//Generate new Generation public void Next_Generation(Rules rule) { //Temporary storage for new generation Cells_Array next_Gen = new Cells_Array(cells.NumCols, cells.NumRows); //Calculate & Build new generation for (int row = 0; row < cells.NumRows; row++) { for (int col = 0; col < cells.NumCols; col++) { next_Gen[col, row] = Calculate_Next_Cell(rule, row, col); } } // Apply new generation cells = next_Gen; }
public Cell_Handler(int width, int height, int seed) { cells = new Cells_Array(width, height); // Generate first generation based on Seed Random r = new Random(seed); for (int row = 0; row < height; row++) { for (int col = 0; col < width; col++) { // Populate array with cell states //TODO: Change restriction variable. (NumStates) cells[col, row] = (CellState)r.Next(8); } } }
public void draw(Cells_Array _cells) { Rectangle r; int SCALE = 2; for (int row = 0; row < height / 2; row++) { for (int col = 0; col < width / 2; col++) { r = new Rectangle(col * SCALE, row * SCALE, SCALE, SCALE); CellState cell = _cells[col, row]; Brush b = current_Pallet[(int)cell]; bufferGraphics.FillRectangle(b, r); } } update(); }