This commit is contained in:
benfry
2011-01-26 19:22:19 +00:00
parent d3a18c7964
commit eb64b2d4fc
1234 changed files with 96518 additions and 0 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, 200, P2D);
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++) {
world[(int)random(sx)][(int)random(sy)][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];
}
@@ -0,0 +1,101 @@
import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Conway extends PApplet {
/**
* 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 = 0.5f;
int[][][] world;
public void setup()
{
size(640, 200, P3D);
frameRate(12);
sx = width;
sy = height;
world = new int[sx][sy][2];
stroke(255);
// Set random cells to 'on'
for (int i = 0; i < sx * sy * density; i++) {
world[(int)random(sx)][(int)random(sy)][1] = 1;
}
}
public 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;
point(x, y);
}
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'
public 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];
}
static public void main(String args[]) {
PApplet.main(new String[] { "Conway" });
}
}
@@ -0,0 +1,81 @@
/**
* 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, 200, P3D);
frameRate(12);
sx = width;
sy = height;
world = new int[sx][sy][2];
stroke(255);
// Set random cells to 'on'
for (int i = 0; i < sx * sy * density; i++) {
world[(int)random(sx)][(int)random(sy)][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;
point(x, y);
}
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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/**
* Spore 1
* by Mike Davis.
*
* A short program for alife experiments. Click in the window to restart.
* Each cell is represented by a pixel on the display as well as an entry in
* the array 'cells'. Each cell has a run() method, which performs actions
* based on the cell's surroundings. Cells run one at a time (to avoid conflicts
* like wanting to move to the same space) and in random order.
*/
World w;
int numcells = 0;
int maxcells = 6700;
Cell[] cells = new Cell[maxcells];
color spore_color;
// set lower for smoother animation, higher for faster simulation
int runs_per_loop = 10000;
color black = color(0, 0, 0);
void setup()
{
size(640, 200, P2D);
frameRate(24);
clearscr();
w = new World();
spore_color = color(172, 255, 128);
seed();
}
void seed()
{
// Add cells at random places
for (int i = 0; i < maxcells; i++)
{
int cX = (int)random(width);
int cY = (int)random(height);
if (w.getpix(cX, cY) == black)
{
w.setpix(cX, cY, spore_color);
cells[numcells] = new Cell(cX, cY);
numcells++;
}
}
}
void draw()
{
// Run cells in random order
for (int i = 0; i < runs_per_loop; i++) {
int selected = min((int)random(numcells), numcells - 1);
cells[selected].run();
}
}
void clearscr()
{
background(0);
}
class Cell
{
int x, y;
Cell(int xin, int yin)
{
x = xin;
y = yin;
}
// Perform action based on surroundings
void run()
{
// Fix cell coordinates
while(x < 0) {
x+=width;
}
while(x > width - 1) {
x-=width;
}
while(y < 0) {
y+=height;
}
while(y > height - 1) {
y-=height;
}
// Cell instructions
if (w.getpix(x + 1, y) == black) {
move(0, 1);
} else if (w.getpix(x, y - 1) != black && w.getpix(x, y + 1) != black) {
move((int)random(9) - 4, (int)random(9) - 4);
}
}
// Will move the cell (dx, dy) units if that space is empty
void move(int dx, int dy) {
if (w.getpix(x + dx, y + dy) == black) {
w.setpix(x + dx, y + dy, w.getpix(x, y));
w.setpix(x, y, color(0));
x += dx;
y += dy;
}
}
}
// The World class simply provides two functions, get and set, which access the
// display in the same way as getPixel and setPixel. The only difference is that
// the World class's get and set do screen wraparound ("toroidal coordinates").
class World
{
void setpix(int x, int y, int c) {
while(x < 0) x+=width;
while(x > width - 1) x-=width;
while(y < 0) y+=height;
while(y > height - 1) y-=height;
set(x, y, c);
}
color getpix(int x, int y) {
while(x < 0) x+=width;
while(x > width - 1) x-=width;
while(y < 0) y+=height;
while(y > height - 1) y-=height;
return get(x, y);
}
}
void mousePressed()
{
numcells = 0;
setup();
}
@@ -0,0 +1,153 @@
import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Spore1 extends PApplet {
/**
* Spore 1
* by Mike Davis.
*
* A short program for alife experiments. Click in the window to restart.
