( 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