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The display wasn't properly updated during a reseed, sometimes leavin…
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…g weird

glitches like a single apparently alive cell.

Also reduced the code size a bit.
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root committed Aug 21, 2013
1 parent 0d7daf3 commit c03aa14
Showing 1 changed file with 41 additions and 54 deletions.
95 changes: 41 additions & 54 deletions lib/examples/LoLShield_Life/LoLShield_Life.pde
Original file line number Diff line number Diff line change
Expand Up @@ -32,89 +32,76 @@
//Initialized in setup.

#define DELAY 150 //Sets the time each generation is shown
#define RESEEDRATE 5000 //Sets the rate the world is re-seeded
#define SIZEX 14 //Sets the X axis size
#define SIZEY 9 //Sets the Y axis size
byte world[SIZEX][SIZEY][2]; //Creates a double buffer world
#define RESEEDRATE 100 //Sets the rate the world is re-seeded
#define SIZEX DISPLAY_COLS //Sets the X axis size
#define SIZEY DISPLAY_ROWS //Sets the Y axis size
byte world[2][SIZEX][SIZEY]; //Creates a double buffer world
long density = 50; //Sets density % during seeding
int geck = 0; //Counter for re-seeding

void setup() {
LedSign::Init(); //Initilizes the LoL Shield
randomSeed(analogRead(5));
//Builds the world with an initial seed.
for (int i = 0; i < SIZEX; i++) {
for (int j = 0; j < SIZEY; j++) {
if (random(100) < density) {
world[i][j][0] = 1;
}
else {
world[i][j][0] = 0;
}
world[i][j][1] = 0;
}
}
seedWorld();
}

void loop() {
// Birth and death cycle
for (int x = 0; x < SIZEX; x++) {
for (int y = 0; y < SIZEY; y++) {
for (byte x = 0; x < SIZEX; x++) {
for (byte y = 0; y < SIZEY; y++) {
// Default is for cell to stay the same
world[x][y][1] = world[x][y][0];
int count = neighbours(x, y);
geck++;
if (count == 3 && world[x][y][0] == 0) {
byte alive = world[0][x][y];
LedSign::Set(x, y, alive);

byte count = neighbours(x, y);
if (count == 3 && !alive) {
// A new cell is born
world[x][y][1] = 1;
LedSign::Set(x,y,1);
}
else if ((count < 2 || count > 3) && world[x][y][0] == 1) {
alive = 1;
} else if ((count < 2 || count > 3) && alive) {
// Cell dies
world[x][y][1] = 0;
LedSign::Set(x,y,0);
alive = 0;
}
world[1][x][y] = alive;
}

}

// Copy next generation into place
for (byte x = 0; x < SIZEX; x++) {
for (byte y = 0; y < SIZEY; y++) {
world[0][x][y] = world[1][x][y];
}
}

//Counts and then checks for re-seeding
//Otherwise the display will die out at some point
geck++;
if (geck > RESEEDRATE){
seedWorld();
if (++geck >= RESEEDRATE){
geck = 0;
seedWorld();
}

// Copy next generation into place
for (int x = 0; x < SIZEX; x++) {
for (int y = 0; y < SIZEY; y++) {
world[x][y][0] = world[x][y][1];
}
}
delay(DELAY);
}

//Re-seeds based off of RESEEDRATE
void seedWorld(){
randomSeed(analogRead(5));
for (int i = 0; i < SIZEX; i++) {
for (int j = 0; j < SIZEY; j++) {
if (random(100) < density) {
world[i][j][1] = 1;
}
for (byte i = 0; i < SIZEX; i++) {
for (byte j = 0; j < SIZEY; j++) {
if (random(100) < density)
world[0][i][j] = 1;
else
world[0][i][j] = 0;
}
}
}

//Runs the rule checks, including screen wrap
int neighbours(int x, int y) {
return world[(x + 1) % SIZEX][y][0] +
world[x][(y + 1) % SIZEY][0] +
world[(x + SIZEX - 1) % SIZEX][y][0] +
world[x][(y + SIZEY - 1) % SIZEY][0] +
world[(x + 1) % SIZEX][(y + 1) % SIZEY][0] +
world[(x + SIZEX - 1) % SIZEX][(y + 1) % SIZEY][0] +
world[(x + SIZEX - 1) % SIZEX][(y + SIZEY - 1) % SIZEY][0] +
world[(x + 1) % SIZEX][(y + SIZEY - 1) % SIZEY][0];
}
byte neighbours(byte x, byte y) {
return world[0][(x + 1) % SIZEX][y] +
world[0][x][(y + 1) % SIZEY] +
world[0][(x + SIZEX - 1) % SIZEX][y] +
world[0][x][(y + SIZEY - 1) % SIZEY] +
world[0][(x + 1) % SIZEX][(y + 1) % SIZEY] +
world[0][(x + SIZEX - 1) % SIZEX][(y + 1) % SIZEY] +
world[0][(x + SIZEX - 1) % SIZEX][(y + SIZEY - 1) % SIZEY] +
world[0][(x + 1) % SIZEX][(y + SIZEY - 1) % SIZEY];
}

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