Example #1
0
enum CellProcessing checkRule(struct Cell *cell, const struct Rule *rule)
{
	enum CellProcessing cProc;
	unsigned char aliveCounter = 0;
	bool satisfy;
	bool cellAlive;


	cellAlive = isCellAlive(cell);
	aliveCounter = getCellRefs(cell);

	if (cellAlive) {
		satisfy = checkSubrule(rule->survive, aliveCounter);

		if (satisfy)
			cProc = GOL_SURVIVE;
		else
			cProc = GOL_KILL;
	}
	else{
		satisfy = checkSubrule(rule->birth, aliveCounter);

		if (satisfy)
			cProc = GOL_REVIVE;
		else
			cProc = GOL_KEEP_DEAD;
	}

	return cProc;
}
Example #2
0
int CellGrid::getNumLiveNeighbors( int px, int py )
{
	int ln = ( isCellAlive( px, py ) ) ? -1 : 0;

	for( int x = px - 1, xc = 0; xc < 3; xc++, x++ )
	{
		for( int y = py - 1, yc = 0; yc < 3; yc++, y++ )
		{
			if( isValidPos( x, y ) && isCellAlive( x, y ) )
			{
				ln++;
			}
		}
	}

	return ln;
}
Example #3
0
void CellGrid::iterateCell( int x, int y )
{
	int ln = getNumLiveNeighbors( x, y );

	if( isCellAlive( x, y ) )
	{
		if( ln < 2 )
			setNextCellState( x, y, false );
		else if( ln == 2 || ln == 3 )
			setNextCellState( x, y, true ); 
		else if( ln > 3 )
			setNextCellState( x, y, false );
	}
	else
	{
		if( ln == 3 )
			setNextCellState( x, y, true );
	}
}
Example #4
0
void CellGrid::draw( sf::RenderWindow& w, float cellSize, float cellSpacing, sf::Color deadColor, sf::Color aliveColor, sf::Vector2f offset )
{
	sf::RectangleShape s;

	s.setSize( sf::Vector2f( cellSize, cellSize ) );

	for( int i = 0; i < mWidth; i++ )
	{
		for( int j = 0; j < mHeight; j++ )
		{
			if( isCellAlive( i, j ) )
				s.setFillColor( aliveColor );
			else 
				s.setFillColor( deadColor );

			s.setPosition( sf::Vector2f( i * ( cellSize + cellSpacing), j * ( cellSize + cellSpacing) ) + offset );

			w.draw( s );
		}
	}
}
Example #5
0
bool CellGrid::isCellAlive( sf::Vector2i v ) const
{
	return isCellAlive( v.x, v.y );
}