mirror of
https://github.com/RGBCube/serenity
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This draws the universe centered rather than just putting all leftover space on the right and bottom sides until the window is large enough to be completely filled with cells again.
120 lines
3.6 KiB
C++
120 lines
3.6 KiB
C++
/*
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* Copyright (c) 2021, the SerenityOS developers.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "Game.h"
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#include <LibGUI/Painter.h>
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#include <stdlib.h>
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#include <time.h>
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Game::Game()
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{
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srand(time(nullptr));
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reset();
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}
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Game::~Game()
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{
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}
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void Game::reset()
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{
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stop_timer();
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seed_universe();
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start_timer(m_sleep);
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update();
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}
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void Game::seed_universe()
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{
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for (int y = 0; y < m_rows; y++) {
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for (int x = 0; x < m_columns; x++) {
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m_universe[y][x] = (arc4random() % 2) ? 1 : 0;
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}
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}
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}
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void Game::update_universe()
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{
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bool new_universe[m_rows][m_columns];
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for (int y = 0; y < m_rows; y++) {
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for (int x = 0; x < m_columns; x++) {
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int n = 0;
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auto cell = m_universe[y][x];
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for (int y1 = y - 1; y1 <= y + 1; y1++) {
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for (int x1 = x - 1; x1 <= x + 1; x1++) {
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if (m_universe[(y1 + m_rows) % m_rows][(x1 + m_columns) % m_columns]) {
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n++;
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}
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}
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}
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if (cell)
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n--;
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if (n == 3 || (n == 2 && cell))
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new_universe[y][x] = true;
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else
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new_universe[y][x] = false;
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}
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}
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for (int y = 0; y < m_rows; y++) {
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for (int x = 0; x < m_columns; x++) {
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m_universe[y][x] = new_universe[y][x];
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}
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}
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}
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void Game::timer_event(Core::TimerEvent&)
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{
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update_universe();
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update();
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}
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void Game::paint_event(GUI::PaintEvent& event)
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{
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GUI::Painter painter(*this);
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painter.add_clip_rect(event.rect());
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painter.fill_rect(event.rect(), m_dead_color);
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auto game_rect = rect();
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auto cell_size = Gfx::IntSize(game_rect.width() / m_columns, game_rect.height() / m_rows);
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auto x_margin = (game_rect.width() - (cell_size.width() * m_columns)) / 2;
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auto y_margin = (game_rect.height() - (cell_size.height() * m_rows)) / 2;
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for (int y = 0; y < m_rows; y++) {
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for (int x = 0; x < m_columns; x++) {
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Gfx::IntRect rect {
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x * cell_size.width() + x_margin,
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y * cell_size.height() + y_margin,
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cell_size.width(),
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cell_size.height()
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};
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painter.fill_rect(rect, m_universe[y][x] ? m_alive_color : m_dead_color);
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}
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}
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}
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