uxn/projects/demos/life.usm

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( game of life )
%+ { ADD } %- { SUB } %* { MUL } %/ { DIV }
%< { LTH } %> { GTH } %= { EQU } %! { NEQ }
%++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 }
%<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 }
%TOS { #00 SWP }
%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 }
%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
@anchor [ &x $2 &y $2 ]
( program )
|0100 ( -> )
( theme )
#ef05 .System/r DEO2
#cf05 .System/g DEO2
#2f05 .System/b DEO2
( vectors )
;on-frame .Screen/vector DEO2
( glider )
#07 #03 ;set-cell JSR2
#07 #04 ;set-cell JSR2
#05 #04 ;set-cell JSR2
#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
BRK
@on-frame ( -> )
.timer PEK #01 ADD [ DUP ] .timer POK
#08 MOD #00 ! #01 JNZ [ BRK ]
( clear buffer )
BANK2 DUP2 GET-SIZE ++
&clear-loop
OVR2 #0000 SWP2 STA2
( incr ) SWP2 #0002 ADD2 SWP2
OVR2 OVR2 !! ,&clear-loop JNZ
POP2 POP2
;run-grid JSR2
( move buffer )
BANK2 DUP2 GET-SIZE ++
&copy-loop
OVR2 DUP2 LDA2
SWP2 #2000 -- STA2
( incr ) SWP2 #0002 ADD2 SWP2
OVR2 OVR2 !! ,&copy-loop JNZ
POP2 POP2
( draw )
#00 HEIGHT
&ver
OVR TOS .anchor/y PEK2 ADD2 .Screen/y DEO2
OVR STH
#00 WIDTH
&hor
OVR TOS .anchor/x PEK2 ADD2 .Screen/x DEO2
OVR DUPr STHr ,get-cell JSR #01 + .Screen/color DEO
( incr ) SWP #01 + SWP
DUP2 ! ,&hor JNZ
POP2
POPr
( incr ) SWP #01 + SWP
DUP2 ! ,&ver JNZ
POP2
BRK
@get-index ( x y -- index* )
HEIGHT MOD SWP WIDTH MOD SWP
WIDTH #08 / TOS ROT TOS ** ROT #08 / TOS ++ [ BANK1 ++ ]
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
RTN
@get-cell ( x y -- cell )
DUP2 ,get-index JSR LDA
SWP POP SWP
#08 MOD
SFT #01 AND
RTN
@get-neighbours ( x y -- neighbours )
( -1,-1 ) DUP2 DECR SWP DECR SWP ,get-cell JSR STH
( 0,-1 ) DUP2 DECR ,get-cell JSR STH ADDr
( +1,-1 ) DUP2 DECR SWP INCR SWP ,get-cell JSR STH ADDr
( -1, 0 ) DUP2 SWP DECR SWP ,get-cell JSR STH ADDr
( +1, 0 ) DUP2 SWP INCR SWP ,get-cell JSR STH ADDr
( -1,+1 ) DUP2 INCR SWP DECR SWP ,get-cell JSR STH ADDr
( 0,+1 ) DUP2 INCR ,get-cell JSR STH ADDr
( +1,+1 ) INCR SWP INCR SWP ,get-cell JSR STH ADDr
STHr
RTN
@run-grid ( -- )
#00 HEIGHT
&ver
OVR STH
#00 WIDTH
&hor
OVR DUPr STHr STH2
( x y ) DUP2r STH2r
( neighbours ) DUP2r STH2r ,get-neighbours JSR
( state ) STH2r ;get-cell JSR2
,run-cell JSR
( incr ) SWP #01 + SWP
DUP2 ! ,&hor JNZ
POP2
POPr
( incr ) SWP #01 + SWP
DUP2 ! ,&ver JNZ
POP2
RTN
@run-cell ( x y neighbours state -- )
#00 = ,&dead JNZ
&alive
DUP #02 < ,&dies JNZ
DUP #03 > ,&dies JNZ
&lives POP ,save-cell JSR RTN
&dies POP POP2 RTN
&dead
DUP #03 = ,&birth JNZ POP POP2 RTN
&birth POP ,save-cell JSR RTN
RTN
@save-cell ( x y -- )
,get-index-buffer JSR 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