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GoL - Rework
Blur now fades while game is paused. New blur mode when blur slider is >220 Added variables to make code easier to follow instead of check1 custom1 etc. (not needed) Removed % with random8 calls. Misc changes
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wled00/FX.cpp

Lines changed: 55 additions & 57 deletions
Original file line numberDiff line numberDiff line change
@@ -5173,50 +5173,54 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
51735173
const uint16_t rows = SEGMENT.virtualHeight();
51745174
const size_t dataSize = ((SEGMENT.length() + 7) / 8); // round up to nearest byte
51755175
const size_t detectionSize = sizeof(uint8_t) + sizeof(uint16_t)*2; // 1 uint8_t (gliderLen), 2 uint16_t (2 CRCs)
5176-
const size_t totalSize = dataSize * 2 + detectionSize + sizeof(CRGB); //CRGB prevColor
5176+
const size_t totalSize = dataSize * 2 + detectionSize + sizeof(uint8_t);
51775177

51785178
if (!SEGENV.allocateData(totalSize)) return mode_static(); //allocation failed
5179-
byte *cells = reinterpret_cast<byte*>(SEGENV.data);
5179+
byte *cells = reinterpret_cast<byte*>(SEGENV.data);
51805180
byte *futureCells = reinterpret_cast<byte*>(SEGENV.data + dataSize);
5181-
uint8_t *gliderLength = reinterpret_cast<uint8_t*>(SEGENV.data + dataSize*2);
5181+
uint8_t *gliderLength = reinterpret_cast<uint8_t*>(SEGENV.data + dataSize*2);
51825182
uint16_t *oscillatorCRC = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize*2 + sizeof(uint8_t));
5183-
uint16_t *spaceshipCRC = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize*2 + sizeof(uint8_t) + sizeof(uint16_t));
5184-
CRGB *prevColor = reinterpret_cast<CRGB*>(SEGENV.data + dataSize*2 + detectionSize);
5185-
5186-
uint16_t &generation = SEGENV.aux0; //rename aux0 readability (not needed)
5187-
CRGB bgColor = SEGCOLOR(1);
5188-
CRGB color;
5183+
uint16_t *spaceshipCRC = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize*2 + sizeof(uint8_t) + sizeof(uint16_t));
5184+
uint8_t *prevPalette = reinterpret_cast<uint8_t*>(SEGENV.data + dataSize*2 + detectionSize);
5185+
5186+
uint16_t &generation = SEGENV.aux0; //Rename SEGENV/SEGMENT variables for readability
5187+
bool allColors = SEGMENT.check1;
5188+
bool overlayBG = SEGMENT.check2;
5189+
bool wrap = SEGMENT.check3;
5190+
byte blur = map(SEGMENT.custom1, 0, 255, 255, 0);
5191+
bool bgBlendMode = SEGMENT.custom1 > 220 && !overlayBG; // if blur is high and not overlaying, use bg blend mode
5192+
byte bgBlur = map(SEGMENT.custom1 - 220, 0, 35, 255, 128);
5193+
CRGB bgColor = SEGCOLOR(1);
5194+
CRGB color = allColors ? random16() * random16() : SEGMENT.color_from_palette(0, false, PALETTE_SOLID_WRAP, 0);
51895195
uint16_t cIndex;
51905196

51915197
if (SEGENV.call == 0) {
51925198
SEGMENT.setUpLeds();
51935199
SEGMENT.fill(BLACK); // to make sure that segment buffer and physical leds are aligned initially
51945200
}
5195-
//start new game of life
5201+
// Setup New Game of Life
51965202
if ((SEGENV.call == 0 || generation == 0) && SEGENV.step < strip.now) {
51975203
SEGENV.step = strip.now + 1250; // show initial state for 1.25 seconds
51985204
generation = 1;
5205+
*prevPalette = SEGMENT.palette;
51995206
random16_set_seed(strip.now>>2); //seed the random generator
52005207
//Setup Grid
5208+
memset(cells, 0, dataSize);
52015209
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
52025210
cIndex = y * cols + x;
5203-
if (random8() < 82) { // ~32% chance of being alive
5211+
if (random8(100) < 32) { // ~32% chance of being alive
52045212
setBitValue(cells, cIndex, true);
5205-
setBitValue(futureCells, cIndex, true);
52065213
color = SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
5207-
SEGMENT.setPixelColorXY(x,y,!SEGMENT.check1?color : RGBW32(color.r, color.g, color.b, 0));
5208-
}
5209-
else {
5210-
setBitValue(cells, cIndex, false);
5211-
setBitValue(futureCells, cIndex, false);
5212-
if (SEGMENT.check2) continue; //overlay
5213-
SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?bgColor : RGBW32(bgColor.r, bgColor.g, bgColor.b, 0));
5214+
SEGMENT.setPixelColorXY(x,y, allColors ? random16() * random16() : color);
52145215
}
5216+
else if (!overlayBG) SEGMENT.setPixelColorXY(x,y, allColors ? RGBW32(bgColor.r, bgColor.g, bgColor.b, 0) : bgColor); // set background color if not overlaying
52155217
}
5216-
5217-
//Clear CRCs
5218-
*oscillatorCRC = 0;
5219-
*spaceshipCRC = 0;
5218+
memcpy(futureCells, cells, dataSize);
5219+
5220+
//Set CRCs
5221+
uint16_t crc = crc16((const unsigned char*)cells, dataSize);
5222+
*oscillatorCRC = crc;
5223+
*spaceshipCRC = crc;
52205224

