Merge branch 'claud9999-community_contributions' into revision

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nitko12 2020-09-11 13:20:42 +02:00
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/** Example "Game of Life" program for the InkPlate 6 by Chris Knight
* https://github.com/claud9999
*/
#include <Inkplate.h>
Inkplate display(INKPLATE_1BIT);
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
#define MIN_CELLSZ 8
#define MAX_CELLSZ 40
// initialize dimensions to the minimum size cell, maximum size arrays
int cell_size = 0, cols = 0, rows = 0,
cell_maxage = 0, offset_x = 0, offset_y = 0;
char grid_a[(SCREEN_WIDTH / MIN_CELLSZ) * (SCREEN_HEIGHT / MIN_CELLSZ)],
grid_b[(SCREEN_WIDTH / MIN_CELLSZ) * (SCREEN_HEIGHT / MIN_CELLSZ)];
char *grid_curr = grid_a, *grid_next = grid_b, *grid_tmp = NULL,
cell_curr, cell_next;
int x = 0, y = 0, dx = 0, dy = 0, nx = 0, ny = 0,
neighbors = 0, cell_delta = 0, frame_count = 0;
void randomize() {
cell_size = random(MIN_CELLSZ, MAX_CELLSZ + 1);
// compute the (rounded-down) number of rows and columns
cols = SCREEN_WIDTH / cell_size;
rows = SCREEN_HEIGHT / cell_size;
cell_maxage = (cell_size / 2) - 1;
// compute the "extra" space not covered by this grid, offset by half
offset_x = (SCREEN_WIDTH - cols * cell_size) / 2;
offset_y = (SCREEN_HEIGHT - rows * cell_size) / 2;
display.clean();
display.display();
display.clearDisplay();
// compute a random density...
int density = random(5,15);
// and for that density, populate the initial grid
for(x = 0; x < cols; x++) {
for (y = 0; y < rows; y++) grid_curr[x + y * cols] = random(density) == 0;
}
frame_count = 0;
}
void setup() {
Serial.begin(115200);
display.begin();
randomize();
}
void loop() {
cell_delta = 0;
for(x = 0; x < cols; x++) {
for(y = 0; y < rows; y++) {
// count neighboring cells
neighbors = 0;
for(dx = -1; dx < 2; dx++) {
for(dy = -1; dy < 2; dy++) {
if(dx == 0 && dy == 0) continue; // skip "me"
nx = x + dx; if(nx < 0) nx = cols - 1; else if(nx >= cols) nx = 0;
ny = y + dy; if(ny < 0) ny = rows - 1; else if(ny >= rows) ny = 0;
if(grid_curr[nx + ny * cols]) neighbors++;
}// end for(dy)
}// end for(dx)
cell_curr = grid_curr[x + y * cols];
cell_next = 0;
switch(neighbors) {
case 2: // alive with 2 neighbors remains alive
if(!cell_curr) break;
// else cell is alive drop through
case 3: // 3 neighbors == alive
cell_next = cell_curr + 1;
if(cell_next > cell_maxage) cell_next = cell_maxage;
}
if(cell_next != 0 && cell_curr == 0
|| cell_next == 0 && cell_curr != 0)
cell_delta++;
if(cell_next) {
// if this is a new cell, paint it black
if(cell_next == 1)
display.fillRect(x * cell_size + offset_x, y * cell_size + offset_y,
cell_size, cell_size, 1);
// otherwise paint the inside white depending on how old it is
else display.fillRect(
x * cell_size + cell_size / 2 - cell_next + offset_x,
y * cell_size + cell_size / 2 - cell_next + offset_y,
cell_next * 2, cell_next * 2, 0);
} else if (cell_curr) {
// otherwise it's died, paint the whole cell white
display.fillRect(x * cell_size + offset_x, y * cell_size + offset_y,
cell_size, cell_size, 0);
}
grid_next[x + y * cols] = cell_next;
}//end for(y)
}//end for(x)
// swap which grid is current
grid_tmp = grid_next; grid_next = grid_curr; grid_curr = grid_tmp;
// the longer this goes, the more cells this has,
// the more change is required or we reset
if(cell_delta * cell_size < frame_count) randomize();
else frame_count++;
display.partialUpdate();
}