Oh wow, I'm going to save this for posterity. This makes a really cool effect, ghosting the nodes positions
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@@ -35,7 +35,7 @@ void updateRange(std::vector<Node> *node_vec, int start_range_, int end_range_)
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int main() {
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std::mt19937 rng(time(NULL));
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std::uniform_int_distribution<int> rgen(0, 4);
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std::uniform_int_distribution<int> rgen(0, 10);
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std::vector<Node> node_vec;
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@@ -63,6 +63,8 @@ int main() {
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std::stack<std::thread> thread_stack;
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sf::Uint8* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
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while (window.isOpen()) {
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sf::Event event;
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@@ -104,18 +106,62 @@ int main() {
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node_vec[i].ShiftState();
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}
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sf::VertexArray live_node_vertex_array;
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//for (int i = 0; i < node_vec.size(); i++) {
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// if (node_vec.at(i).CurrentState() == true) {
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// // 6 vert square, one line heaven
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// sf::Vector2f square_dimensions(WINDOW_X / Node::x_bound, WINDOW_Y / Node::y_bound);
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// //sf::Vertex vert1(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height), sf::Color(145, 181, 207)); // Top left
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// //sf::Vertex vert2(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width + square_dimensions.x, (i / Node::x_bound) * live_node.getGlobalBounds().height), sf::Color(145, 181, 207)); // Top right
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// //sf::Vertex vert3(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height + square_dimensions.y), sf::Color(145, 181, 207)); // Bottom left
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// //sf::Vertex vert4(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height + square_dimensions.y), sf::Color(145, 181, 207)); // Bottom left
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// //sf::Vertex vert5(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width + square_dimensions.x, (i / Node::x_bound) * live_node.getGlobalBounds().height), sf::Color(145, 181, 207)); // Top right
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// sf::Vertex vert6(sf::Vector2f((i % Node::x_bound) * live_node.getGlobalBounds().width + square_dimensions.x, (i / Node::x_bound) * live_node.getGlobalBounds().height + square_dimensions.y), sf::Color(145, 181, 207)); // Bottom right
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// //live_node_vertex_array.append(vert1);
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// //live_node_vertex_array.append(vert2);
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// //live_node_vertex_array.append(vert3);
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// //live_node_vertex_array.append(vert4);
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// //live_node_vertex_array.append(vert5);
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// live_node_vertex_array.append(vert6);
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// //live_node.setPosition((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height);
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// }
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//}
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sf::Texture texture;
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texture.create(WINDOW_X, WINDOW_Y);
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sf::Sprite sprite(texture);
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for (int i = 0; i < node_vec.size(); i++) {
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if (node_vec.at(i).CurrentState() == true) {
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live_node.setPosition((i % Node::x_bound) * live_node.getGlobalBounds().width, (i / Node::x_bound) * live_node.getGlobalBounds().height);
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window.draw(live_node);
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}
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else {
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//dead_node.setPosition(i % Node::x_bound * dead_node.getGlobalBounds().width, i / Node::x_bound * dead_node.getGlobalBounds().height);
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//window.draw(live_node);
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pixel_array[i * 4] = 255; // R?
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pixel_array[i * 4 + 1] = 255; // G?
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pixel_array[i * 4 + 2] = 255; // B?
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pixel_array[i * 4 + 3] = 255; // A?
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}
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}
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frame_count++;
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texture.update(pixel_array);
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window.draw(sprite);
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window.display();
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