* Each cell is represented by a pixel on the display as well as an entry in
* the array 'cells'. Each cell has a run() method, which performs actions
* based on the cell's surroundings. Cells run one at a time (to avoid conflicts
* like wanting to move to the same space) and in random order.
*/
World w;
int numcells = 0;
int maxcells = 6700;
Cell[] cells = new Cell[maxcells];
int spore_color;
// set lower for smoother animation, higher for faster simulation
int runs_per_loop = 10000;
int black = color(0, 0, 0);
public void setup()
{
size(640, 200, P2D);
frameRate(24);
clearscr();
w = new World();
spore_color = color(172, 255, 128);
seed();
}
public void seed()
{
// Add cells at random places
for (int i = 0; i < maxcells; i++)
{
int cX = (int)random(width);
int cY = (int)random(height);
if (w.getpix(cX, cY) == black)
{
w.setpix(cX, cY, spore_color);
cells[numcells] = new Cell(cX, cY);
numcells++;
}
}
}
public void draw()
{
// Run cells in random order
for (int i = 0; i < runs_per_loop; i++) {
int selected = min((int)random(numcells), numcells - 1);
cells[selected].run();
}
}
public void clearscr()
{
background(0);
}
class Cell
{
int x, y;
Cell(int xin, int yin)
{
x = xin;
y = yin;
}
// Perform action based on surroundings
public void run()
{
// Fix cell coordinates
while(x < 0) {
x+=width;
}
while(x > width - 1) {
x-=width;
}
while(y < 0) {
y+=height;
}
while(y > height - 1) {
y-=height;
}
// Cell instructions
if (w.getpix(x + 1, y) == black) {
move(0, 1);
} else if (w.getpix(x, y - 1) != black && w.getpix(x, y + 1) != black) {
move((int)random(9) - 4, (int)random(9) - 4);
}
}
// Will move the cell (dx, dy) units if that space is empty
public void move(int dx, int dy) {
if (w.getpix(x + dx, y + dy) == black) {
w.setpix(x + dx, y + dy, w.getpix(x, y));
w.setpix(x, y, color(0));
x += dx;
y += dy;
}
}
}
// The World class simply provides two functions, get and set, which access the
// display in the same way as getPixel and setPixel. The only difference is that
// the World class's get and set do screen wraparound ("toroidal coordinates").
class World
{
public void setpix(int x, int y, int c) {
while(x < 0) x+=width;
while(x > width - 1) x-=width;
while(y < 0) y+=height;
while(y > height - 1) y-=height;
set(x, y, c);
}
public int getpix(int x, int y) {
while(x < 0) x+=width;
while(x > width - 1) x-=width;
while(y < 0) y+=height;
while(y > height - 1) y-=height;
return get(x, y);
}
}
public void mousePressed()
{
numcells = 0;
setup();
}
static public void main(String args[]) {
PApplet.main(new String[] { "Spore1" });
}
}
@@ -0,0 +1,133 @@
/**
* Spore 1
* by Mike Davis.
*
* A short program for alife experiments. Click in the window to restart.
* Each cell is represented by a pixel on the display as well as an entry in
* the array 'cells'. Each cell has a run() method, which performs actions
* based on the cell's surroundings. Cells run one at a time (to avoid conflicts
* like wanting to move to the same space) and in random order.
*/
World w;
int numcells = 0;
int maxcells = 6700;
Cell[] cells = new Cell[maxcells];
color spore_color;
// set lower for smoother animation, higher for faster simulation
int runs_per_loop = 10000;
color black = color(0, 0, 0);
void setup()
{
size(640, 200, P2D);
frameRate(24);
clearscr();
w = new World();
spore_color = color(172, 255, 128);
seed();
}
void seed()
{
// Add cells at random places
for (int i = 0; i < maxcells; i++)
{
int cX = (int)random(width);
int cY = (int)random(height);
if (w.getpix(cX, cY) == black)
{
w.setpix(cX, cY, spore_color);
cells[numcells] = new Cell(cX, cY);
numcells++;
}
}
}
void draw()
{
// Run cells in random order
for (int i = 0; i < runs_per_loop; i++) {
int selected = min((int)random(numcells), numcells - 1);
cells[selected].run();
}
}
void clearscr()
{
background(0);
}
class Cell
{
int x, y;
Cell(int xin, int yin)
{
x = xin;
y = yin;
}
// Perform action based on surroundings
void run()
{
// Fix cell coordinates
while(x < 0) {
x+=width;
}
while(x > width - 1) {
x-=width;
}
while(y < 0) {
y+=height;
}
while(y > height - 1) {
y-=height;
}
// Cell instructions
if (w.getpix(x + 1, y) == black) {
move(0, 1);
} else if (w.getpix(x, y - 1) != black && w.getpix(x, y + 1) != black) {
move((int)random(9) - 4, (int)random(9) - 4);
}
}
// Will move the cell (dx, dy) units if that space is empty
void move(int dx, int dy) {
if (w.getpix(x + dx, y + dy) == black) {
w.setpix(x + dx, y + dy, w.getpix(x, y));
w.setpix(x, y, color(0));
x += dx;
y += dy;
}
}
}
// The World class simply provides two functions, get and set, which access the
// display in the same way as getPixel and setPixel. The only difference is that
// the World class's get and set do screen wraparound ("toroidal coordinates").
