🍄 growing thing
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@ -48,6 +48,19 @@ typedef struct {
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int y_coords[BLOB_POINTS];
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} Blob;
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#define NUM_AGENTS 64
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#define AGENT_MOVE_DISTANCE 1
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#define AGENT_DROP_AMOUNT 100
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typedef struct {
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int x_position;
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int y_position;
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float heading;
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} SlimeAgent;
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uint16_t attractant[PANEL_WIDTH][PANEL_HEIGHT] = {};
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SlimeAgent agents[NUM_AGENTS];
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Blob blob;
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void setup(){
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@ -72,13 +85,23 @@ void setup(){
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matrix->setBrightness8(64);
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matrix->fillScreenRGB888(0, 0, 0);
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for(int i = 0; i < BLOB_POINTS; i++) {
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//float angle = (360 / BLOB_POINTS) * (i+1);
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float angle = ((PI * 2) / BLOB_POINTS) * (i+1);
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blob.x_coords[i] = random(-6, 7) + 31 + round(BLOB_RADIUS * sin(angle));
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blob.y_coords[i] = random(-2, 7) + 15 + round(BLOB_RADIUS * cos(angle));
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//blob.x_coords[i] = random(0, 64);
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//blob.y_coords[i] = random(0, 32);
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//for(int i = 0; i < BLOB_POINTS; i++) {
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// //float angle = (360 / BLOB_POINTS) * (i+1);
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// float angle = ((PI * 2) / BLOB_POINTS) * (i+1);
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// blob.x_coords[i] = random(-6, 7) + 31 + round(BLOB_RADIUS * sin(angle));
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// blob.y_coords[i] = random(-2, 7) + 15 + round(BLOB_RADIUS * cos(angle));
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// //blob.x_coords[i] = random(0, 64);
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// //blob.y_coords[i] = random(0, 32);
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//}
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for(int a = 0; a < NUM_AGENTS; a++) {
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agents[a].x_position = random(12, 52);
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agents[a].y_position = random(12, 20);
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agents[a].heading = (random(0, 100) / 100.0) * (PI*2);
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}
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for(int x = 0; x<PANEL_WIDTH; x++) {
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for(int y = 0; y<PANEL_HEIGHT; y++){
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attractant[x][y] = 0;
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}
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}
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}
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@ -107,6 +130,9 @@ void draw_bezier(int x1, int y1, int x2, int y2, int x3, int y3) {
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}
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bool is_in_bounds(int x, int y) {
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return (x < PANEL_WIDTH) and (y < PANEL_HEIGHT) and (x >= 0) and (y >= 0);
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}
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void loop() {
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matrix ->flipDMABuffer();
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@ -125,31 +151,74 @@ void loop() {
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matrix->drawFastHLine(0, 7*i + 1, PANEL_WIDTH, matrix->color565(41, 17, 76));
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}
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for(int i = 0; i < BLOB_POINTS; i+=2) {
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int end_offset = i + 2;
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if ( end_offset >= BLOB_POINTS) {
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end_offset = 0;
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for(int x = 0; x<PANEL_WIDTH; x++) {
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for(int y = 0; y<PANEL_HEIGHT; y++){
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matrix->drawPixel(x, y, attractant[x][y]);
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}
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draw_bezier(blob.x_coords[i],
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blob.y_coords[i],
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blob.x_coords[i+1],
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blob.y_coords[i+1],
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blob.x_coords[end_offset],
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blob.y_coords[end_offset]
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);
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matrix->drawPixel(blob.x_coords[i], blob.y_coords[i], matrix->color565(128, 128, 128));
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blob.x_coords[i+1] += random(-1, 2);
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if (blob.x_coords[i+1] >= PANEL_WIDTH) {
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blob.x_coords[i+1] = PANEL_WIDTH - 1;
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}
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if (blob.x_coords[i+1] < 0) {
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blob.x_coords[i+1] = 0;
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}
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//blob.y_coords[i+1] += random(-1, 2);
