GoL - Allows default overlay mode.
Flicker fixed by always redrawing dead cells if overlay unchecked. Can swap between overlay types by checking/unchecking overlayBG.
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@@ -5234,24 +5234,23 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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return FRAMETIME;
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}
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// Redraw if paused (remove blur), palette changed, or overlaying background (avoid flicker)
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bool blurDead = SEGENV.step > strip.now && blur && !bgBlendMode && !overlayBG;
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bool palChanged = SEGMENT.palette != *prevPalette && !allColors;
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bool blurDead = SEGENV.step > strip.now && !bgBlendMode && !overlayBG;
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if (palChanged || blurDead || overlayBG) {
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for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
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cIndex = y * cols + x;
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bool alive = getBitValue(cells, cIndex);
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if (palChanged && alive) SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0));
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else if (overlayBG & alive) {
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color = SEGMENT.getPixelColorXY(x,y);
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SEGMENT.setPixelColorXY(x,y, allColors ? RGBW32(color.r, color.g, color.b, 0) : color);
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}
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if (palChanged && !alive && !overlayBG) SEGMENT.setPixelColorXY(x,y, bgColor); // remove blurred cells from previous palette
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else if (blurDead && !alive) SEGMENT.setPixelColorXY(x,y, blend(SEGMENT.getPixelColorXY(x,y), bgColor, blur));
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}
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if (palChanged) *prevPalette = SEGMENT.palette;
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}
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if (palChanged) *prevPalette = SEGMENT.palette;
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// Redraw if paused (remove blur), palette changed, overlaying background (avoid flicker),
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// always redraw dead cells if not overlaying background. Allows overlayFG by default.
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for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
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cIndex = y * cols + x;
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bool alive = getBitValue(cells, cIndex);
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CRGB color = SEGMENT.getPixelColorXY(x,y);
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if (palChanged && alive) SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0)); // Recolor alive cells
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else if (overlayBG & alive) SEGMENT.setPixelColorXY(x,y, allColors ? RGBW32(color.r, color.g, color.b, 0) : color); // Redraw alive cells for overlayBG
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if (palChanged && !alive && !overlayBG) SEGMENT.setPixelColorXY(x,y, bgColor); // Remove blurred cells from previous palette
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else if (blurDead && !alive) SEGMENT.setPixelColorXY(x,y, blend(color, bgColor, blur)); // Blur dead cells (paused)
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else if (!overlayBG && !alive) SEGMENT.setPixelColorXY(x,y, color); // Redraw dead cells for default overlayFG
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}
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if (SEGENV.step > strip.now || strip.now - SEGENV.step < 1000 / (uint32_t)map(SEGMENT.speed,0,255,1,64)) return FRAMETIME; //skip if not enough time has passed (1-64 updates/sec)
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//Update Game of Life
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@@ -5266,14 +5265,14 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
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CRGB nColors[3]; // track 3 colors, dying cells may overwrite but this wont be used
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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 (i == 0 && j == 0) continue; // ignore itself
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if (!wrap || 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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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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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; //neighbor cell index
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// count neighbors and store upto 3 neighbor colors
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@@ -5341,7 +5340,7 @@ 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 BG ☾,Wrap ☾,;!,!;!;2;sx=82,ix=4,c1=48,o1=0,o2=0,o3=1";
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static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,Color Mutation ☾,Blur ☾,,,All Colors ☾,Overlay BG ☾,Wrap ☾,;!,!;!;2;sx=56,ix=2,c1=128,o1=0,o2=0,o3=1";
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/////////////////////////
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// 2D Hiphotic //
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