GoL - Change default values.
General cleanup.
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@@ -5188,24 +5188,23 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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}
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//start new game of life
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if ((SEGENV.call == 0 || generation == 0) && SEGENV.step < strip.now) {
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SEGENV.step = strip.now + 1500; // show initial state for 1.5 seconds
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SEGENV.step = strip.now + 1250; // show initial state for 1.25 seconds
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generation = 1;
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random16_set_seed(strip.now>>2); //seed the random generator
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//Setup Grid
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for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
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uint8_t state = (random8() < 82) ? 1 : 0; // ~32% chance of being alive
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if (state == 0) {
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setBitValue(cells, y * cols + x, false);
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setBitValue(futureCells, y * cols + x, false);
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if (SEGMENT.check2) continue;
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SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?bgColor : RGBW32(bgColor.r, bgColor.g, bgColor.b, 0));
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}
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else {
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if (random8() < 82) { // ~32% chance of being alive
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setBitValue(cells, y * cols + x, true);
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setBitValue(futureCells, y * cols + x, true);
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color = SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
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SEGMENT.setPixelColorXY(x,y,!SEGMENT.check1?color : RGBW32(color.r, color.g, color.b, 0));
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}
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else {
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setBitValue(cells, y * cols + x, false);
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setBitValue(futureCells, y * cols + x, false);
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if (SEGMENT.check2) continue; //overlay
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SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?bgColor : RGBW32(bgColor.r, bgColor.g, bgColor.b, 0));
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}
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}
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//Clear CRCs
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@@ -5250,7 +5249,7 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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for (int i = -1; i <= 1; i++) for (int j = -1; j <= 1; j++) { // iterate through 3*3 matrix
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if (i==0 && j==0) continue; // ignore itself
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if (!SEGMENT.check3 || generation % 1500 == 0) { //no wrap disable wrap every 1500 generations to prevent undetected repeats
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if (!SEGMENT.check3 || generation % 1500 == 0) { //no wrap, disable wrap every 1500 generations to prevent undetected repeats
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cX = x+i;
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cY = y+j;
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if (cX < 0 || cY < 0 || cX >= cols || cY >= rows) continue; //skip if out of bounds
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@@ -5265,7 +5264,7 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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if (!getBitValue(futureCells, cIndex)) continue; //parent just died, color lost
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color = SEGMENT.getPixelColorXY(cX, cY);
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if (color == bgColor) continue;
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nColors[colorCount%3] = color;
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nColors[colorCount % 3] = color;
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colorCount++;
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}
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}
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@@ -5292,8 +5291,8 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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else dominantColor = nColors[random8()%3];
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}
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else if (colorCount == 2) dominantColor = nColors[random8()%2]; // 1 leading parent died
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else if (colorCount == 1) dominantColor = nColors[0]; // 2 leading parents died
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else dominantColor = color; // all parents died last used color
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else if (colorCount == 1) dominantColor = nColors[0]; // 2 leading parents died
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else dominantColor = color; // all parents died last used color
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// mutate color chance
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if (random8() < SEGMENT.intensity || dominantColor == bgColor) dominantColor = !SEGMENT.check1?SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0): random16()*random16();
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if (SEGMENT.check1) dominantColor = RGBW32(dominantColor.r, dominantColor.g, dominantColor.b, 0); //WLEDMM support all colors
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@@ -5312,7 +5311,7 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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bool repetition = false;
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if (!cellChanged || crc == *oscillatorCRC || crc == *spaceshipCRC) repetition = true; //check if cell changed this gen and compare previous stored crc values
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if (repetition) {
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generation = 0; // reset on next call
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generation = 0; // reset on next call
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SEGENV.step += 1000; // pause final generation for 1 second
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return FRAMETIME;
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}
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@@ -5324,7 +5323,7 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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SEGENV.step = strip.now;
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return FRAMETIME;
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} // mode_2Dgameoflife()
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static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,Color Mutation ☾,Blur ☾,,,All Colors ☾,Overlay ☾,Wrap ☾,;!,!;!;2;sx=200,ix=12,c1=0,o3=1";
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static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,Color Mutation ☾,Blur ☾,,,All Colors ☾,Overlay ☾,Wrap ☾,;!,!;!;2;sx=200,ix=12,c1=8,o3=1";
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/////////////////////////
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// 2D Hiphotic //
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