buffer )
STH2
DUP2 POP #08 MOD #01 SWP SFL
DUP2r LDAr STHr SWP ORA
STH2r STA
RTN
@get-index-buffer ( x y -- index* )
HEIGHT MOD SWP WIDTH MOD SWP
WIDTH #08 / TOS ROT TOS ** ROT #08 / TOS ++ [ BANK2 ++ ]
RTN
@cursor [
80c0 e0f0 f8e0 1000 ]

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@ -1,5 +1,13 @@
( a blank file )
%+ { ADD } %- { SUB } %* { MUL } %/ { DIV }
%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
%++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 }
%<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 }
%DEBUG { .Console/byte DEO #0a .Console/char DEO }
%DEBUG2 { .Console/short DEO2 #0a .Console/char DEO }
( devices )
|00 @System [ &vector $2 &wst $1 &rst $1 &pad $4 &r $2 &g $2 &b $2 ]