/* * 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[VPANEL_W][VPANEL_H]; unsigned int density = 50; int generation = 0; void randomFillWorld() { for (int i = 0; i < VPANEL_W; i++) { for (int j = 0; j < VPANEL_H; 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) % VPANEL_W][y].prev) + (world[x][(y + 1) % VPANEL_H].prev) + (world[(x + VPANEL_W - 1) % VPANEL_W][y].prev) + (world[x][(y + VPANEL_H - 1) % VPANEL_H].prev) + (world[(x + 1) % VPANEL_W][(y + 1) % VPANEL_H].prev) + (world[(x + VPANEL_W - 1) % VPANEL_W][(y + 1) % VPANEL_H].prev) + (world[(x + VPANEL_W - 1) % VPANEL_W][(y + VPANEL_H - 1) % VPANEL_H].prev) + (world[(x + 1) % VPANEL_W][(y + VPANEL_H - 1) % VPANEL_H].prev); } public: PatternLife() { name = (char *)"Life"; } unsigned int drawFrame() { if (generation == 0) { effects.ClearFrame(); randomFillWorld(); } // Display current generation for (int i = 0; i < VPANEL_W; i++) { for (int j = 0; j < VPANEL_H; 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 < VPANEL_W; x++) { for (int y = 0; y < VPANEL_H; 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 < VPANEL_W; x++) { for (int y = 0; y < VPANEL_H; y++) { world[x][y].prev = world[x][y].alive; } } generation++; if (generation >= 256) generation = 0; effects.ShowFrame(); return 60; } }; #endif