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GameOfLife.pde
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GameOfLife.pde
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/**
* An effect class to represent Conway's game of life: http://en.wikipedia.org/wiki/Conway's_Game_of_Life
* With some randomness added in for aestetic appeal.
*/
class GameOfLife extends Effect {
color baseColor;
float weight = 1;
int[][] grid, newGrid;
GameOfLife(int _millis, color _c) {
super(_millis);
baseColor = _c;
grid = new int[cols][rows];
newGrid = new int[cols][rows];
//Populate a "random" seed
for (int x = 0; x < cols; x++) {
for (int y = 0; y < rows; y++) {
grid[x][y] = (int) random(1024) % 2;
}
}
imageBuffer.beginDraw();
imageBuffer.noFill();
imageBuffer.stroke(baseColor);
imageBuffer.strokeWeight(weight);
imageBuffer.endDraw();
}
void update() {
processTurn();
imageBuffer.beginDraw();
imageBuffer.background(0, 1);
for (int x = 0; x < cols; x++) {
for (int y = 0; y < rows; y++) {
if (newGrid[x][y] == 1) {
imageBuffer.point(x, y);
}
}
}
//shift the color randomly
float red = ((baseColor >> 16 & 0xFF) * random(16)) % 255;
float green = ((baseColor >> 8 & 0xFF) * random(16)) % 255;
float blue = ((baseColor & 0XFF) * random(16)) % 255;
float alpha = random(128, 255);
imageBuffer.stroke(color(red, green, blue, alpha));
imageBuffer.endDraw();
grid = newGrid;
}
void processTurn() {
for (int x = 0; x < cols; x++) {
for (int y = 0; y < rows; y++) {
//Calculate number of neighbors
int count = 0;
if (x > 0 && y > 0) {
count += grid[x - 1][y - 1]; //Nortwest
}
if (x > 0) {
count += grid[x - 1][y]; //West
}
if (x > 0 && y < rows - 1) {
count += grid[x - 1][y + 1]; //Southwest
}
if (y > 0) {
count += grid[x][y - 1]; //North
}
if (x < cols - 1 && y < rows - 1) {
count += grid[x + 1][y + 1]; //Southeast
}
if (x < cols - 1 && y > 0) {
count += grid[x + 1][y - 1]; //Northeast
}
if (x < cols - 1) {
count += grid[x + 1][y]; //East
}
if (y < rows - 1) {
count += grid[x][y + 1]; //South
}
if (grid[x][y] == 1 && count < 2) {
newGrid[x][y] = 0; //Isolation Death
} else if (grid[x][y] == 1 && count > 3) {
newGrid[x][y] = 0; //Overpopulation Death
} else if (grid[x][y] == 0 && count == 3) {
newGrid[x][y] = 1; //Birth
} else {
newGrid[x][y] = grid[x][y]; //Continue
}
}
}
}
}