Allow Defining x and y for Patterns

This commit is contained in:
Marty Oehme 2018-07-07 20:35:04 +02:00
parent 964ba69c2e
commit 9816778d4b
2 changed files with 19 additions and 36 deletions

View file

@ -25,6 +25,7 @@ class App {
App(this.canvas) { App(this.canvas) {
_elapsed.start(); _elapsed.start();
grid.startingPattern();
} }
void reset () { void reset () {

View file

@ -22,65 +22,47 @@ class Grid {
this.map = new List() { this.map = new List() {
map.addAll(_buildGrid(w, h)); map.addAll(_buildGrid(w, h));
// BLINKER
// map[5][5].state = true;
// map[5][6].state = true;
// map[6][5].state = true;
// map[6][6].state = true;
//
// map[7][7].state = true;
// map[7][8].state = true;
// map[8][7].state = true;
// map[8][8].state = true;
// SPACESHIP
// setCellState(1 + 5, 0 + 5, true);
// setCellState(2 + 5, 1 + 5, true);
// setCellState(2 + 5, 2 + 5, true);
// setCellState(1 + 5, 2 + 5, true);
// setCellState(0 + 5, 2 + 5, true);
startingPattern();
print("Grid creation finished"); print("Grid creation finished");
} }
void startingPattern([Pattern pattern]) { void startingPattern({Pattern pattern, int x, int y}) {
math.Random rng = new math.Random(); math.Random rng = new math.Random();
var x = rng.nextInt(w~/3) + (w~/3); int cx = x ?? rng.nextInt(w~/3) + (w~/3);
var y = rng.nextInt(h~/3) + (h~/3); int cy = y ?? rng.nextInt(h~/3) + (h~/3);
switch (pattern) { switch (pattern) {
// Two blocks, offset // Two blocks, offset
// ## // ##
// ## // ##
case Pattern.Blinker: case Pattern.Blinker:
setCellState(x, y, true); setCellState(cx, cy, true);
setCellState(x+1, y, true); setCellState(cx+1, cy, true);
setCellState(x, y+1, true); setCellState(cx, cy+1, true);
setCellState(x+1, y+1, true); setCellState(cx+1, cy+1, true);
setCellState(x+2, y+2, true); setCellState(cx+2, cy+2, true);
setCellState(x+3, y+2, true); setCellState(cx+3, cy+2, true);
setCellState(x+2, y+3, true); setCellState(cx+2, cy+3, true);
setCellState(x+3, y+3, true); setCellState(cx+3, cy+3, true);
break; break;
// A 'gliding' Spaceship // A 'gliding' Spaceship
// # // #
// # // #
// ### // ###
case Pattern.SpaceShip: case Pattern.SpaceShip:
setCellState(1 + x, 0 + y, true); setCellState(1 + cx, 0 + cy, true);
setCellState(2 + x, 1 + y, true); setCellState(2 + cx, 1 + cy, true);
setCellState(2 + x, 2 + y, true); setCellState(2 + cx, 2 + cy, true);
setCellState(1 + x, 2 + y, true); setCellState(1 + cx, 2 + cy, true);
setCellState(0 + x, 2 + y, true); setCellState(0 + cx, 2 + cy, true);
break; break;
default: default:
for (var i = 0; i < rng.nextInt(20); i++) { for (var i = 0; i < rng.nextInt(20); i++) {
setCellState(x + rng.nextInt(10), y + rng.nextInt(10), true); setCellState(cx + rng.nextInt(10), cy + rng.nextInt(10), true);
} }
break; break;
} }
} }
void setCellState(int x, int y, bool state) { void setCellState(int x, int y, bool state) {
if (y < map.length && x < map[y].length) map[y][x].state = state; if (y < map.length && x < map[y].length) map[y][x].state = state;
} }