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//matrix->drawPixel(blob.x_coords[i], blob.y_coords[i], matrix->color565(0, 0, 128));
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//matrix->drawPixel(blob.x_coords[i+1], blob.y_coords[i+1], matrix->color565(128, 0, 0));
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//matrix->drawPixel(blob.x_coords[end_offset], blob.y_coords[end_offset], matrix->color565(0, 0, 128));
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}
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delay(500);
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for(int a = 0; a < NUM_AGENTS; a++) {
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matrix->drawPixel(agents[a].x_position, agents[a].y_position, attractant[agents[a].x_position][agents[a].y_position]);
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// motor step
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// check if agent can move forward
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float target_x = agents[a].x_position + cos(agents[a].heading) * AGENT_MOVE_DISTANCE;
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float target_y = agents[a].y_position + sin(agents[a].heading) * AGENT_MOVE_DISTANCE;
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int move_x = round(target_x);
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int move_y = round(target_y);
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if (is_in_bounds(move_x, move_y)) {
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agents[a].x_position = move_x;
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agents[a].y_position = move_y;
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attractant[move_x][move_y] += AGENT_DROP_AMOUNT;
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} else {
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agents[a].heading += (random(0,2) *2 -1 ) * (random(0, 30) / 100.0) * PI*2;
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}
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// sample step
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int front_x = round(agents[a].x_position + cos(agents[a].heading) * AGENT_MOVE_DISTANCE);
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int front_y = round(agents[a].y_position + sin(agents[a].heading) * AGENT_MOVE_DISTANCE);
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int left_x = round(agents[a].x_position + cos(agents[a].heading - ((random(0,30) / 100.0) * (PI * 2))));
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int left_y = round(agents[a].y_position + cos(agents[a].heading - ((random(0,30) / 100.0) * (PI * 2))));
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int right_x = round(agents[a].x_position + cos(agents[a].heading + ((random(0,30) / 100.0) * (PI * 2))));
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int right_y = round(agents[a].y_position + cos(agents[a].heading + ((random(0,30) / 100.0) * (PI * 2))));
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int front_value = attractant[front_x][front_y];
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int left_value = attractant[left_x][left_y];
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int right_value = attractant[right_x][right_y];
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if (front_value > right_value and front_value > left_value) {
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;
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} else if (front_value < right_value and front_value < left_value) {
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agents[a].heading += (random(0, 2) * 2 - 1) * (random(0, 30) / 100.0) * (PI*2) ;
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} else if (left_value > right_value) {
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agents[a].heading -= ((random(0,30) / 100.0) * (PI * 2));
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} else {
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agents[a].heading += ((random(0,30) / 100.0) * (PI * 2));
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}
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}
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//for(int i = 0; i < BLOB_POINTS; i+=2) {
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// int end_offset = i + 2;
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// if ( end_offset >= BLOB_POINTS) {
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// end_offset = 0;
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// }
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// draw_bezier(blob.x_coords[i],
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// blob.y_coords[i],
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// blob.x_coords[i+1],
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// blob.y_coords[i+1],
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// blob.x_coords[end_offset],
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// blob.y_coords[end_offset]
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// );
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// matrix->drawPixel(blob.x_coords[i], blob.y_coords[i], matrix->color565(128, 128, 128));
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// blob.x_coords[i+1] += random(-1, 2);
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// if (blob.x_coords[i+1] >= PANEL_WIDTH) {
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// blob.x_coords[i+1] = PANEL_WIDTH - 1;
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// }
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// if (blob.x_coords[i+1] < 0) {
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// blob.x_coords[i+1] = 0;
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// }
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// //blob.y_coords[i+1] += random(-1, 2);
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// //matrix->drawPixel(blob.x_coords[i], blob.y_coords[i], matrix->color565(0, 0, 128));
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// //matrix->drawPixel(blob.x_coords[i+1], blob.y_coords[i+1], matrix->color565(128, 0, 0));
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// //matrix->drawPixel(blob.x_coords[end_offset], blob.y_coords[end_offset], matrix->color565(0, 0, 128));
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//}
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delay(100);
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}
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