public void Update() { for (int i = 0; i < tail.Count - 1; i++) { tail[i] = tail[i + 1]; } if (tail.Count < total) { tail.Add(new Vector2(x, y)); } else if (tail.Count >= 1) { tail[tail.Count - 1] = new Vector2(x, y); } Debug.Log(tail.Count); x = x + xspeed * TheSnakeGame.scl; y = y + yspeed * TheSnakeGame.scl; x = P5JSExtension.constrain(x, 0, P5JSExtension.width - TheSnakeGame.scl); y = P5JSExtension.constrain(y, 0, P5JSExtension.height - TheSnakeGame.scl); }
void Update() { for (int x = 1; x < P5JSExtension.width - 1; x++) { for (var y = 1; y < P5JSExtension.height - 1; y++) { var a = grid[x][y].a; var b = grid[x][y].b; next[x][y].a = a + (dA * laplaceA(x, y)) - (a * b * b) + (feed * (1 - a)); next[x][y].b = b + (dB * laplaceB(x, y)) + (a * b * b) - ((k + feed) * b); next[x][y].a = P5JSExtension.constrain(next[x][y].a, 0, 1); next[x][y].b = P5JSExtension.constrain(next[x][y].b, 0, 1); } } for (int x = 0; x < P5JSExtension.width; x++) { for (var y = 0; y < P5JSExtension.height; y++) { var a = next[x][y].a; var b = next[x][y].b; var c = Mathf.Floor((a - b) * 255); c = P5JSExtension.constrain(c, 0, 255); texture.SetPixel(x, y, new Color32((byte)c, (byte)c, (byte)c, 255)); } } texture.Apply(); swap(); }