class World
{
void setpix(int x, int y, int c) {
while(x < 0) x+=width;
while(x > width - 1) x-=width;
while(y < 0) y+=height;
while(y > height - 1) y-=height;
set(x, y, c);
}
color getpix(int x, int y) {
while(x < 0) x+=width;
while(x > width - 1) x-=width;
while(y < 0) y+=height;
while(y > height - 1) y-=height;
return get(x, y);
}
}
void mousePressed()
{
numcells = 0;
setup();
}
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/**
* Spore 2
* by Mike Davis.
*
* A short program for alife experiments. Click in the window to restart.
* Each cell is represented by a pixel on the display as well as an entry in
* the array 'cells'. Each cell has a run() method, which performs actions
* based on the cell's surroundings. Cells run one at a time (to avoid conflicts
* like wanting to move to the same space) and in random order.
*/
World w;
int maxcells = 8000;
int numcells;
Cell[] cells = new Cell[maxcells];
color spore1, spore2, spore3, spore4;
color black = color(0, 0, 0);
// set lower for smoother animation, higher for faster simulation
int runs_per_loop = 10000;
void setup()
{
size(640, 200, P2D);
frameRate(24);
clearscr();
w = new World();
spore1 = color(128, 172, 255);
spore2 = color(64, 128, 255);
spore3 = color(255, 128, 172);
spore4 = color(255, 64, 128);
numcells = 0;
seed();
}
void seed()
{
// Add cells at random places
for (int i = 0; i < maxcells; i++)
{
int cX = int(random(width));
int cY = int(random(height));
int c;
float r = random(1);
if (r < 0.25) c = spore1;
else if (r < 0.5) c = spore2;
else if (r < 0.75) c = spore3;
else c = spore4;
if (w.getpix(cX, cY) == black)
{
w.setpix(cX, cY, c);
cells[numcells] = new Cell(cX, cY);
numcells++;
}
}
}
void draw()
{
// Run cells in random order
for (int i = 0; i < runs_per_loop; i++) {
int selected = min((int)random(numcells), numcells - 1);
cells[selected].run();
}
}
void clearscr()
{
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
set(x, y, color(0));
}
}
}
class Cell
{
int x, y;
Cell(int xin, int yin)
{
x = xin;
y = yin;
}
// Perform action based on surroundings
void run()
{
// Fix cell coordinates
while(x < 0) {
x+=width;
}
while(x > width - 1) {
x-=width;
}
while(y < 0) {
y+=height;
}
while(y > height - 1) {
y-=height;
}
// Cell instructions
int myColor = w.getpix(x, y);
if (myColor == spore1) {
if (w.getpix(x - 1, y + 1) == black && w.getpix(x + 1, y + 1) == black && w.getpix(x, y + 1) == black) move(0, 1);
else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) != black) move(0, -1);
else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) == black) move(-1, -1);
else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) != black) move(0, -1);
else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) == black) move(1, -1);
else move((int)random(3) - 1, 0);
} else if (myColor == spore2) {
if (w.getpix(x - 1, y + 1) == black && w.getpix(x + 1, y + 1) == black && w.getpix(x, y + 1) == black) move(0, 1);
else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) != black) move(0, -1);
else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) == black) move(1, -1);
else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) != black) move(0, -1);
else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) == black) move(-1, -1);
else move((int)random(3) - 1, 0);
}
else if (myColor == spore3)
{
if (w.getpix(x - 1, y - 1) == black && w.getpix(x + 1, y - 1) == black && w.getpix(x, y - 1) == black) move(0, -1);
else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) != black) move(0, 1);
else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) == black) move(-1, 1);
else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) != black) move(0, 1);
else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) == black) move(1, 1);
else move((int)random(3) - 1, 0);
}
else if (myColor == spore4)
{
if (w.getpix(x - 1, y - 1) == black && w.getpix(x + 1, y - 1) == black && w.getpix(x, y - 1) == black) move(0, -1);
else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) != black) move(0, 1);
else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) == black) move(1, 1);
else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) != black) move(0, 1);
else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) == black) move(-1, 1);
else move((int)random(3) - 1, 0);
}
}
// Will move the cell (dx, dy) units if that space is empty
void move(int dx, int dy) {
if (w.getpix(x + dx, y + dy) == black) {
w.setpix(x + dx, y + dy, w.getpix(x, y));
w.setpix(x, y, color(0));
x += dx;
y += dy;
}
}
}
// The World class simply provides two functions, get and set, which access the
// display in the same way as getPixel and setPixel. The only difference is that
// the World class's get and set do screen wraparound ("toroidal coordinates").
