85d0d44891
Based on Aurora code.
129 lines
4.5 KiB
C++
129 lines
4.5 KiB
C++
/*
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* Aurora: https://github.com/pixelmatix/aurora
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* Copyright (c) 2014 Jason Coon
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*
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* Portions of this code are adapted from Andrew: http://pastebin.com/f22bfe94d
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* which, in turn, was "Adapted from the Life example on the Processing.org site"
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*
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* Made much more colorful by J.B. Langston: https://github.com/jblang/aurora/commit/6db5a884e3df5d686445c4f6b669f1668841929b
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef PatternLife_H
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#define PatternLife_H
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class Cell {
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public:
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byte alive : 1;
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byte prev : 1;
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byte hue: 6;
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byte brightness;
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};
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class PatternLife : public Drawable {
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private:
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Cell world[MATRIX_WIDTH][MATRIX_HEIGHT];
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unsigned int density = 50;
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int generation = 0;
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void randomFillWorld() {
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for (int i = 0; i < MATRIX_WIDTH; i++) {
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for (int j = 0; j < MATRIX_HEIGHT; j++) {
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if (random(100) < density) {
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world[i][j].alive = 1;
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world[i][j].brightness = 255;
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}
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else {
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world[i][j].alive = 0;
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world[i][j].brightness = 0;
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}
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world[i][j].prev = world[i][j].alive;
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world[i][j].hue = 0;
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}
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}
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}
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int neighbours(int x, int y) {
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return (world[(x + 1) % MATRIX_WIDTH][y].prev) +
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(world[x][(y + 1) % MATRIX_HEIGHT].prev) +
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(world[(x + MATRIX_WIDTH - 1) % MATRIX_WIDTH][y].prev) +
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(world[x][(y + MATRIX_HEIGHT - 1) % MATRIX_HEIGHT].prev) +
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(world[(x + 1) % MATRIX_WIDTH][(y + 1) % MATRIX_HEIGHT].prev) +
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(world[(x + MATRIX_WIDTH - 1) % MATRIX_WIDTH][(y + 1) % MATRIX_HEIGHT].prev) +
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(world[(x + MATRIX_WIDTH - 1) % MATRIX_WIDTH][(y + MATRIX_HEIGHT - 1) % MATRIX_HEIGHT].prev) +
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(world[(x + 1) % MATRIX_WIDTH][(y + MATRIX_HEIGHT - 1) % MATRIX_HEIGHT].prev);
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}
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public:
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PatternLife() {
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name = (char *)"Life";
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}
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unsigned int drawFrame() {
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if (generation == 0) {
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effects.ClearFrame();
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randomFillWorld();
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}
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// Display current generation
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for (int i = 0; i < MATRIX_WIDTH; i++) {
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for (int j = 0; j < MATRIX_HEIGHT; j++) {
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effects.leds[XY(i, j)] = effects.ColorFromCurrentPalette(world[i][j].hue * 4, world[i][j].brightness);
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}
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}
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// Birth and death cycle
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for (int x = 0; x < MATRIX_WIDTH; x++) {
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for (int y = 0; y < MATRIX_HEIGHT; y++) {
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// Default is for cell to stay the same
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if (world[x][y].brightness > 0 && world[x][y].prev == 0)
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world[x][y].brightness *= 0.9;
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int count = neighbours(x, y);
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if (count == 3 && world[x][y].prev == 0) {
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// A new cell is born
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world[x][y].alive = 1;
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world[x][y].hue += 2;
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world[x][y].brightness = 255;
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} else if ((count < 2 || count > 3) && world[x][y].prev == 1) {
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// Cell dies
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world[x][y].alive = 0;
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}
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}
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}
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// Copy next generation into place
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for (int x = 0; x < MATRIX_WIDTH; x++) {
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for (int y = 0; y < MATRIX_HEIGHT; y++) {
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world[x][y].prev = world[x][y].alive;
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}
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}
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generation++;
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if (generation >= 256)
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generation = 0;
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effects.ShowFrame();
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return 60;
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}
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};
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#endif
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