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GameOfLife.c
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#include <SDL2/SDL.h>
#include <stdlib.h>
#include <time.h>
#include <stdio.h>
#define WIDTH 800
#define HEIGHT 600
#define CELL_SIZE 10
#define GRID_WIDTH (WIDTH / CELL_SIZE)
#define GRID_HEIGHT (HEIGHT / CELL_SIZE)
typedef struct {
int alive;
SDL_Color color;
} Cell;
void init_grid(Cell grid[GRID_WIDTH][GRID_HEIGHT]) {
srand(time(NULL));
for (int x = 0; x < GRID_WIDTH; x++) {
for (int y = 0; y < GRID_HEIGHT; y++) {
grid[x][y].alive = rand() % 2;
grid[x][y].color = (SDL_Color){rand() % 256, rand() % 256, rand() % 256, 255};
}
}
}
void print_initial_alive_cells(Cell grid[GRID_WIDTH][GRID_HEIGHT]) {
printf("Initial alive cells:\n");
for (int x = 0; x < GRID_WIDTH; x++) {
for (int y = 0; y < GRID_HEIGHT; y++) {
if (grid[x][y].alive) {
printf("Cell[%d][%d] - Color: (%d, %d, %d)\n", x, y, grid[x][y].color.r, grid[x][y].color.g, grid[x][y].color.b);
}
}
}
}
int count_neighbors(Cell grid[GRID_WIDTH][GRID_HEIGHT], int x, int y) {
int count = 0;
for (int dx = -1; dx <= 1; dx++) {
for (int dy = -1; dy <= 1; dy++) {
if (dx == 0 && dy == 0) continue;
int nx = (x + dx + GRID_WIDTH) % GRID_WIDTH;
int ny = (y + dy + GRID_HEIGHT) % GRID_HEIGHT;
count += grid[nx][ny].alive;
}
}
return count;
}
SDL_Color get_dominant_color(Cell grid[GRID_WIDTH][GRID_HEIGHT], int x, int y) {
SDL_Color colors[8];
int color_count = 0;
for (int dx = -1; dx <= 1; dx++) {
for (int dy = -1; dy <= 1; dy++) {
if (dx == 0 && dy == 0) continue;
int nx = (x + dx + GRID_WIDTH) % GRID_WIDTH;
int ny = (y + dy + GRID_HEIGHT) % GRID_HEIGHT;
if (grid[nx][ny].alive) {
colors[color_count++] = grid[nx][ny].color;
}
}
}
if (color_count == 0) {
return (SDL_Color){0, 0, 0, 255};
}
int max_count = 0;
SDL_Color dominant_color = colors[0];
for (int i = 0; i < color_count; i++) {
int count = 0;
for (int j = 0; j < color_count; j++) {
if (colors[i].r == colors[j].r && colors[i].g == colors[j].g && colors[i].b == colors[j].b) {
count++;
}
}
if (count > max_count) {
max_count = count;
dominant_color = colors[i];
}
}
return dominant_color;
}
void update_grid(Cell grid[GRID_WIDTH][GRID_HEIGHT]) {
Cell new_grid[GRID_WIDTH][GRID_HEIGHT];
for (int x = 0; x < GRID_WIDTH; x++) {
for (int y = 0; y < GRID_HEIGHT; y++) {
int neighbors = count_neighbors(grid, x, y);
new_grid[x][y] = grid[x][y];
if (grid[x][y].alive) {
if (neighbors < 2 || neighbors > 3) {
new_grid[x][y].alive = 0;
}
} else {
if (neighbors == 3) {
new_grid[x][y].alive = 1;
new_grid[x][y].color = get_dominant_color(grid, x, y);
}
}
}
}
for (int x = 0; x < GRID_WIDTH; x++) {
for (int y = 0; y < GRID_HEIGHT; y++) {
grid[x][y] = new_grid[x][y];
}
}
}
void draw_grid(SDL_Renderer *renderer, Cell grid[GRID_WIDTH][GRID_HEIGHT]) {
for (int x = 0; x < GRID_WIDTH; x++) {
for (int y = 0; y < GRID_HEIGHT; y++) {
if (grid[x][y].alive) {
SDL_SetRenderDrawColor(renderer, grid[x][y].color.r, grid[x][y].color.g, grid[x][y].color.b, 255);
SDL_Rect rect = {x * CELL_SIZE, y * CELL_SIZE, CELL_SIZE, CELL_SIZE};
SDL_RenderFillRect(renderer, &rect);
}
}
}
}
int main() {
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
printf("SDL_Init Error: %s\n", SDL_GetError());
return 1;
}
SDL_Window *window = SDL_CreateWindow("Game of Life", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL) {
printf("SDL_CreateWindow Error: %s\n", SDL_GetError());
SDL_Quit();
return 1;
}
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL) {
SDL_DestroyWindow(window);
printf("SDL_CreateRenderer Error: %s\n", SDL_GetError());
SDL_Quit();
return 1;
}
Cell grid[GRID_WIDTH][GRID_HEIGHT];
init_grid(grid);
print_initial_alive_cells(grid);
int running = 1;
int delay = 100;
while (running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = 0;
}
}
update_grid(grid);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
draw_grid(renderer, grid);
SDL_RenderPresent(renderer);
SDL_Delay(delay);
if (delay > 10) {
delay -= 1; // Accelerate the game over time
}
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}