Remove color randomization from Game of Life animation

This commit is contained in:
thoxy 2025-06-17 12:35:22 +02:00
parent b4952cdc51
commit a5e38e2ce5
3 changed files with 3 additions and 21 deletions

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@ -147,11 +147,6 @@ gameoflife_frame_delay = 6
# 0.7+ -> Dense, chaotic patterns
gameoflife_initial_density = 0.4
# Game of Life randomize colors (true/false)
# false -> Use the fixed gameoflife_fg color
# true -> Generate one random color at startup and use it for the entire session
gameoflife_randomize_colors = false
# Remove main box borders
hide_borders = false

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@ -4,7 +4,6 @@ const Cell = @import("../tui/Cell.zig");
const TerminalBuffer = @import("../tui/TerminalBuffer.zig");
const Allocator = std.mem.Allocator;
const Random = std.Random;
const GameOfLife = @This();
@ -27,12 +26,11 @@ fg_color: u32,
entropy_interval: usize,
frame_delay: usize,
initial_density: f32,
randomize_colors: bool,
dead_cell: Cell,
width: usize,
height: usize,
pub fn init(allocator: Allocator, terminal_buffer: *TerminalBuffer, fg_color: u32, entropy_interval: usize, frame_delay: usize, initial_density: f32, randomize_colors: bool) !GameOfLife {
pub fn init(allocator: Allocator, terminal_buffer: *TerminalBuffer, fg_color: u32, entropy_interval: usize, frame_delay: usize, initial_density: f32) !GameOfLife {
const width = terminal_buffer.width;
const height = terminal_buffer.height;
const grid_size = width * height;
@ -47,11 +45,10 @@ pub fn init(allocator: Allocator, terminal_buffer: *TerminalBuffer, fg_color: u3
.next_grid = next_grid,
.frame_counter = 0,
.generation = 0,
.fg_color = if (randomize_colors) generateRandomColor(terminal_buffer.random) else fg_color,
.fg_color = fg_color,
.entropy_interval = entropy_interval,
.frame_delay = frame_delay,
.initial_density = initial_density,
.randomize_colors = randomize_colors,
.dead_cell = .{ .ch = DEAD_CHAR, .fg = @intCast(TerminalBuffer.Color.DEFAULT), .bg = terminal_buffer.bg },
.width = width,
.height = height,
@ -103,7 +100,7 @@ fn draw(self: *GameOfLife) void {
}
}
// Render with the set color (either configured or randomly generated at startup)
// Render with the configured color
const alive_cell = Cell{ .ch = ALIVE_CHAR, .fg = self.fg_color, .bg = self.terminal_buffer.bg };
for (0..self.height) |y| {
@ -115,15 +112,6 @@ fn draw(self: *GameOfLife) void {
}
}
fn generateRandomColor(random: Random) u32 {
// Generate a random RGB color with good visibility
// Avoid very dark colors by using range 64-255 for each component
const r = random.intRangeAtMost(u8, 64, 255);
const g = random.intRangeAtMost(u8, 64, 255);
const b = random.intRangeAtMost(u8, 64, 255);
return (@as(u32, r) << 16) | (@as(u32, g) << 8) | @as(u32, b);
}
fn updateGeneration(self: *GameOfLife) void {
// Conway's Game of Life rules with optimized neighbor counting
for (0..self.height) |y| {

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@ -40,7 +40,6 @@ gameoflife_fg: u32 = 0x0000FF00,
gameoflife_entropy_interval: usize = 10,
gameoflife_frame_delay: usize = 6,
gameoflife_initial_density: f32 = 0.4,
gameoflife_randomize_colors: bool = false,
hide_borders: bool = false,
hide_key_hints: bool = false,
initial_info_text: ?[]const u8 = null,