class World
{
void setpix(int x, int y, int c) {
while(x < 0) x+=width;
while(x > width - 1) x-=width;
while(y < 0) y+=height;
while(y > height - 1) y-=height;
set(x, y, c);
}
color getpix(int x, int y) {
while(x < 0) x+=width;
while(x > width - 1) x-=width;
while(y < 0) y+=height;
while(y > height - 1) y-=height;
return get(x, y);
}
}
void mousePressed()
{
setup();
}
@@ -0,0 +1,196 @@
import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Spore2 extends PApplet {
/**
* Spore 2
* by Mike Davis.
*
* A short program for alife experiments. Click in the window to restart.
* Each cell is represented by a pixel on the display as well as an entry in
* the array 'cells'. Each cell has a run() method, which performs actions
* based on the cell's surroundings. Cells run one at a time (to avoid conflicts
* like wanting to move to the same space) and in random order.
*/
World w;
int maxcells = 8000;
int numcells;
Cell[] cells = new Cell[maxcells];
int spore1, spore2, spore3, spore4;
int black = color(0, 0, 0);
// set lower for smoother animation, higher for faster simulation
int runs_per_loop = 10000;
public void setup()
{
size(640, 200, P2D);
frameRate(24);
clearscr();
w = new World();
spore1 = color(128, 172, 255);
spore2 = color(64, 128, 255);
spore3 = color(255, 128, 172);
spore4 = color(255, 64, 128);
numcells = 0;
seed();
}
public void seed()
{
// Add cells at random places
for (int i = 0; i < maxcells; i++)
{
int cX = PApplet.parseInt(random(width));
int cY = PApplet.parseInt(random(height));
int c;
float r = random(1);
if (r < 0.25f) c = spore1;
else if (r < 0.5f) c = spore2;
else if (r < 0.75f) c = spore3;
else c = spore4;
if (w.getpix(cX, cY) == black)
{
w.setpix(cX, cY, c);
cells[numcells] = new Cell(cX, cY);
numcells++;
}
}
}
public void draw()
{
// Run cells in random order
for (int i = 0; i < runs_per_loop; i++) {
int selected = min((int)random(numcells), numcells - 1);
cells[selected].run();
}
println(frameRate);
}
public void clearscr()
{
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
set(x, y, color(0));
}
}
}
class Cell
{
int x, y;
Cell(int xin, int yin)
{
x = xin;
y = yin;
}
// Perform action based on surroundings
public void run()
{
// Fix cell coordinates
while(x < 0) {
x+=width;
}
while(x > width - 1) {
x-=width;
}
while(y < 0) {
y+=height;
}
while(y > height - 1) {
y-=height;
}
// Cell instructions
int myColor = w.getpix(x, y);
if (myColor == spore1) {
if (w.getpix(x - 1, y + 1) == black && w.getpix(x + 1, y + 1) == black && w.getpix(x, y + 1) == black) move(0, 1);
else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) != black) move(0, -1);
else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) == black) move(-1, -1);
else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) != black) move(0, -1);
else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) == black) move(1, -1);
else move((int)random(3) - 1, 0);
} else if (myColor == spore2) {
if (w.getpix(x - 1, y + 1) == black && w.getpix(x + 1, y + 1) == black && w.getpix(x, y + 1) == black) move(0, 1);
else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) != black) move(0, -1);
else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) == black) move(1, -1);
else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) != black) move(0, -1);
else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) == black) move(-1, -1);
else move((int)random(3) - 1, 0);
}
else if (myColor == spore3)
{
if (w.getpix(x - 1, y - 1) == black && w.getpix(x + 1, y - 1) == black && w.getpix(x, y - 1) == black) move(0, -1);
else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) != black) move(0, 1);
else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) == black) move(-1, 1);
else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) != black) move(0, 1);
else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) == black) move(1, 1);
else move((int)random(3) - 1, 0);
}
else if (myColor == spore4)
{
if (w.getpix(x - 1, y - 1) == black && w.getpix(x + 1, y - 1) == black && w.getpix(x, y - 1) == black) move(0, -1);
else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) != black) move(0, 1);
else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) == black) move(1, 1);
