Game of Life changes
Helper functions are now static and the arraySize parameter was removed. Added failsafe for repeat patterns.
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@@ -5138,13 +5138,13 @@ static const char _data_FX_MODE_2DFRIZZLES[] PROGMEM = "Frizzles@X frequency,Y f
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///////////////////////////////////////////
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// 2D Cellular Automata Game of life //
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///////////////////////////////////////////
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bool getBitValue(const uint8_t* byteArray, size_t arraySize, size_t n) {
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static bool getBitValue(const uint8_t* byteArray, size_t n) {
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size_t byteIndex = n / 8;
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size_t bitIndex = n % 8;
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uint8_t byte = byteArray[byteIndex];
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return (byte >> bitIndex) & 1;
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}
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void setBitValue(uint8_t* byteArray, size_t arraySize, size_t n, bool value) {
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static void setBitValue(uint8_t* byteArray, size_t n, bool value) {
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size_t byteIndex = n / 8;
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size_t bitIndex = n % 8;
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if (value)
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@@ -5177,7 +5177,7 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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gol->futureCells = new uint8_t[dataSize];
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}
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uint16_t &generation = SEGENV.aux0;
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uint16_t &generation = SEGENV.aux0; //rename aux0 and aux1 for readability (not needed)
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uint16_t &pauseFrames = SEGENV.aux1;
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CRGB backgroundColor = SEGCOLOR(1);
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CRGB color;
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@@ -5193,14 +5193,14 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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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(gol->cells, dataSize, y * cols + x, false);
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setBitValue(gol->futureCells, dataSize, y * cols + x, false);
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setBitValue(gol->cells, y * cols + x, false);
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setBitValue(gol->futureCells, y * cols + x, false);
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if (SEGMENT.check2) continue;
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SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0));
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}
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else {
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setBitValue(gol->cells, dataSize, y * cols + x, true);
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setBitValue(gol->futureCells, dataSize, y * cols + x, true);
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setBitValue(gol->cells, y * cols + x, true);
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setBitValue(gol->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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@@ -5225,7 +5225,7 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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if (SEGMENT.check2) {
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for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
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//redraw foreground/alive
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if (getBitValue(gol->cells, dataSize, y * cols + x)) {
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if (getBitValue(gol->cells, y * cols + x)) {
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color = SEGMENT.getPixelColorXY(x,y);
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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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@@ -5249,17 +5249,17 @@ 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) { //wrap around
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cX = (x+i+cols) % cols;
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cY = (y+j+rows) % rows;
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} else {
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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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} else { //wrap around
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cX = (x+i+cols) % cols;
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cY = (y+j+rows) % rows;
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}
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cIndex = cY * cols + cX;
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// count neighbors and store upto 3 neighbor colors
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if (getBitValue(gol->cells, dataSize, cIndex)) { //if alive
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if (getBitValue(gol->cells, cIndex)) { //if alive
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neighbors++;
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color = SEGMENT.getPixelColorXY(cX, cY);
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if (color == backgroundColor) continue; //parent just died, color lost
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@@ -5269,16 +5269,16 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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}
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// Rules of Life
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bool cellValue = getBitValue(gol->cells, dataSize, y * cols + x);
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bool cellValue = getBitValue(gol->cells, y * cols + x);
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if ((cellValue) && (neighbors < 2 || neighbors > 3)) {
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// Loneliness or overpopulation
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cellChanged = true;
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setBitValue(gol->futureCells, dataSize, y * cols + x, false);
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setBitValue(gol->futureCells, y * cols + x, false);
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if (!SEGMENT.check2) SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0));
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}
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else if (!(cellValue) && (neighbors == 3)) {
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// Reproduction
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setBitValue(gol->futureCells, dataSize, y * cols + x, true);
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setBitValue(gol->futureCells, y * cols + x, true);
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cellChanged = true;
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// find dominant color and assign it to a cell
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// no longer storing colors, if parent dies the color is lost
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