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@ -43,17 +43,12 @@ int main() {
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for (int x = 0; x < Node::x_bound; x++) {
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for (int x = 0; x < Node::x_bound; x++) {
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for (int y = 0; y < Node::y_bound; y++) {
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for (int y = 0; y < Node::y_bound; y++) {
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node_vec.push_back(Node(sf::Vector2i(x, y)));
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node_vec.push_back(Node(sf::Vector2i(x, y)));
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if (rgen(rng) == 1) {
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if ((x % 30 == 0)) {
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node_vec.at(node_vec.size() - 1).Revive();
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node_vec.at(node_vec.size() - 1).Revive();
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}
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}
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}
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}
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}
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}
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// Spites for drawing, probably where the biggest slowdown is
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sf::RectangleShape live_node;
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live_node.setFillColor(sf::Color(145, 181, 207));
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live_node.setSize(sf::Vector2f(WINDOW_X / Node::x_bound, WINDOW_Y / Node::y_bound));
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// Init window, and loop data
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// Init window, and loop data
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "Classic Games");
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "Classic Games");
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@ -66,7 +61,7 @@ int main() {
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sf::Uint8* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
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sf::Uint8* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
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sf::Texture texture;
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sf::Texture texture;
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texture.create(WINDOW_X, WINDOW_Y);
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texture.create(WINDOW_X, WINDOW_Y);
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sf::Sprite sprite(texture);
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while (window.isOpen()) {
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while (window.isOpen()) {
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@ -99,24 +94,23 @@ int main() {
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}
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}
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sf::VertexArray live_node_vertex_array;
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sf::Sprite sprite(texture);
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for (int i = 0; i < node_vec.size(); i++) {
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for (int i = 0; i < node_vec.size(); i++) {
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node_vec[i].ShiftState();
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node_vec[i].ShiftState();
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if (node_vec[i].CurrentState() == true) {
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if (node_vec[i].CurrentState() == true) {
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pixel_array[i * 4] = 255; // R?
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pixel_array[i * 4] = 112; // R?
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pixel_array[i * 4 + 1] = 255; // G?
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pixel_array[i * 4 + 1] = 190; // G?
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pixel_array[i * 4 + 2] = 255; // B?
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pixel_array[i * 4 + 2] = 249; // B?
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pixel_array[i * 4 + 3] = 255; // A?
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pixel_array[i * 4 + 3] = 255; // A?
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}
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}
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else {
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else {
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pixel_array[i * 4] = 49; // R?
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//pixel_array[i * 4] *= 0.999;// 49; // R?
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pixel_array[i * 4 + 1] = 68; // G?
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pixel_array[i * 4 + 1] *= 0.999;//68; // G?
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pixel_array[i * 4 + 2] = 72; // B?
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pixel_array[i * 4 + 2] *= 0.999;//72; // B?
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pixel_array[i * 4 + 3] = 255; // A?
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pixel_array[i * 4 + 3] *= 0.999;//255; // A?
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}
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}
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}
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}
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