Allow Defining x and y for Patterns
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964ba69c2e
commit
9816778d4b
2 changed files with 19 additions and 36 deletions
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@ -25,6 +25,7 @@ class App {
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App(this.canvas) {
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App(this.canvas) {
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_elapsed.start();
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_elapsed.start();
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grid.startingPattern();
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}
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}
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void reset () {
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void reset () {
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@ -22,65 +22,47 @@ class Grid {
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this.map = new List() {
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this.map = new List() {
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map.addAll(_buildGrid(w, h));
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map.addAll(_buildGrid(w, h));
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// BLINKER
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// map[5][5].state = true;
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// map[5][6].state = true;
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// map[6][5].state = true;
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// map[6][6].state = true;
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//
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// map[7][7].state = true;
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// map[7][8].state = true;
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// map[8][7].state = true;
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// map[8][8].state = true;
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// SPACESHIP
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// setCellState(1 + 5, 0 + 5, true);
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// setCellState(2 + 5, 1 + 5, true);
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// setCellState(2 + 5, 2 + 5, true);
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// setCellState(1 + 5, 2 + 5, true);
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// setCellState(0 + 5, 2 + 5, true);
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startingPattern();
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print("Grid creation finished");
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print("Grid creation finished");
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}
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}
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void startingPattern([Pattern pattern]) {
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void startingPattern({Pattern pattern, int x, int y}) {
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math.Random rng = new math.Random();
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math.Random rng = new math.Random();
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var x = rng.nextInt(w~/3) + (w~/3);
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int cx = x ?? rng.nextInt(w~/3) + (w~/3);
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var y = rng.nextInt(h~/3) + (h~/3);
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int cy = y ?? rng.nextInt(h~/3) + (h~/3);
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switch (pattern) {
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switch (pattern) {
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// Two blocks, offset
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// Two blocks, offset
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// ##
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// ##
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// ##
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// ##
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case Pattern.Blinker:
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case Pattern.Blinker:
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setCellState(x, y, true);
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setCellState(cx, cy, true);
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setCellState(x+1, y, true);
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setCellState(cx+1, cy, true);
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setCellState(x, y+1, true);
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setCellState(cx, cy+1, true);
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setCellState(x+1, y+1, true);
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setCellState(cx+1, cy+1, true);
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setCellState(x+2, y+2, true);
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setCellState(cx+2, cy+2, true);
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setCellState(x+3, y+2, true);
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setCellState(cx+3, cy+2, true);
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setCellState(x+2, y+3, true);
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setCellState(cx+2, cy+3, true);
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setCellState(x+3, y+3, true);
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setCellState(cx+3, cy+3, true);
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break;
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break;
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// A 'gliding' Spaceship
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// A 'gliding' Spaceship
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// #
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// #
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// #
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// #
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// ###
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// ###
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case Pattern.SpaceShip:
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case Pattern.SpaceShip:
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setCellState(1 + x, 0 + y, true);
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setCellState(1 + cx, 0 + cy, true);
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setCellState(2 + x, 1 + y, true);
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setCellState(2 + cx, 1 + cy, true);
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setCellState(2 + x, 2 + y, true);
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setCellState(2 + cx, 2 + cy, true);
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setCellState(1 + x, 2 + y, true);
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setCellState(1 + cx, 2 + cy, true);
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setCellState(0 + x, 2 + y, true);
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setCellState(0 + cx, 2 + cy, true);
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break;
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break;
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default:
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default:
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for (var i = 0; i < rng.nextInt(20); i++) {
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for (var i = 0; i < rng.nextInt(20); i++) {
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setCellState(x + rng.nextInt(10), y + rng.nextInt(10), true);
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setCellState(cx + rng.nextInt(10), cy + rng.nextInt(10), true);
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}
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}
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break;
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break;
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}
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}
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}
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}
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void setCellState(int x, int y, bool state) {
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void setCellState(int x, int y, bool state) {
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if (y < map.length && x < map[y].length) map[y][x].state = state;
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if (y < map.length && x < map[y].length) map[y][x].state = state;
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}
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}
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