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304
SFMLGame/Program.cs
Normal file
304
SFMLGame/Program.cs
Normal file
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using GameOfLife;
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using Microsoft.VisualBasic;
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using SFML.Graphics;
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using SFML.System;
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using SFML.Window;
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using System.Diagnostics;
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using System.Security.Cryptography.X509Certificates;
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using System.Security.Principal;
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namespace SFMLGame
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{
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public class Programm
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{
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public static Game game;
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public static int WindowWidth, WindowHeight;
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private static bool paused = false;
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private static bool dmsg = true;
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private static bool leftBtnDown;
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public static async Task Main()
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{
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WindowHeight = 1080;
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WindowWidth = 1920;
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byte[] fontarial = File.ReadAllBytes("fonts\\arial.ttf");
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Font font = new(fontarial);
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RenderWindow window = new(new VideoMode((uint)WindowWidth, (uint)WindowHeight), "GameOfLife SFML");
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window.Closed += new EventHandler(OnClosedEvent);
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window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressedEvent);
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window.MouseButtonPressed += new EventHandler<MouseButtonEventArgs>(OnMouseDown);
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window.MouseMoved += new EventHandler<MouseMoveEventArgs>(OnMouseMoved);
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window.MouseButtonReleased += new EventHandler<MouseButtonEventArgs>(OnMouseReleased);
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Transform t = new();
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t.Scale(0.5f, 0.5f);
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RenderStates rs = new();
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rs.BlendMode = BlendMode.Add;
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rs.Transform = t;
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game = new(WindowHeight / 4, WindowWidth / 4);
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game.SetRandomStart(WindowHeight, WindowWidth, mod: 4);
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VertexArray vtx = new(PrimitiveType.Points);
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int framecount = 0;
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int CurrentFPS = 0;
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window.SetFramerateLimit(120);
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Stopwatch fpsWatch = new();
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fpsWatch.Start();
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int CellCount = 0;
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int drawcalls;
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List<RectangleShape> objects = [];
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while (window.IsOpen)
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{
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Stopwatch watch = new();
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window.DispatchEvents();
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window.Clear();
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if (!paused)
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{
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watch.Start();
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game.Update();
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if (dmsg)
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{
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Console.WriteLine($"Update took {watch.ElapsedMilliseconds}ms");
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}
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};
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if (fpsWatch.ElapsedMilliseconds > 1000)
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{
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CurrentFPS = framecount;
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framecount = 0;
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fpsWatch.Restart();
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}
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Render(game.getActiveMap(), out drawcalls, ref window);
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//DrawAll(ref window, ref objects);
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watch.Restart();
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window.Draw(GetFPSText(CurrentFPS, font));
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window.Draw(GetCellCountText(CellCount, font));
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window.Draw(GetIterationText(game.Iteration, font));
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if (dmsg)
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{
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Console.WriteLine($"UI took {watch.ElapsedMilliseconds}ms | {watch.ElapsedTicks}ticks");
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}
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if (framecount % 5 == 0)
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{
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watch.Restart();
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CellCount = game.getActiveMap().GetAliveCells(); if (dmsg)
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{
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Console.WriteLine($"Cell Count took {watch.ElapsedMilliseconds}ms | {watch.ElapsedTicks}ticks");
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}
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}
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//window.Draw(vtx);
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//if (dmsg)
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//{
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// Console.WriteLine($"Drawing took {watch.ElapsedMilliseconds}ms");
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//}
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watch.Restart();
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window.Display();
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if (dmsg)
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{
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Console.WriteLine($"Display took {watch.ElapsedMilliseconds}ms | {watch.ElapsedTicks}ticks");
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}
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framecount++;
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watch.Stop();
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}
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window.Dispose();
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}
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private static void DrawAll(ref RenderWindow window, ref List<RectangleShape> objects)
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{
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foreach (var draw in objects)
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{
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window.Draw(draw);
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}
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}
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private static Drawable GetIterationText(int iteration, Font font)
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{
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Text ret = new Text($"Iterations: {iteration}", font);
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ret.Position = new Vector2f(0, 20);
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return ret;
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}
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private static Drawable GetCellCountText(int value, Font font)
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{
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Text ret = new Text($"CellCOunt: {value}", font);
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ret.Position = new Vector2f(0, 40);
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return ret;
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}
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private static void OnMouseMoved(object? sender, MouseMoveEventArgs e)
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{
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if (leftBtnDown)