else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) != black) move(0, 1);
else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) == black) move(-1, 1);
else move((int)random(3) - 1, 0);
}
}
// Will move the cell (dx, dy) units if that space is empty
public void move(int dx, int dy) {
if (w.getpix(x + dx, y + dy) == black) {
w.setpix(x + dx, y + dy, w.getpix(x, y));
w.setpix(x, y, color(0));
x += dx;
y += dy;
}
}
}
// The World class simply provides two functions, get and set, which access the
// display in the same way as getPixel and setPixel. The only difference is that
// the World class's get and set do screen wraparound ("toroidal coordinates").
class World
{
public void setpix(int x, int y, int c) {
while(x < 0) x+=width;
while(x > width - 1) x-=width;
while(y < 0) y+=height;
while(y > height - 1) y-=height;
set(x, y, c);
}
public int getpix(int x, int y) {
while(x < 0) x+=width;
while(x > width - 1) x-=width;
while(y < 0) y+=height;
while(y > height - 1) y-=height;
return get(x, y);
}
}
public void mousePressed()
{
setup();
}
static public void main(String args[]) {
PApplet.main(new String[] { "Spore2" });
}
}
@@ -0,0 +1,176 @@
/**
* Spore 2
* by Mike Davis.
*
* A short program for alife experiments. Click in the window to restart.
* Each cell is represented by a pixel on the display as well as an entry in
* the array 'cells'. Each cell has a run() method, which performs actions
* based on the cell's surroundings. Cells run one at a time (to avoid conflicts
* like wanting to move to the same space) and in random order.
*/
World w;
int maxcells = 8000;
int numcells;
Cell[] cells = new Cell[maxcells];
color spore1, spore2, spore3, spore4;
color black = color(0, 0, 0);
// set lower for smoother animation, higher for faster simulation
int runs_per_loop = 10000;
void setup()
{
size(640, 200, P2D);
frameRate(24);
clearscr();
w = new World();
spore1 = color(128, 172, 255);
spore2 = color(64, 128, 255);
spore3 = color(255, 128, 172);
spore4 = color(255, 64, 128);
numcells = 0;
seed();
}
void seed()
{
// Add cells at random places
for (int i = 0; i < maxcells; i++)
{
int cX = int(random(width));
int cY = int(random(height));
int c;
float r = random(1);
if (r < 0.25) c = spore1;
else if (r < 0.5) c = spore2;
else if (r < 0.75) c = spore3;
else c = spore4;
if (w.getpix(cX, cY) == black)
{
w.setpix(cX, cY, c);
cells[numcells] = new Cell(cX, cY);
numcells++;
}
}
}
void draw()
{
// Run cells in random order
for (int i = 0; i < runs_per_loop; i++) {
int selected = min((int)random(numcells), numcells - 1);
cells[selected].run();
}
println(frameRate);
}
void clearscr()
{
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
set(x, y, color(0));
}
}
}
class Cell
{
int x, y;
Cell(int xin, int yin)
{
x = xin;
y = yin;
}
// Perform action based on surroundings
void run()
{
// Fix cell coordinates
while(x < 0) {
x+=width;
}
while(x > width - 1) {
x-=width;
}
while(y < 0) {
y+=height;
}
while(y > height - 1) {
y-=height;
}
// Cell instructions
int myColor = w.getpix(x, y);
if (myColor == spore1) {
if (w.getpix(x - 1, y + 1) == black && w.getpix(x + 1, y + 1) == black && w.getpix(x, y + 1) == black) move(0, 1);
else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) != black) move(0, -1);
else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) == black) move(-1, -1);
else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) != black) move(0, -1);
else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) == black) move(1, -1);
else move((int)random(3) - 1, 0);
} else if (myColor == spore2) {
if (w.getpix(x - 1, y + 1) == black && w.getpix(x + 1, y + 1) == black && w.getpix(x, y + 1) == black) move(0, 1);
else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) != black) move(0, -1);
else if (w.getpix(x + 1, y) == spore1 && w.getpix(x + 1, y - 1) == black) move(1, -1);
else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) != black) move(0, -1);
else if (w.getpix(x - 1, y) == spore2 && w.getpix(x - 1, y - 1) == black) move(-1, -1);
else move((int)random(3) - 1, 0);
}
else if (myColor == spore3)
{
if (w.getpix(x - 1, y - 1) == black && w.getpix(x + 1, y - 1) == black && w.getpix(x, y - 1) == black) move(0, -1);
