master
mitchellhansen 6 years ago
parent d30c3405a0
commit 931ba0e63f

@ -8,6 +8,22 @@ Node::Node(sf::Vector2i position_) {
next_state = false;
}
Node::Node(sf::Vector2i position_, std::vector<int> color) {
position = position_;
curr_state = false;
next_state = false;
b_r = color[0];
b_g = color[1];
b_b = color[2];
b_a = color[3];
r = 0;
g = 0;
b = 0;
a = 0;
}
Node::~Node() {
}
@ -17,6 +33,21 @@ void Node::Revive() {
curr_state = true;
}
void Node::Dim() {
if (CurrentState() == true) {
r = b_r;
g = b_g;
b = b_b;
a = b_a;
} else {
r *= 0.996;
g *= 0.996;
b *= 0.996;
a *= 0.996;
}
}
int Node::CurrentState() {
return curr_state;
}

@ -4,16 +4,28 @@
class Node {
public:
static const int x_bound = 300;
static const int y_bound = 300;
static const int x_bound = 500;
static const int y_bound = 500;
Node(sf::Vector2i position_);
Node(sf::Vector2i position_, std::vector<int> color);
~Node();
void Revive();
int CurrentState();
void ShiftState();
void Update(std::vector<Node> *node_vec);
void Dim();
float r;
float g;
float b;
float a;
float b_r;
float b_g;
float b_b;
float b_a;
private:
@ -25,5 +37,7 @@ private:
int next_state;
};

@ -1,12 +1,16 @@
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <algorithm>
#include <iterator>
#include <iostream>
#include <functional>
#include <random>
#include "Node.h"
#include <thread>
#include <stack>
const int WINDOW_X = 300;
const int WINDOW_Y = 300;
const int WINDOW_X = Node::x_bound;
const int WINDOW_Y = Node::y_bound;
float elap_time() {
@ -29,27 +33,77 @@ void updateRange(std::vector<Node> *node_vec, int start_range_, int end_range_)
}
}
bool inTriangle(sf::Vector2f p1, sf::Vector2f p2, sf::Vector2f p3, sf::Vector2f p){
std::vector<float> v;
float alpha = ((p2.y - p3.y)*(p.x - p3.x) + (p3.x - p2.x)*(p.y - p3.y)) /
((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));
v.push_back(alpha);
int main() {
float beta = ((p3.y - p1.y)*(p.x - p3.x) + (p1.x - p3.x)*(p.y - p3.y)) /
((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));
v.push_back(beta);
float gamma = 1.0f - alpha - beta;
v.push_back(gamma);
return std::all_of(v.cbegin(), v.cend(), [](int i){ return i > 0; });
}
bool inCircle(sf::Vector2f origin, float r, sf::Vector2f p) {
return sqrt(pow(abs(origin.x - p.x), 2) + pow(abs(origin.y - p.y), 2)) < r;
}
float distFromCen(sf::Vector2f origin, sf::Vector2f p) {
return sqrt(pow(abs(origin.x - p.x), 2) + pow(abs(origin.y - p.y), 2));
}
std::mt19937 rng(time(NULL));
int main() {
std::mt19937 rng(time(NULL));
std::uniform_int_distribution<int> rgen(0, 19);
srand(time(NULL));
std::vector<Node> node_vec;
// Init nodes, random value, push to front_stack
for (int x = 0; x < Node::x_bound; x++) {
for (int y = 0; y < Node::y_bound; y++) {
node_vec.push_back(Node(sf::Vector2i(x, y)));
if ((x % 5 == 0) || (y % 8 == 0)) {
node_vec.at(node_vec.size() - 1).Revive();
Node node(sf::Vector2i(x, y));
int varx = rand()%(20-3 + 1) + 3;
int vary = rand()%(20-3 + 1) + 3;
// 11/3 is interesting
//
if ((x % 11 == 0) || (y % 3 == 0)) {
node.Revive();
node.b_r = 205;
node.b_g = 190;
node.b_b = 80;
node.b_a = 255;
// bool in_circle = inCircle(sf::Vector2f(250,250), 186, sf::Vector2f(x,y));
// if (in_circle){
// node.Revive();
// float dist = distFromCen(sf::Vector2f(250,250), sf::Vector2f(x,y));
// node.b_r = std::min(255.0f, 90 + dist);
// node.b_g = 190 - std::min(140.0f, dist);
// node.b_b = 80;
// node.b_a = 255;
// }
}
node_vec.push_back(node);
}
}
// Init window, and loop data
sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "Classic Games");
sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "Conway");
window.setSize(sf::Vector2u(1200, 1200));
// window.setPosition(sf::Vector2i(0, 1000));
float step_size = 0.0005f;
double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0;
@ -95,20 +149,14 @@ int main() {
for (int i = 0; i < node_vec.size(); i++) {
node_vec[i].ShiftState();
if (node_vec[i].CurrentState() == true) {
node_vec[i].Dim();
pixel_array[i * 4] = node_vec[i].r; // R?
pixel_array[i * 4 + 1] = node_vec[i].g; // G?
pixel_array[i * 4 + 2] = node_vec[i].b; // B?
pixel_array[i * 4 + 3] = node_vec[i].a; // A?
pixel_array[i * 4] = 112; // R?
pixel_array[i * 4 + 1] = 190; // G?
pixel_array[i * 4 + 2] = 249; // B?
pixel_array[i * 4 + 3] = 255; // A?
}
else {
pixel_array[i * 4] *= 0.999;// 49; // R?
//pixel_array[i * 4 + 1] *= 0.999;//68; // G?
pixel_array[i * 4 + 2] *= 0.999;//72; // B?
pixel_array[i * 4 + 3] *= 0.999;//255; // A?
}
}
window.clear();

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