use macroquad::{
clear_background, draw_texture, load_texture_from_image, next_frame, rand, screen_height,
screen_width, update_texture, Image, BLACK, WHITE,
};
#[macroquad::main("Life")]
async fn main() {
let w = screen_width() as usize;
let h = screen_height() as usize;
let mut buffer = vec![WHITE; w * h];
let mut image = Image::gen_image_color(w as u16, h as u16, WHITE);
let image_data = image.get_image_data();
for y in 0..h {
for x in 0..w {
if rand::gen_range(0, 5) == 0 {
image_data[y * w + x] = BLACK;
}
}
}
let texture = load_texture_from_image(&image);
loop {
clear_background(WHITE);
let w = image.width();
let h = image.height();
let image_data = image.get_image_data();
for y in 0..h as i32 {
for x in 0..w as i32 {
let mut neighbors_count = 0;
for j in -1i32..=1 {
for i in -1i32..=1 {
if y + j < 0 || y + j >= h as i32 || x + i < 0 || x + i >= w as i32 {
continue;
}
if i == 0 && j == 0 {
continue;
}
let neighbor = image_data[(y + j) as usize * w + (x + i) as usize];
if neighbor == BLACK {
neighbors_count += 1;
}
}
}
let current_cell = image_data[y as usize * w + x as usize];
buffer[y as usize * w + x as usize] = match (current_cell, neighbors_count) {
(BLACK, x) if x < 2 => WHITE,
(BLACK, 2) | (BLACK, 3) => BLACK,
(BLACK, x) if x > 3 => WHITE,
(WHITE, 3) => BLACK,
(otherwise, _) => otherwise,
};
}
}
image.update(&buffer);
update_texture(texture, &image);
draw_texture(texture, 0., 0., WHITE);
next_frame().await
}
}