else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) != black) move(0, 1);
else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) == black) move(-1, 1);
else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) != black) move(0, 1);
else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) == black) move(1, 1);
else move((int)random(3) - 1, 0);
}
else if (myColor == spore4)
{
if (w.getpix(x - 1, y - 1) == black && w.getpix(x + 1, y - 1) == black && w.getpix(x, y - 1) == black) move(0, -1);
else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) != black) move(0, 1);
else if (w.getpix(x + 1, y) == spore3 && w.getpix(x + 1, y + 1) == black) move(1, 1);
else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) != black) move(0, 1);
else if (w.getpix(x - 1, y) == spore4 && w.getpix(x - 1, y + 1) == black) move(-1, 1);
else move((int)random(3) - 1, 0);
}
}
// Will move the cell (dx, dy) units if that space is empty
void move(int dx, int dy) {
if (w.getpix(x + dx, y + dy) == black) {
w.setpix(x + dx, y + dy, w.getpix(x, y));
w.setpix(x, y, color(0));
x += dx;
y += dy;
}
}
}
// The World class simply provides two functions, get and set, which access the
// display in the same way as getPixel and setPixel. The only difference is that
// the World class's get and set do screen wraparound ("toroidal coordinates").
class World
{
void setpix(int x, int y, int c) {
while(x < 0) x+=width;
while(x > width - 1) x-=width;
while(y < 0) y+=height;
while(y > height - 1) y-=height;
set(x, y, c);
}
color getpix(int x, int y) {
while(x < 0) x+=width;
while(x > width - 1) x-=width;
while(y < 0) y+=height;
while(y > height - 1) y-=height;
return get(x, y);
}
}
void mousePressed()
{
setup();
}
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@@ -0,0 +1,94 @@
class CA {
int[] cells; // An array of 0s and 1s
int generation; // How many generations?
int scl; // How many pixels wide/high is each cell?
int[] rules; // An array to store the ruleset, for example {0,1,1,0,1,1,0,1}
CA(int[] r) {
rules = r;
scl = 1;
cells = new int[width/scl];
restart();
}
CA() {
scl = 1;
cells = new int[width/scl];
randomize();
restart();
}
// Set the rules of the CA
void setRules(int[] r) {
rules = r;
}
// Make a random ruleset
void randomize() {
for (int i = 0; i < 8; i++) {
rules[i] = int(random(2));
}
}
// Reset to generation 0
void restart() {
for (int i = 0; i < cells.length; i++) {
cells[i] = 0;
}
cells[cells.length/2] = 1; // We arbitrarily start with just the middle cell having a state of "1"
generation = 0;
}
// The process of creating the new generation
void generate() {
// First we create an empty array for the new values
int[] nextgen = new int[cells.length];
// For every spot, determine new state by examing current state, and neighbor states
// Ignore edges that only have one neighor
for (int i = 1; i < cells.length-1; i++) {
int left = cells[i-1]; // Left neighbor state
int me = cells[i]; // Current state
int right = cells[i+1]; // Right neighbor state
nextgen[i] = rules(left,me,right); // Compute next generation state based on ruleset
}
// Copy the array into current value
cells = (int[]) nextgen.clone();
generation++;
}
// This is the easy part, just draw the cells, fill 255 for '1', fill 0 for '0'
void render() {
for (int i = 0; i < cells.length; i++) {
if (cells[i] == 1) fill(255);
else fill(0);
noStroke();
rect(i*scl,generation*scl, scl,scl);
}
}
// Implementing the Wolfram rules
// Could be improved and made more concise, but here we can explicitly see what is going on for each case
int rules (int a, int b, int c) {
if (a == 1 && b == 1 && c == 1) return rules[0];
if (a == 1 && b == 1 && c == 0) return rules[1];
if (a == 1 && b == 0 && c == 1) return rules[2];
if (a == 1 && b == 0 && c == 0) return rules[3];
if (a == 0 && b == 1 && c == 1) return rules[4];
if (a == 0 && b == 1 && c == 0) return rules[5];
if (a == 0 && b == 0 && c == 1) return rules[6];
if (a == 0 && b == 0 && c == 0) return rules[7];
return 0;
}
// The CA is done if it reaches the bottom of the screen
boolean finished() {
if (generation > height/scl) {
return true;
} else {
return false;
}
}
}
@@ -0,0 +1,38 @@
/**
* Wolfram Cellular Automata
* by Daniel Shiffman.
