Game of Life changes

Helper functions are now static and the arraySize parameter was removed. Added failsafe for repeat patterns.
This commit is contained in:
Brandon502
2024-05-07 17:26:48 -04:00
parent 9b3f644737
commit 86a18ce6c2

View File

@@ -5138,13 +5138,13 @@ static const char _data_FX_MODE_2DFRIZZLES[] PROGMEM = "Frizzles@X frequency,Y f
/////////////////////////////////////////// ///////////////////////////////////////////
// 2D Cellular Automata Game of life // // 2D Cellular Automata Game of life //
/////////////////////////////////////////// ///////////////////////////////////////////
bool getBitValue(const uint8_t* byteArray, size_t arraySize, size_t n) { static bool getBitValue(const uint8_t* byteArray, size_t n) {
size_t byteIndex = n / 8; size_t byteIndex = n / 8;
size_t bitIndex = n % 8; size_t bitIndex = n % 8;
uint8_t byte = byteArray[byteIndex]; uint8_t byte = byteArray[byteIndex];
return (byte >> bitIndex) & 1; return (byte >> bitIndex) & 1;
} }
void setBitValue(uint8_t* byteArray, size_t arraySize, size_t n, bool value) { static void setBitValue(uint8_t* byteArray, size_t n, bool value) {
size_t byteIndex = n / 8; size_t byteIndex = n / 8;
size_t bitIndex = n % 8; size_t bitIndex = n % 8;
if (value) if (value)
@@ -5177,7 +5177,7 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
gol->futureCells = new uint8_t[dataSize]; gol->futureCells = new uint8_t[dataSize];
} }
uint16_t &generation = SEGENV.aux0; uint16_t &generation = SEGENV.aux0; //rename aux0 and aux1 for readability (not needed)
uint16_t &pauseFrames = SEGENV.aux1; uint16_t &pauseFrames = SEGENV.aux1;
CRGB backgroundColor = SEGCOLOR(1); CRGB backgroundColor = SEGCOLOR(1);
CRGB color; CRGB color;
@@ -5193,14 +5193,14 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) { for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
uint8_t state = (random8() < 82) ? 1 : 0; // ~32% chance of being alive uint8_t state = (random8() < 82) ? 1 : 0; // ~32% chance of being alive
if (state == 0) { if (state == 0) {
setBitValue(gol->cells, dataSize, y * cols + x, false); setBitValue(gol->cells, y * cols + x, false);
setBitValue(gol->futureCells, dataSize, y * cols + x, false); setBitValue(gol->futureCells, y * cols + x, false);
if (SEGMENT.check2) continue; if (SEGMENT.check2) continue;
SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0)); SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0));
} }
else { else {
setBitValue(gol->cells, dataSize, y * cols + x, true); setBitValue(gol->cells, y * cols + x, true);
setBitValue(gol->futureCells, dataSize, y * cols + x, true); setBitValue(gol->futureCells, y * cols + x, true);
color = SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0); color = SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
SEGMENT.setPixelColorXY(x,y,!SEGMENT.check1?color : RGBW32(color.r, color.g, color.b, 0)); SEGMENT.setPixelColorXY(x,y,!SEGMENT.check1?color : RGBW32(color.r, color.g, color.b, 0));
} }
@@ -5225,7 +5225,7 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
if (SEGMENT.check2) { if (SEGMENT.check2) {
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) { for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
//redraw foreground/alive //redraw foreground/alive
if (getBitValue(gol->cells, dataSize, y * cols + x)) { if (getBitValue(gol->cells, y * cols + x)) {
color = SEGMENT.getPixelColorXY(x,y); color = SEGMENT.getPixelColorXY(x,y);
SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?color : RGBW32(color.r, color.g, color.b, 0)); SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?color : RGBW32(color.r, color.g, color.b, 0));
} }
@@ -5249,17 +5249,17 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
for (int i = -1; i <= 1; i++) for (int j = -1; j <= 1; j++) { // iterate through 3*3 matrix for (int i = -1; i <= 1; i++) for (int j = -1; j <= 1; j++) { // iterate through 3*3 matrix
if (i==0 && j==0) continue; // ignore itself if (i==0 && j==0) continue; // ignore itself
if (SEGMENT.check3) { //wrap around if (!SEGMENT.check3 || generation % 1500 == 0) { //no wrap disable wrap every 1500 generations to prevent undetected repeats
cX = (x+i+cols) % cols;
cY = (y+j+rows) % rows;
} else {
cX = x+i; cX = x+i;
cY = y+j; cY = y+j;
if (cX < 0 || cY < 0 || cX >= cols || cY >= rows) continue; //skip if out of bounds if (cX < 0 || cY < 0 || cX >= cols || cY >= rows) continue; //skip if out of bounds
} else { //wrap around
cX = (x+i+cols) % cols;
cY = (y+j+rows) % rows;
} }
cIndex = cY * cols + cX; cIndex = cY * cols + cX;
// count neighbors and store upto 3 neighbor colors // count neighbors and store upto 3 neighbor colors
if (getBitValue(gol->cells, dataSize, cIndex)) { //if alive if (getBitValue(gol->cells, cIndex)) { //if alive
neighbors++; neighbors++;
color = SEGMENT.getPixelColorXY(cX, cY); color = SEGMENT.getPixelColorXY(cX, cY);
if (color == backgroundColor) continue; //parent just died, color lost if (color == backgroundColor) continue; //parent just died, color lost
@@ -5269,16 +5269,16 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
} }
// Rules of Life // Rules of Life
bool cellValue = getBitValue(gol->cells, dataSize, y * cols + x); bool cellValue = getBitValue(gol->cells, y * cols + x);
if ((cellValue) && (neighbors < 2 || neighbors > 3)) { if ((cellValue) && (neighbors < 2 || neighbors > 3)) {
// Loneliness or overpopulation // Loneliness or overpopulation
cellChanged = true; cellChanged = true;
setBitValue(gol->futureCells, dataSize, y * cols + x, false); setBitValue(gol->futureCells, y * cols + x, false);
if (!SEGMENT.check2) SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0)); if (!SEGMENT.check2) SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0));
} }
else if (!(cellValue) && (neighbors == 3)) { else if (!(cellValue) && (neighbors == 3)) {
// Reproduction // Reproduction
setBitValue(gol->futureCells, dataSize, y * cols + x, true); setBitValue(gol->futureCells, y * cols + x, true);
cellChanged = true; cellChanged = true;
// find dominant color and assign it to a cell // find dominant color and assign it to a cell
// no longer storing colors, if parent dies the color is lost // no longer storing colors, if parent dies the color is lost