ESP32-HUB75-MatrixPanel-DMA/examples/AuroraDemo/PatternLife.h

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2019-05-11 16:20:53 +02:00
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from Andrew: http://pastebin.com/f22bfe94d
* which, in turn, was "Adapted from the Life example on the Processing.org site"
*
* Made much more colorful by J.B. Langston: https://github.com/jblang/aurora/commit/6db5a884e3df5d686445c4f6b669f1668841929b
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef PatternLife_H
#define PatternLife_H
class Cell {
public:
byte alive : 1;
byte prev : 1;
byte hue: 6;
byte brightness;
};
class PatternLife : public Drawable {
private:
Cell world[MATRIX_WIDTH][MATRIX_HEIGHT];
unsigned int density = 50;
int generation = 0;
void randomFillWorld() {
for (int i = 0; i < MATRIX_WIDTH; i++) {
for (int j = 0; j < MATRIX_HEIGHT; j++) {
if (random(100) < density) {
world[i][j].alive = 1;
world[i][j].brightness = 255;
}
else {
world[i][j].alive = 0;
world[i][j].brightness = 0;
}
world[i][j].prev = world[i][j].alive;
world[i][j].hue = 0;
}
}
}
int neighbours(int x, int y) {
return (world[(x + 1) % MATRIX_WIDTH][y].prev) +
(world[x][(y + 1) % MATRIX_HEIGHT].prev) +
(world[(x + MATRIX_WIDTH - 1) % MATRIX_WIDTH][y].prev) +
(world[x][(y + MATRIX_HEIGHT - 1) % MATRIX_HEIGHT].prev) +
(world[(x + 1) % MATRIX_WIDTH][(y + 1) % MATRIX_HEIGHT].prev) +
(world[(x + MATRIX_WIDTH - 1) % MATRIX_WIDTH][(y + 1) % MATRIX_HEIGHT].prev) +
(world[(x + MATRIX_WIDTH - 1) % MATRIX_WIDTH][(y + MATRIX_HEIGHT - 1) % MATRIX_HEIGHT].prev) +
(world[(x + 1) % MATRIX_WIDTH][(y + MATRIX_HEIGHT - 1) % MATRIX_HEIGHT].prev);
}
public:
PatternLife() {
name = (char *)"Life";
}
unsigned int drawFrame() {
if (generation == 0) {
effects.ClearFrame();
randomFillWorld();
}
// Display current generation
for (int i = 0; i < MATRIX_WIDTH; i++) {
for (int j = 0; j < MATRIX_HEIGHT; j++) {
effects.leds[XY(i, j)] = effects.ColorFromCurrentPalette(world[i][j].hue * 4, world[i][j].brightness);
}
}
// Birth and death cycle
for (int x = 0; x < MATRIX_WIDTH; x++) {
for (int y = 0; y < MATRIX_HEIGHT; y++) {
// Default is for cell to stay the same
if (world[x][y].brightness > 0 && world[x][y].prev == 0)
world[x][y].brightness *= 0.9;
int count = neighbours(x, y);
if (count == 3 && world[x][y].prev == 0) {
// A new cell is born
world[x][y].alive = 1;
world[x][y].hue += 2;
world[x][y].brightness = 255;
} else if ((count < 2 || count > 3) && world[x][y].prev == 1) {
// Cell dies
world[x][y].alive = 0;
}
}
}
// Copy next generation into place
for (int x = 0; x < MATRIX_WIDTH; x++) {
for (int y = 0; y < MATRIX_HEIGHT; y++) {
world[x][y].prev = world[x][y].alive;
}
}
generation++;
if (generation >= 256)
generation = 0;
effects.ShowFrame();
return 60;
}
};
#endif