*
* Simple demonstration of a Wolfram 1-dimensional cellular automata
* When the system reaches bottom of the window, it restarts with a new ruleset
* Mouse click restarts as well.
*/
CA ca; // An instance object to describe the Wolfram basic Cellular Automata
void setup() {
size(640, 360, P2D);
frameRate(30);
background(0);
int[] ruleset = {0,1,0,1,1,0,1,0}; // An initial rule system
ca = new CA(ruleset); // Initialize CA
}
void draw() {
ca.render(); // Draw the CA
ca.generate(); // Generate the next level
if (ca.finished()) { // If we're done, clear the screen, pick a new ruleset and restart
background(0);
ca.randomize();
ca.restart();
}
}
void mousePressed() {
background(0);
ca.randomize();
ca.restart();
}
@@ -0,0 +1,94 @@
class CA {
int[] cells; // An array of 0s and 1s
int generation; // How many generations?
int scl; // How many pixels wide/high is each cell?
int[] rules; // An array to store the ruleset, for example {0,1,1,0,1,1,0,1}
CA(int[] r) {
rules = r;
scl = 1;
cells = new int[width/scl];
restart();
}
CA() {
scl = 1;
cells = new int[width/scl];
randomize();
restart();
}
// Set the rules of the CA
void setRules(int[] r) {
rules = r;
}
// Make a random ruleset
void randomize() {
for (int i = 0; i < 8; i++) {
rules[i] = int(random(2));
}
}
// Reset to generation 0
void restart() {
for (int i = 0; i < cells.length; i++) {
cells[i] = 0;
}
cells[cells.length/2] = 1; // We arbitrarily start with just the middle cell having a state of "1"
generation = 0;
}
// The process of creating the new generation
void generate() {
// First we create an empty array for the new values
int[] nextgen = new int[cells.length];
// For every spot, determine new state by examing current state, and neighbor states
// Ignore edges that only have one neighor
for (int i = 1; i < cells.length-1; i++) {
int left = cells[i-1]; // Left neighbor state
int me = cells[i]; // Current state
int right = cells[i+1]; // Right neighbor state
nextgen[i] = rules(left,me,right); // Compute next generation state based on ruleset
}
// Copy the array into current value
cells = (int[]) nextgen.clone();
generation++;
}
// This is the easy part, just draw the cells, fill 255 for '1', fill 0 for '0'
void render() {
for (int i = 0; i < cells.length; i++) {
if (cells[i] == 1) fill(255);
else fill(0);
noStroke();
rect(i*scl,generation*scl, scl,scl);
}
}
// Implementing the Wolfram rules
// Could be improved and made more concise, but here we can explicitly see what is going on for each case
int rules (int a, int b, int c) {
if (a == 1 && b == 1 && c == 1) return rules[0];
if (a == 1 && b == 1 && c == 0) return rules[1];
if (a == 1 && b == 0 && c == 1) return rules[2];
if (a == 1 && b == 0 && c == 0) return rules[3];
if (a == 0 && b == 1 && c == 1) return rules[4];
if (a == 0 && b == 1 && c == 0) return rules[5];
if (a == 0 && b == 0 && c == 1) return rules[6];
if (a == 0 && b == 0 && c == 0) return rules[7];
return 0;
}
// The CA is done if it reaches the bottom of the screen
boolean finished() {
if (generation > height/scl) {
return true;
} else {
return false;
}
}
}
@@ -0,0 +1,152 @@
import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Wolfram extends PApplet {
/**
* Wolfram Cellular Automata
* by Daniel Shiffman.