52215225
//Calculate glider length LCM(rows,cols)*4
52225226
uint8_t a = rows;
@@ -5229,32 +5233,27 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
52295233
*gliderLength = cols * rows / a * 4;
52305234
return FRAMETIME;
52315235
}
5232-
//Redraw immediately if overlay to avoid flicker
5233-
if (SEGMENT.check2) {
5234-
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
5235-
//redraw foreground/alive
5236-
cIndex = y * cols + x;
5237-
if (getBitValue(cells, cIndex)) {
5238-
color = SEGMENT.getPixelColorXY(x,y);
5239-
SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?color : RGBW32(color.r, color.g, color.b, 0));
5240-
}
5241-
}
5242-
}
5243-
if (SEGENV.step > strip.now || strip.now - SEGENV.step < 1000 / (uint32_t)map(SEGMENT.speed,0,255,1,64)) { // 1 - 64 updates per second
5244-
return FRAMETIME; //skip if not enough time has passed
5245-
}
52465236

5247-
//Recolor live cells if palette/color changed
5248-
if (SEGMENT.color_from_palette(0, false, PALETTE_SOLID_WRAP, 0) != *prevColor){
5237+
// Redraw if paused (remove blur), palette changed, or overlaying background (avoid flicker)
5238+
bool palChanged = SEGMENT.palette != *prevPalette && !allColors;
5239+
bool blurDead = SEGENV.step > strip.now && !bgBlendMode && !overlayBG;
5240+
if (palChanged || blurDead || overlayBG) {
52495241
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
52505242
cIndex = y * cols + x;
5251-
if (getBitValue(cells, cIndex)) {
5252-
SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0));
5243+
bool alive = getBitValue(cells, cIndex);
5244+
if (palChanged && alive) SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0));
5245+
else if (overlayBG & alive) {
5246+
color = SEGMENT.getPixelColorXY(x,y);
5247+
SEGMENT.setPixelColorXY(x,y, allColors ? RGBW32(color.r, color.g, color.b, 0) : color);
52535248
}
5249+
if (palChanged && !alive && !overlayBG) SEGMENT.setPixelColorXY(x,y, bgColor); // remove blurred cells from previous palette
5250+
else if (blurDead && !alive) SEGMENT.setPixelColorXY(x,y, blend(SEGMENT.getPixelColorXY(x,y), bgColor, blur));
52545251
}
5255-
*prevColor = SEGMENT.color_from_palette(0, false, PALETTE_SOLID_WRAP, 0);
5252+
if (palChanged) *prevPalette = SEGMENT.palette;
52565253
}
52575254

5255+
if (SEGENV.step > strip.now || strip.now - SEGENV.step < 1000 / (uint32_t)map(SEGMENT.speed,0,255,1,64)) return FRAMETIME; //skip if not enough time has passed (1-64 updates/sec)
5256+
52585257
//Update Game of Life
52595258
bool cellChanged = false; // Detect still live and dead grids
52605259
//cell coordinates
@@ -5268,7 +5267,7 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
52685267

