So pretty, much color

master
MitchellHansen 9 years ago
parent cc28558ccc
commit 6419fd0a8e

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

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