*
* Simple demonstration of a Wolfram 1-dimensional cellular automata
* When the system reaches bottom of the window, it restarts with a new ruleset
* Mouse click restarts as well.
*/
CA ca; // An instance object to describe the Wolfram basic Cellular Automata
public void setup() {
size(640, 360, P2D);
frameRate(30);
background(0);
int[] ruleset = {0,1,0,1,1,0,1,0}; // An initial rule system
ca = new CA(ruleset); // Initialize CA
}
public void draw() {
ca.render(); // Draw the CA
ca.generate(); // Generate the next level
if (ca.finished()) { // If we're done, clear the screen, pick a new ruleset and restart
background(0);
ca.randomize();
ca.restart();
}
}
public void mousePressed() {
background(0);
ca.randomize();
ca.restart();
}
class CA {
int[] cells; // An array of 0s and 1s
int generation; // How many generations?
int scl; // How many pixels wide/high is each cell?
int[] rules; // An array to store the ruleset, for example {0,1,1,0,1,1,0,1}
CA(int[] r) {
rules = r;
scl = 1;
cells = new int[width/scl];
restart();
}
CA() {
scl = 1;
cells = new int[width/scl];
randomize();
restart();
}
// Set the rules of the CA
public void setRules(int[] r) {
rules = r;
}
// Make a random ruleset
public void randomize() {
for (int i = 0; i < 8; i++) {
rules[i] = PApplet.parseInt(random(2));
}
}
// Reset to generation 0
public void restart() {
for (int i = 0; i < cells.length; i++) {
cells[i] = 0;
}
cells[cells.length/2] = 1; // We arbitrarily start with just the middle cell having a state of "1"
generation = 0;
}
// The process of creating the new generation
public void generate() {
// First we create an empty array for the new values
int[] nextgen = new int[cells.length];
// For every spot, determine new state by examing current state, and neighbor states
// Ignore edges that only have one neighor
for (int i = 1; i < cells.length-1; i++) {
int left = cells[i-1]; // Left neighbor state
int me = cells[i]; // Current state
int right = cells[i+1]; // Right neighbor state
nextgen[i] = rules(left,me,right); // Compute next generation state based on ruleset
}
// Copy the array into current value
cells = (int[]) nextgen.clone();
generation++;
}
// This is the easy part, just draw the cells, fill 255 for '1', fill 0 for '0'
public void render() {
for (int i = 0; i < cells.length; i++) {
if (cells[i] == 1) fill(255);
else fill(0);
noStroke();
rect(i*scl,generation*scl, scl,scl);
}
}
// Implementing the Wolfram rules
// Could be improved and made more concise, but here we can explicitly see what is going on for each case
public int rules (int a, int b, int c) {
if (a == 1 && b == 1 && c == 1) return rules[0];
if (a == 1 && b == 1 && c == 0) return rules[1];
if (a == 1 && b == 0 && c == 1) return rules[2];
if (a == 1 && b == 0 && c == 0) return rules[3];
if (a == 0 && b == 1 && c == 1) return rules[4];
if (a == 0 && b == 1 && c == 0) return rules[5];
if (a == 0 && b == 0 && c == 1) return rules[6];
if (a == 0 && b == 0 && c == 0) return rules[7];
return 0;
}
// The CA is done if it reaches the bottom of the screen
public boolean finished() {
if (generation > height/scl) {
return true;
} else {
return false;
}
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "Wolfram" });
}
}
@@ -0,0 +1,38 @@
/**
* Wolfram Cellular Automata
* by Daniel Shiffman.
*
* Simple demonstration of a Wolfram 1-dimensional cellular automata
* When the system reaches bottom of the window, it restarts with a new ruleset
* Mouse click restarts as well.
*/
CA ca; // An instance object to describe the Wolfram basic Cellular Automata
void setup() {
size(640, 360, P2D);
frameRate(30);
background(0);
int[] ruleset = {0,1,0,1,1,0,1,0}; // An initial rule system
ca = new CA(ruleset); // Initialize CA
}
void draw() {
ca.render(); // Draw the CA
ca.generate(); // Generate the next level
if (ca.finished()) { // If we're done, clear the screen, pick a new ruleset and restart
background(0);
ca.randomize();
ca.restart();
}
}
void mousePressed() {
background(0);
ca.randomize();
ca.restart();
}
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