52695268
for (int i = -1; i <= 1; i++) for (int j = -1; j <= 1; j++) { // iterate through 3*3 matrix
52705269
if (i==0 && j==0) continue; // ignore itself
5271-
if (!SEGMENT.check3 || generation % 1500 == 0) { //no wrap, disable wrap every 1500 generations to prevent undetected repeats
5270+
if (!wrap || generation % 1500 == 0) { //no wrap, disable wrap every 1500 generations to prevent undetected repeats
52725271
cX = x+i;
52735272
cY = y+j;
52745273
if (cX < 0 || cY < 0 || cX >= cols || cY >= rows) continue; //skip if out of bounds
@@ -5292,34 +5291,33 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
52925291
cIndex = y * cols + x; //current cell index
52935292
bool cellValue = getBitValue(cells, cIndex);
52945293
if ((cellValue) && (neighbors < 2 || neighbors > 3)) {
5295-
// Loneliness or overpopulation
5294+
// Loneliness or Overpopulation
52965295
cellChanged = true;
52975296
setBitValue(futureCells, cIndex, false);
5298-
// blur/turn off dying cells
5299-
if (!SEGMENT.check2) SEGMENT.setPixelColorXY(x,y, blend(SEGMENT.getPixelColorXY(x,y), bgColor, map(SEGMENT.custom1, 0, 255, 255, 0)));
5297+
// Blur/turn off dying cells
5298+
if (!overlayBG) SEGMENT.setPixelColorXY(x,y, blend(SEGMENT.getPixelColorXY(x,y), bgColor, bgBlendMode ? bgBlur : blur));
53005299
}
53015300
else if (!(cellValue) && (neighbors == 3)) {
53025301
// Reproduction
53035302
setBitValue(futureCells, cIndex, true);
53045303
cellChanged = true;
5305-
// find dominant color and assign it to a cell
5306-
// no longer storing colors, if parent dies the color is lost
5307-
CRGB dominantColor;
5304+
// find dominant color and assign it to a new born cell no longer storing colors, if parent dies the color is lost
5305+
CRGB dominantColor;
53085306
if (colorCount == 3) { //All parents survived
53095307
if ((nColors[0] == nColors[1]) || (nColors[0] == nColors[2])) dominantColor = nColors[0];
53105308
else if (nColors[1] == nColors[2]) dominantColor = nColors[1];
5311-
else dominantColor = nColors[random8()%3];
5309+
else dominantColor = nColors[random8(3)];
53125310
}
5313-
else if (colorCount == 2) dominantColor = nColors[random8()%2]; // 1 leading parent died
5314-
else if (colorCount == 1) dominantColor = nColors[0]; // 2 leading parents died
5315-
else dominantColor = color; // all parents died last used color
5311+
else if (colorCount == 2) dominantColor = nColors[random8(2)]; // 1 leading parent died
5312+
else if (colorCount == 1) dominantColor = nColors[0]; // 2 leading parents died
5313+
else dominantColor = color; // all parents died last used color
53165314
// mutate color chance
5317-
if (random8() < SEGMENT.intensity || dominantColor == bgColor) dominantColor = !SEGMENT.check1?SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0): random16()*random16();
5318-
if (SEGMENT.check1) dominantColor = RGBW32(dominantColor.r, dominantColor.g, dominantColor.b, 0); //WLEDMM support all colors
5315+
if (allColors) dominantColor = RGBW32(dominantColor.r, dominantColor.g, dominantColor.b, 0); //WLEDMM support all colors
5316+
if (random8() < SEGMENT.intensity || dominantColor == bgColor) dominantColor = allColors ? random16() * random16() : SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
53195317
SEGMENT.setPixelColorXY(x,y, dominantColor);
53205318
}
53215319
else { // blur dead cells
5322-
if (!cellValue && !SEGMENT.check2) SEGMENT.setPixelColorXY(x,y, blend(SEGMENT.getPixelColorXY(x,y), bgColor, map(SEGMENT.custom1, 0, 255, 255, 0)));
5320+
if (!cellValue && !overlayBG && !bgBlendMode) SEGMENT.setPixelColorXY(x,y, blend(SEGMENT.getPixelColorXY(x,y), bgColor, bgBlendMode ? bgBlur : blur));
53235321
}
53245322
}
53255323
//update cell values
@@ -5343,7 +5341,7 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
53435341
SEGENV.step = strip.now;
53445342
return FRAMETIME;
53455343
} // mode_2Dgameoflife()
5346-
static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,Color Mutation ☾,Blur ☾,,,All Colors ☾,Overlay ☾,Wrap ☾,;!,!;!;2;sx=82,ix=12,c1=8,o3=1";
5344+
static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,Color Mutation ☾,Blur ☾,,,All Colors ☾,Overlay BG ☾,Wrap ☾,;!,!;!;2;sx=82,ix=4,c1=48,o1=0,o2=0,o3=1";
53475345

53485346
/////////////////////////
53495347
// 2D Hiphotic //

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