Oh wow, I'm going to save this for posterity. This makes a really cool effect, ghosting the nodes positions

master
MitchellHansen 9 years ago
parent a308f25708
commit e6f3bef05f

@ -35,7 +35,7 @@ void updateRange(std::vector<Node> *node_vec, int start_range_, int end_range_)
int main() {
std::mt19937 rng(time(NULL));
std::uniform_int_distribution<int> rgen(0, 4);
std::uniform_int_distribution<int> rgen(0, 10);
std::vector<Node> node_vec;
@ -63,6 +63,8 @@ int main() {
std::stack<std::thread> thread_stack;
sf::Uint8* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
while (window.isOpen()) {
sf::Event event;
@ -104,18 +106,62 @@ int main() {
node_vec[i].ShiftState();
}
sf::VertexArray live_node_vertex_array;
//for (int i = 0; i < node_vec.size(); i++) {
// if (node_vec.at(i).CurrentState() == true) {
// // 6 vert square, one line heaven
// sf::Vector2f square_dimensions(WINDOW_X / Node::x_bound, WINDOW_Y / Node::y_bound);
// //sf::Vertex vert1(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height), sf::Color(145, 181, 207)); // Top left
// //sf::Vertex vert2(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width + square_dimensions.x, (i / Node::x_bound) * live_node.getGlobalBounds().height), sf::Color(145, 181, 207)); // Top right
// //sf::Vertex vert3(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height + square_dimensions.y), sf::Color(145, 181, 207)); // Bottom left
// //sf::Vertex vert4(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height + square_dimensions.y), sf::Color(145, 181, 207)); // Bottom left
// //sf::Vertex vert5(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width + square_dimensions.x, (i / Node::x_bound) * live_node.getGlobalBounds().height), sf::Color(145, 181, 207)); // Top right
// sf::Vertex vert6(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width + square_dimensions.x, (i / Node::x_bound) * live_node.getGlobalBounds().height + square_dimensions.y), sf::Color(145, 181, 207)); // Bottom right
// //live_node_vertex_array.append(vert1);
// //live_node_vertex_array.append(vert2);
// //live_node_vertex_array.append(vert3);
// //live_node_vertex_array.append(vert4);
// //live_node_vertex_array.append(vert5);
// live_node_vertex_array.append(vert6);
// //live_node.setPosition((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height);
// }
//}
sf::Texture texture;
texture.create(WINDOW_X, WINDOW_Y);
sf::Sprite sprite(texture);
for (int i = 0; i < node_vec.size(); i++) {
if (node_vec.at(i).CurrentState() == true) {
live_node.setPosition((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height);
window.draw(live_node);
}
else {
//dead_node.setPosition(i % Node::x_bound * dead_node.getGlobalBounds().width, i / Node::x_bound * dead_node.getGlobalBounds().height);
//window.draw(live_node);
pixel_array[i * 4] = 255; // R?
pixel_array[i * 4 + 1] = 255; // G?
pixel_array[i * 4 + 2] = 255; // B?
pixel_array[i * 4 + 3] = 255; // A?
}
}
frame_count++;
texture.update(pixel_array);
window.draw(sprite);
window.display();

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