Created
September 11, 2021 18:24
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sorry for misleading naming in "water", it behaves like sand instead
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float[][] grid; | |
float[][] temp; | |
float scale = 0.12; | |
int w, h; | |
boolean add = false; | |
float touchSize = 10; | |
void setup() { | |
fullScreen(); | |
colorMode(HSB,1,1,1,1); | |
background(0); | |
w = floor(width * scale); | |
h = floor(height * scale); | |
grid = new float[w][h]; | |
temp = new float[w][h]; | |
for (int x = 0; x < w; x++) { | |
for (int y = 0; y < h; y++) { | |
grid[x][y] = 0; | |
} | |
} | |
} | |
void draw() { | |
if(random(1) < .2){ | |
boolean oldAdd = add; | |
add = true; | |
inputWater(random(w), 1, 1); | |
add = oldAdd; | |
} | |
if(frameCount % 60 == 0){ | |
for(int x = 0; x < w; x++){ | |
// grid[x][h-1] = 0; | |
} | |
} | |
for(int i = 0; i < 1; i++){ | |
update(); | |
} | |
display(); | |
} | |
void display(){ | |
noStroke(); | |
float rectWidth = width / w + 1; | |
float rectHeight = height / h + 1; | |
for (int x = 1; x < w-1; x++) { | |
float screenX = map(x,1,w-1,0,width); | |
for (int y = 1; y < h; y++) { | |
float screenY = map(y,1,h,0,height); | |
float val = grid[x][y]; | |
fill(color(val)); | |
rect(screenX, screenY, rectWidth, rectHeight); | |
} | |
} | |
} | |
void update(){ | |
for (int x = 1; x < w-1; x++) { | |
for (int y = h-2; y > 0; y--) { | |
float me = grid[x][y]; | |
float down = grid[x][y+1]; | |
float botRight = grid[x+1][y+1]; | |
float botLeft = grid[x-1][y+1]; | |
if(me > down){ | |
me -= 1; | |
down += 1; | |
} else if(me > botLeft){ | |
me -= 1; | |
botLeft += 1; | |
} else if(me > botRight){ | |
me -= 1; | |
botRight += 1; | |
} | |
me = constrain(me, 0, 1); | |
down = constrain(down, 0, 1); | |
botLeft = constrain(botLeft, 0, 1); | |
botRight = constrain(botRight, 0, 1); | |
grid[x][y] = me; | |
grid[x][y+1] = down; | |
grid[x+1][y+1] = botRight; | |
grid[x-1][y+1] = botLeft; | |
} | |
} | |
} | |
void mousePressed(){ | |
add = !add; | |
inputWater(mouseX*scale, mouseY*scale, touchSize); | |
} | |
void mouseDragged(){ | |
inputWater(mouseX*scale, mouseY*scale, touchSize); | |
} | |
void inputWater(float x, float y, float size){ | |
for (int xi = 0; xi < w; xi++) { | |
for (int yi = 0; yi < h; yi++) { | |
if(dist(x,y,xi,yi) < size){ | |
grid[xi][yi]= add ? 1:0; | |
} | |
} | |
} | |
} |
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