ltnant.c: forgot to adjust index cut off, also refined the code a bit
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@ -35,13 +35,13 @@
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#define NX (UNUM_COLS - 1u)
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#define NY (UNUM_ROWS - 1u)
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static coord_t const xdcomp[] = {0, P, 0, NX};
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static coord_t const ydcomp[] = {P, 0, NY, 0};
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static coord_t const xdcomp[] = {0, NX, 0, P};
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static coord_t const ydcomp[] = {P, 0, NY, 0};
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typedef struct ant_s {
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coord_t x, y;
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coord_t ox, oy; /* Used to set old pixels to brightness 2 */
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unsigned char vector_index;
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coord_t x, y; /* current postion */
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coord_t ox, oy; /* previous position, used to dim out old pixels */
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unsigned char vector_index; /* index to one of (0,1),(1,0),(0,-1),(-1,0) */
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} ant_t;
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void ltn_ant() {
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@ -51,43 +51,35 @@ void ltn_ant() {
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unsigned int cycles = 500;
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/* Random start position and direction */
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ant.x = random8() % UNUM_COLS;
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ant.y = random8() % UNUM_ROWS;
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/* random start position and direction */
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ant.x = ant.ox = random8() % UNUM_COLS;
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ant.y = ant.oy = random8() % UNUM_ROWS;
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/* Make sure we do have a valid vector */
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/* make sure we have a valid vector */
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ant.vector_index = random8() % 4u;
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ant.ox = ant.x;
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ant.oy = ant.y;
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while(cycles != 0) {
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/* If the pixel is not set turn it on */
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while(cycles--) {
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/* if the pixel is turned off turn it on */
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if(get_pixel((pixel) {ant.x, ant.y}) == 0) {
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setpixel((pixel) {ant.x, ant.y}, 3);
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// turn right
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ant.vector_index = (ant.vector_index + 1u) % 8u;
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/* Lets the last pixel be darker than the latest */
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if((ant.ox != ant.x) || (ant.oy != ant.y))
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setpixel((pixel) {ant.ox, ant.oy}, 2);
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setpixel((pixel) {ant.x, ant.y}, NUMPLANE);
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ant.vector_index = (ant.vector_index + 3u) % 4u; // turn left
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/* dim the previous pixel */
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setpixel((pixel){ant.ox, ant.oy}, NUMPLANE - 1);
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/* memorize this position */
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ant.ox = ant.x;
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ant.oy = ant.y;
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/* if the pixel is turned on turn it off */
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} else {
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setpixel((pixel) {ant.x, ant.y}, 0);
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// turn left
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ant.vector_index = (ant.vector_index + 3u) % 8u;
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ant.vector_index = (ant.vector_index + 1u) % 4u; // turn right
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}
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/* move to next pixel, playing field is modeled after a torus */
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ant.x = (ant.x + xdcomp[ant.vector_index]) % UNUM_COLS;
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ant.y = (ant.y + ydcomp[ant.vector_index]) % UNUM_ROWS;
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wait(100);
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/* Playing field is modeled after a torus */
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ant.x = (coord_t)(ant.x + xdcomp[ant.vector_index]) % UNUM_COLS;
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ant.y = (coord_t)(ant.y + ydcomp[ant.vector_index]) % UNUM_ROWS;
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cycles--;
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}
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wait(300);
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}
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