-
Notifications
You must be signed in to change notification settings - Fork 0
/
App.cs
140 lines (118 loc) · 4.35 KB
/
App.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
using NeuralLife.Input;
using NeuralLife.Rendering;
using NeuralLife.Simulation;
using NeuralLife.Simulation.Objects;
using System;
using System.Collections.Generic;
using System.Threading;
namespace NeuralLife
{
public class App
{
private IRenderer Renderer;
private IInput Input;
private List<Action> InvokeOnUpdate = new List<Action>();
private Thread InputThread;
private float FoodSpawnCount = 0.002f;
private float AgentSpawnCount = 0.008f;
private const uint FoodLifetimeStep = 5;
private const float FoodSpawnStep = 0.0005f;
private const float SpikeSpawnCount = 0.001f;
public SimulationSettings GetSettings()
{
SimulationSettings settings = new SimulationSettings();
settings.IsFoodDispawn = Food.IsDispawn;
settings.FoodSpawnCount = FoodSpawnCount;
settings.FoodLifeTime = Food.UpdatesLifeTime;
return settings;
}
public void Run()
{
uint width = 160;
uint height = 96;
Renderer = new SFMLRenderer();
Input = new SFMLInput();
Renderer.Setup(width, height, "wow!");
Simulation.Simulation simulation = new((int)width, (int)height);
Color[,] colors;
StartSimulation();
InputThread = new Thread(GetInput);
InputThread.Name = "Input handle thread";
InputThread.Start();
while(true)
{
lock(InvokeOnUpdate)
{
foreach(var action in InvokeOnUpdate)
{
action.Invoke();
}
}
InvokeOnUpdate.Clear();
simulation.Update();
colors = simulation.AsColors();
Renderer.Update();
Renderer.Render(colors);
simulation.RandomFillIfNull<Food>(FoodSpawnCount);
Thread.Sleep(10);
}
void StartSimulation()
{
simulation = new((int)width, (int)height);
simulation.RandomFill<Food>(FoodSpawnCount);
simulation.RandomFill<Agent>(AgentSpawnCount);
}
void GetInput()
{
while(true)
{
lock(Renderer)
{
if(!Renderer.IsWindowActive)
{
continue;
}
}
Input.Update();
lock(InvokeOnUpdate)
{
if(Input.IsKeyDown(Keys.S))
{
Renderer.ShowSimulationSettings(GetSettings());
}
if(Input.IsKeyDown(Keys.R))
{
InvokeOnUpdate.Add(StartSimulation);
}
if(Input.IsKeyDown(Keys.Space))
{
InvokeOnUpdate.Add(() => Food.IsDispawn = !Food.IsDispawn);
}
if(Input.IsKeyDown(Keys.T))
{
InvokeOnUpdate.Add(() => Food.UpdatesLifeTime += FoodLifetimeStep);
}
else if(Input.IsKeyDown(Keys.Y))
{
InvokeOnUpdate.Add(() => Food.UpdatesLifeTime -= FoodLifetimeStep);
}
if(Input.IsKeyDown(Keys.Q))
{
InvokeOnUpdate.Add(() => simulation.RandomFill<Spike>(SpikeSpawnCount));
}
//Plus near backspace also will work
if(Input.IsKeyDown(Keys.Add) || Input.IsKeyDown(Keys.Equal))
{
InvokeOnUpdate.Add(() => FoodSpawnCount += FoodSpawnStep);
}
else if(Input.IsKeyDown(Keys.Subtract))
{
InvokeOnUpdate.Add(() => FoodSpawnCount -= FoodSpawnStep);
}
}
}
}
}
}
}