Merge branch 'master' of github.com:processing/processing

This commit is contained in:
Florian Jenett
2013-03-28 10:41:40 +01:00
2 changed files with 182 additions and 75 deletions

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/**
* Conway's Game of Life
* by Mike Davis.
*
* This program is a simple version of Conway's
* game of Life. A lit point turns off if there
* are fewer than two or more than three surrounding
* lit points. An unlit point turns on if there
* are exactly three lit neighbors. The 'density'
* parameter determines how much of the board will
* start out lit.
*/
int sx, sy;
float density = 0.5;
int[][][] world;
void setup() {
size(640, 360);
frameRate(12);
sx = width;
sy = height;
world = new int[sx][sy][2];
// Set random cells to 'on'
for (int i = 0; i < sx * sy * density; i++) {
int x = int(random(sx));
int y = int(random(sy));
world[x][y][1] = 1;
}
}
void draw() {
background(0);
// Drawing and update cycle
for (int x = 0; x < sx; x=x+1) {
for (int y = 0; y < sy; y=y+1) {
//if (world[x][y][1] == 1)
// Change recommended by The.Lucky.Mutt
if ((world[x][y][1] == 1) || (world[x][y][1] == 0 && world[x][y][0] == 1)) {
world[x][y][0] = 1;
set(x, y, #FFFFFF);
}
if (world[x][y][1] == -1) {
world[x][y][0] = 0;
}
world[x][y][1] = 0;
}
}
// Birth and death cycle
for (int x = 0; x < sx; x=x+1) {
for (int y = 0; y < sy; y=y+1) {
int count = neighbors(x, y);
if (count == 3 && world[x][y][0] == 0) {
world[x][y][1] = 1;
}
if ((count < 2 || count > 3) && world[x][y][0] == 1) {
world[x][y][1] = -1;
}
}
}
}
// Count the number of adjacent cells 'on'
int neighbors(int x, int y) {
return world[(x + 1) % sx][y][0] +
world[x][(y + 1) % sy][0] +
world[(x + sx - 1) % sx][y][0] +
world[x][(y + sy - 1) % sy][0] +
world[(x + 1) % sx][(y + 1) % sy][0] +
world[(x + sx - 1) % sx][(y + 1) % sy][0] +
world[(x + sx - 1) % sx][(y + sy - 1) % sy][0] +
world[(x + 1) % sx][(y + sy - 1) % sy][0];
}

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/**
* A Processing implementation of Game of Life
* By Joan Soler-Adillon
*
* Press SPACE BAR to pause and change the cell's values with the mouse
* On pause, click to activate/deactivate cells
* Press R to randomly reset the cells' grid
* Press C to clear the cells' grid
*
* The original Game of Life was created by John Conway in 1970.
*/
// Size of cells
int cellSize = 5;
// How likely for a cell to be alive at start (in percentage)
float probabilityOfAliveAtStart = 15;
// Variables for timer
int interval = 100;
int lastRecordedTime = 0;
// Colors for active/inactive cells
color alive = color(0, 200, 0);
color dead = color(0);
// Array of cells
int[][] cells;
// Buffer to record the state of the cells and use this while changing the others in the interations
int[][] cellsBuffer;
// Pause
boolean pause = false;
void setup() {
size (640, 360);
// Instantiate arrays
cells = new int[width/cellSize][height/cellSize];
cellsBuffer = new int[width/cellSize][height/cellSize];
// This stroke will draw the background grid
stroke(48);
noSmooth();
// Initialization of cells
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
float state = random (100);
if (state > probabilityOfAliveAtStart) {
state = 0;
}
else {
state = 1;
}
cells[x][y] = int(state); // Save state of each cell
}
}
background(0); // Fill in black in case cells don't cover all the windows
}
void draw() {
//Draw grid
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
if (cells[x][y]==1) {
fill(alive); // If alive
}
else {
fill(dead); // If dead
}
rect (x*cellSize, y*cellSize, cellSize, cellSize);
}
}
// Iterate if timer ticks
if (millis()-lastRecordedTime>interval) {
if (!pause) {
iteration();
lastRecordedTime = millis();
}
}
// Create new cells manually on pause
if (pause && mousePressed) {
// Map and avoid out of bound errors
int xCellOver = int(map(mouseX, 0, width, 0, width/cellSize));
xCellOver = constrain(xCellOver, 0, width/cellSize-1);
int yCellOver = int(map(mouseY, 0, height, 0, height/cellSize));
yCellOver = constrain(yCellOver, 0, height/cellSize-1);
// Check against cells in buffer
if (cellsBuffer[xCellOver][yCellOver]==1) { // Cell is alive
cells[xCellOver][yCellOver]=0; // Kill
fill(dead); // Fill with kill color
}
else { // Cell is dead
cells[xCellOver][yCellOver]=1; // Make alive
fill(alive); // Fill alive color
}
}
else if (pause && !mousePressed) { // And then save to buffer once mouse goes up
// Save cells to buffer (so we opeate with one array keeping the other intact)
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
cellsBuffer[x][y] = cells[x][y];
}
}
}
}
void iteration() { // When the clock ticks
// Save cells to buffer (so we opeate with one array keeping the other intact)
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
cellsBuffer[x][y] = cells[x][y];
}
}
// Visit each cell:
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
// And visit all the neighbours of each cell
int neighbours = 0; // We'll count the neighbours
for (int xx=x-1; xx<=x+1;xx++) {
for (int yy=y-1; yy<=y+1;yy++) {
if (((xx>=0)&&(xx<width/cellSize))&&((yy>=0)&&(yy<height/cellSize))) { // Make sure you are not out of bounds
if (!((xx==x)&&(yy==y))) { // Make sure to to check against self
if (cellsBuffer[xx][yy]==1){
neighbours ++; // Check alive neighbours and count them
}
} // End of if
} // End of if
} // End of yy loop
} //End of xx loop
// We've checked the neigbours: apply rules!
if (cellsBuffer[x][y]==1) { // The cell is alive: kill it if necessary
if (neighbours < 2 || neighbours > 3) {
cells[x][y] = 0; // Die unless it has 2 or 3 neighbours
}
}
else { // The cell is dead: make it live if necessary
if (neighbours == 3 ) {
cells[x][y] = 1; // Only if it has 3 neighbours
}
} // End of if
} // End of y loop
} // End of x loop
} // End of function
void keyPressed() {
if (key=='r' || key == 'R') {
// Restart: reinitialization of cells
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
float state = random (100);
if (state > probabilityOfAliveAtStart) {
state = 0;
}
else {
state = 1;
}
cells[x][y] = int(state); // Save state of each cell
}
}
}
if (key==' ') { // On/off of pause
pause = !pause;
}
if (key=='c' || key == 'C') { // Clear all
for (int x=0; x<width/cellSize; x++) {
for (int y=0; y<height/cellSize; y++) {
cells[x][y] = 0; // Save all to zero
}
}
}
}