intensity = math.sqrt((rad - dist) / rad) * 2 * max_intensity intensity = min(intensity, max_intensity) # not sending if pixel already at that state if field[field_pos] != intensity: # marking pixel as dirty field[field_pos] = intensity # finally painting matrix.send_pixel((x,y), (intensity, intensity, 0x00)) if not painted and field[field_pos]: # clear formerly painted and no longer used pixels field[field_pos] = False matrix.send_pixel((x,y), (0x00, 0x00, 0x00)) # move forward self.pos += 1 # are we finished? return pos < width matrix = LedMatrix() pacman = Pacman(matrix) try: const_loop(pacman.step, 0.2) finally: matrix.close()
def endless(self, snooze=0.1): const_loop(self.step, snooze)
if old_field[n % width][m % height]: prox += 1 if old_field[x][y]: prox -= 1 if prox < 2: print "lonely ", prox self.die(x, y) elif prox > 3: print "crowded ", prox self.die(x, y) else: self.survive(x, y) elif prox == 3: self.create(x, y) return True matrix = LedMatrix() try: matrix.send_clear() game = GameOfLife(matrix) game.load(sys.argv[1]) const_loop(game.step, 0.2) finally: matrix.close()
intensity = min(intensity, max_intensity) # not sending if pixel already at that state if field[field_pos] != intensity: # marking pixel as dirty field[field_pos] = intensity # finally painting matrix.send_pixel((x, y), (intensity, intensity, 0x00)) if not painted and field[field_pos]: # clear formerly painted and no longer used pixels field[field_pos] = False matrix.send_pixel((x, y), (0x00, 0x00, 0x00)) # move forward self.pos += 1 # are we finished? return pos < width matrix = LedMatrix() pacman = Pacman(matrix) try: const_loop(pacman.step, 0.2) finally: matrix.close()
if old_field[n%width][m%height]: prox += 1 if old_field[x][y]: prox -= 1 if prox < 2: print "lonely ", prox self.die(x, y) elif prox > 3: print "crowded ", prox self.die(x, y) else: self.survive(x, y) elif prox == 3: self.create(x, y) return True matrix = LedMatrix() try: matrix.send_clear() game = GameOfLife(matrix) game.load(sys.argv[1]) const_loop(game.step, 0.2) finally: matrix.close()