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