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