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{
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game.getActiveMap().GetCell(e.Y / 4, e.X / 4).isAlive = true;
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Console.WriteLine($"Edit Cell at {e.Y},{e.X}");
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}
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}
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private static void OnMouseReleased(object? sender, MouseButtonEventArgs e)
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{
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if (e.Button == Mouse.Button.Left)
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{
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Console.WriteLine($"X: {e.X} Y: {e.Y}");
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leftBtnDown = false;
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}
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}
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private static void OnMouseDown(object? sender, MouseButtonEventArgs e)
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{
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if (e.Button == Mouse.Button.Left)
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{
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Console.WriteLine($"X: {e.X} Y: {e.Y}");
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game.getActiveMap().GetCell(e.Y / 4, e.X / 4).isAlive = true;
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leftBtnDown = true;
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}
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//game.getActiveMap().GetCell(e.Y/4, e.X/4).isAlive = true;
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}
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private static Text GetFPSText(int currentFPS, Font font)
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{
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Text txt = new($"FPS: {currentFPS}", font);
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return txt;
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}
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private static void Render(in GameMap gameMap, ref VertexArray vtx)
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{
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vtx.Clear();
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foreach (var cell in gameMap.GetAllCells())
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{
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vtx.Append(new Vertex(new Vector2f(cell.YCoord * 4, cell.XCoord * 4), GetColor(cell)));
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}
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}
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private static void Render(in GameMap gameMap, out int DrawCalls, ref RenderWindow window)
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{
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/**
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drawables = [];//int ctn=0;
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var sizeScalar = new Vector2f(4f, 4f);
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RectangleShape shape = new(sizeScalar);
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int drawCalls = 0;
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foreach (var cell in gameMap.GetAllCells())
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{
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shape.Position = new Vector2f(cell.YCoord * 4, cell.XCoord * 4);
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//shape.Scale = new(2f, 2f);
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//shape.Radius = 1f;
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//shape.Size = sizeScalar;
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shape.FillColor = GetColor(cell);
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shape.OutlineThickness = 1f;
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shape.OutlineColor = Color.Black;
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//window.Draw(shape);
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window.Draw(shape);
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drawCalls++;
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//drawables.Add(shape);
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//ctn++;
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//vtx.Append(new Vertex(new Vector2f(cell.YCoord * 4, cell.XCoord * 4), GetColor(cell)));
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}**/
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//shape.Dispose();
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Stopwatch stopwatch = new Stopwatch();
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stopwatch.Start();
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var sizeScalar = new Vector2f(4f, 4f);
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DrawCalls = 0;
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VertexArray vtx = new VertexArray(PrimitiveType.Quads);
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Color cellColor;
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Vector2f position;
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object lockObj = new object();
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foreach (var cell in gameMap.GetAllCells())
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{
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position.X = cell.YCoord * 4;
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position.Y = cell.XCoord * 4;
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cellColor = GetColor(cell);
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// Create four vertices for each rectangle (since it's a quad)
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vtx.Append(new Vertex(position, cellColor)); // Top-left
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vtx.Append(new Vertex(new Vector2f(position.X + sizeScalar.X, position.Y), cellColor)); // Top-right
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vtx.Append(new Vertex(new Vector2f(position.X + sizeScalar.X, position.Y + sizeScalar.Y), cellColor)); // Bottom-right
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vtx.Append(new Vertex(new Vector2f(position.X, position.Y + sizeScalar.Y), cellColor)); // Bottom-left
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}
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window.Draw(vtx);
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vtx.Dispose();
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if(dmsg)
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{
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Console.WriteLine($"Drawing took {stopwatch.ElapsedMilliseconds}ms | {stopwatch.ElapsedTicks}ticks");
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}
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stopwatch.Stop();
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//Console.WriteLine($"Draw Calls per Frame: {drawCalls}");
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return;
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}
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private static Color GetColor(CellState cell)
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{
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return cell.isAlive ? Color.White : Color.Black;
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}
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public static void OnClosedEvent(object sender, EventArgs e)
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{
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((Window)sender).Close();
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// ((Window)sender).Dispose();
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}
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public static void OnKeyPressedEvent(object sender, KeyEventArgs e)
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{
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if (e.Code == Keyboard.Key.Escape)
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{
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((Window)sender).Close();
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}
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if (e.Code == Keyboard.Key.R)
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{
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game.SetRandomStart(WindowHeight, WindowWidth, mod: 4);
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}
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if (e.Code == Keyboard.Key.P)
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{
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paused = !paused;
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}
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if (e.Code == Keyboard.Key.D)
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{
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dmsg = !dmsg;
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}
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}
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public void InitWindow()
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{
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}
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}
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}
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