GoL - Game start transition
Starting alive cells are randomly colored in and bg fades on game start.
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@@ -5210,10 +5210,8 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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cIndex = y * cols + x;
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cIndex = y * cols + x;
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if (random8(100) < 32) { // ~32% chance of being alive
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if (random8(100) < 32) { // ~32% chance of being alive
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setBitValue(cells, cIndex, true);
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setBitValue(cells, cIndex, true);
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color = SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
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SEGMENT.setPixelColorXY(x,y, bgColor); // Initial color set in redraw loop
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SEGMENT.setPixelColorXY(x,y, allColors ? random16() * random16() : color);
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}
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}
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else if (!overlayBG) SEGMENT.setPixelColorXY(x,y, bgColor); // set background color if not overlaying
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}
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}
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memcpy(futureCells, cells, dataSize);
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memcpy(futureCells, cells, dataSize);
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@@ -5231,7 +5229,6 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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a = t;
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a = t;
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}
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}
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*gliderLength = cols * rows / a * 4;
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*gliderLength = cols * rows / a * 4;
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return FRAMETIME;
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}
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}
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int aliveCount = 0; // Solo glider detection
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int aliveCount = 0; // Solo glider detection
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@@ -5246,6 +5243,15 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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bool alive = getBitValue(cells, cIndex);
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bool alive = getBitValue(cells, cIndex);
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if (alive) aliveCount++;
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if (alive) aliveCount++;
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uint32_t cellColor = SEGMENT.getPixelColorXY(x,y);
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uint32_t cellColor = SEGMENT.getPixelColorXY(x,y);
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if (generation == 1) {// Spawn initial colors randomly
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bool aliveBgColor = (alive && cellColor == bgColor);
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if (aliveBgColor && !random(12)) SEGMENT.setPixelColorXY(x,y, allColors ? random16() * random16() : SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0)); // Color alive cell
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else if (alive && !aliveBgColor) SEGMENT.setPixelColorXY(x,y, cellColor); // Redraw alive cells
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else if (!alive && !overlayBG && !bgBlendMode) SEGMENT.setPixelColorXY(x,y, bgColor); // Redraw dead cells for default overlayFG
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else if (!alive && !overlayBG) SEGMENT.setPixelColorXY(x,y, color_blend(cellColor, bgColor, 16)); // Fade dead cells (bgBlendMode)
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continue;
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}
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if ( alive && palChanged) SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0)); // Recolor alive cells
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if ( alive && palChanged) SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0)); // Recolor alive cells
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else if ( alive && overlayBG) SEGMENT.setPixelColorXY(x,y, cellColor); // Redraw alive cells for overlayBG
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else if ( alive && overlayBG) SEGMENT.setPixelColorXY(x,y, cellColor); // Redraw alive cells for overlayBG
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if (!alive && palChanged && !overlayBG) SEGMENT.setPixelColorXY(x,y, bgColor); // Remove blurred cells from previous palette
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if (!alive && palChanged && !overlayBG) SEGMENT.setPixelColorXY(x,y, bgColor); // Remove blurred cells from previous palette
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