// Copyright (c) 2013 Adobe Systems Inc // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. #include #include #include #include "AS3/AS3.h" // A terribly slow implementation of conway's game of life. // for a better implementation see this: http://tomas.rokicki.com/hlife/ bool *universe_current, *universe_future; uint32_t xd, yd; void setCell(uint32_t x, uint32_t y, bool status) { x %= xd; y %= yd; universe_future[x + (y*xd)] = status; } bool isAlive(uint32_t x, uint32_t y) { x %= xd; y %= yd; return universe_current[x + (y*xd)]; } extern "C" void updateUniverse() { // Apply the rules to the current universe to generate the next for(uint32_t x=0; x