syndilights/PoC/life/life.ino

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Arduino
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// gunsticks little pattern player
// has several routines displaying various patterns
// using x/y coords or window addresses
#include <Adafruit_GFX.h> // Core graphics library
#include <RGBmatrixPanel.h> // Hardware-specific library
#define CLK 8 // MUST be on PORTB!
#define LAT A3
#define OE 9
#define A A0
#define B A1
#define C A2
RGBmatrixPanel matrix(A, B, C, CLK, LAT, OE, false);
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// number of cells in a row (e.g. 12)
#define MAXX 8
// number of rows, eg 8
#define MAXY 7
int lifearray[MAXX][MAXY];
void setup() {
matrix.begin();
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Serial.begin(9600);
//myWindows(random(1,21));
int window = 13;
int brightness = 255;
int del = 100;
// White is 7,7,7 (3bit) 255,255,255 (8bit)
uint8_t red=255, green=255, blue=255;
for(int y=0;y<MAXY;y++)
for(int x=0;x<MAXX;x++)
lifearray[x][y]=0;
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delay(1000);
// now load a pattern into the life buffer
// X => 1,0
// X => 0,1
// XXX => 0-2,2
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// glider
int p[]={1,0,0,1,0,2,1,2,2,2,-1};
// block
// int p[]={1,2,2,2,2,1,1,1,-1};
// flipper
// int p[]={1,2,2,2,3,2,-1};
// pento1000
// X
// XXX
// X
// int p[]={0,0,1,0,1,1,1,2,2,1,-1};
int n=0;
while (p[n]!=-1)
{
lifearray[p[n]][p[n+1]]=1;
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myWindows(xyToWindow(p[n],p[n+1]), brightness, red, green, blue);
n+=2;
}
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delay(2000);
int x=0;
int y=0;
while ( true ) {
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delay(100);
int lifebuf[MAXX][MAXY];
for(int j=0;j<MAXY;j++) {
for(int i=0;i<MAXX;i++) {
lifebuf[i][j]=lifearray[i][j];
if(lifearray[i][j]==1) {
Serial.print("X");
} else {
Serial.print(".");
}
}
Serial.println("");
}
for(y=0;y<MAXY;y++)
for(x=0;x<MAXX;x++)
{
int count=0;
// copy the playfield into temp buffer
// now we count cells neighbors
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count =lifebuf[(x-1+MAXX)%MAXX][(y-1+MAXY)%MAXY]; // top left (wrap around)
count+=lifebuf[x] [(y-1+MAXY)%MAXY]; // top
count+=lifebuf[(x+1+MAXX)%MAXX][(y-1+MAXY)%MAXY]; // top right
count+=lifebuf[(x-1+MAXX)%MAXX][y]; // left
count+=lifebuf[(x+1+MAXX)%MAXX][y]; // right
count+=lifebuf[(x-1+MAXX)%MAXX][(y+1+MAXY)%MAXY]; // bottom left
count+=lifebuf[x] [(y+1+MAXY)%MAXY]; // bottom
count+=lifebuf[(x+1+MAXX)%MAXX][(y+1+MAXY)%MAXY]; // bottom right
// dependent on neibours do something
if(count==3) { // birth with 3
lifearray[x][y]=1;
} else {
if (count != 2) { // stay same with 2
lifearray[x][y]=0; // die with anything else
}
}
}
// display the array
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for(y=0;y<5;y++)
for(x=0;x<4;x++) {
if(lifearray[x][y]==1)
myWindows(xyToWindow(x,y), brightness, red, green, blue);
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else
myWindows(xyToWindow(x,y), brightness, 0,0,0);
}
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}
delay(del);
// fill the screen with 'black'
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// matrix.fillScreen(matrix.Color888(0, 0, 0));
// matrix.swapBuffers(false);
}
int xyToWindow(int x, int y) {
// this uses the building true xy coords like a screen
// so pixel 0,0 is top left
// pixel 3,4 is bottom right
// 1,0->6 =1 + x*5 + y
// 3,0->16=1 x x*5
// 2,3->14=1 +x*5 +y
return (1+x*5+y);
}
int myWindows (int w, int br, int r, int g, int b){
switch (w) {
case 1:
// Window 1
matrix.fillRect(1,12,4,3, matrix.Color888(r,g,b));
break;
case 2:
// Window 2
matrix.fillRect(7,12,4,3, matrix.Color888(r,g,b));
break;
case 3:
// Window 3
matrix.fillRect(13,12,4,3, matrix.Color888(r,g,b));
break;
case 4:
// Window 4
matrix.fillRect(19,12,4,3, matrix.Color888(r,g,b));
break;
case 5:
// Window 5
matrix.fillRect(25,12,4,3, matrix.Color888(r,g,b));
break;
case 6:
// Window 6
matrix.fillRect(1,8,4,3, matrix.Color888(r,g,b));
break;
case 7:
// Window 7
matrix.fillRect(7,8,4,3, matrix.Color888(r,g,b));
break;
case 8:
// Window 8
matrix.fillRect(13,8,4,3, matrix.Color888(r,g,b));
break;
case 9:
// Window 9
matrix.fillRect(19,8,4,3, matrix.Color888(r,g,b));
break;
case 10:
// Window 10
matrix.fillRect(25,8,4,3, matrix.Color888(r,g,b));
break;
case 11:
// Window 11
matrix.fillRect(1,4,4,3, matrix.Color888(r,g,b));
break;
case 12:
// Window 12
matrix.fillRect(7,4,4,3, matrix.Color888(r,g,b));
break;
case 13:
// Window 13
matrix.fillRect(13,4,4,3, matrix.Color888(r,g,b));
break;
case 14:
// Window 14
matrix.fillRect(19,4,4,3, matrix.Color888(r,g,b));
break;
case 15:
// Window 15
matrix.fillRect(25,4,4,3, matrix.Color888(r,g,b));
break;
case 16:
// Window 16
matrix.fillRect(1,0,4,3, matrix.Color888(r,g,b));
break;
case 17:
// Window 17
matrix.fillRect(7,0,4,3, matrix.Color888(r,g,b));
break;
case 18:
// Window 18
matrix.fillRect(13,0,4,3, matrix.Color888(r,g,b));
break;
case 19:
// Window 19
matrix.fillRect(19,0,4,3, matrix.Color888(r,g,b));
break;
case 20:
// Window 20
matrix.fillRect(25,0,4,3, matrix.Color888(r,g,b));
break;
default:
break;
}
}
void loop() {
// do nothing
}