Add time and life app

master
phil 2021-12-27 14:33:53 -05:00
parent d9d5926416
commit 604f6f6c47
6 changed files with 304 additions and 0 deletions

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{"name":"ltherm.app.js","url":"app.js"}, {"name":"ltherm.app.js","url":"app.js"},
{"name":"ltherm.img","url":"icon.js","evaluate":true} {"name":"ltherm.img","url":"icon.js","evaluate":true}
] ]
},
{
"id": "timeandlife",
"name": "Time and Life",
"shortName":"Time and Lfie",
"icon": "app.png",
"version":"0.0.1",
"description": "A simple watchface which displays the time when the screen is tapped and decay according to the rules of Conway's game of life.",
"type": "clock",
"tags": "clock",
"supports": ["BANGLEJS2"],
"allow_emulator":true,
"readme": "README.md",
"storage": [
{"name":"timeandlife.app.js","url":"app.js"},
{"name":"timeandlife.img","url":"app-icon.js","evaluate":true}
]
} }
] ]

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0.01: New app

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# Time and Life
A simple watchface which displays the time when the screen is tapped and decay according to the rules of [Conway's game of life](https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life).
![](screenshot1.png)
![](screenshot2.png)
![](screenshot3.png)

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require("heatshrink").decompress(atob("mEwwkB/4AGCY4PHC/4X/C/4X/C/4XvJ/4X/C/4X/C/4X3AH4A/AH4A/AH4A/"))

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apps/timeandlife/app.js Normal file
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// Globals
const X = 176,
Y = 176; // screen resolution of bangle 2
const STEP_TIMEOUT = 1000;
const PAUSE_TIME = 3000;
// Each of my pixels is an 8x8 square.
const ON = {
width: 8,
height: 8,
bpp: 1,
transparent: 0,
buffer: new Uint8Array([
0xff,
0xff,
0xff,
0xff,
0xff,
0xff,
0xff,
0xff,
]).buffer,
state: 1,
};
const OFF = {
width: 8,
height: 8,
bpp: 1,
transparent: 1,
buffer: new Uint8Array([
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
]).buffer,
state: 0,
};
const ONE = [
[0, 1, 0],
[1, 1, 0],
[0, 1, 0],
[0, 1, 0],
[0, 1, 0],
[0, 1, 0],
[1, 1, 1],
];
const TWO = [
[0, 1, 0],
[1, 0, 1],
[0, 0, 1],
[0, 1, 0],
[1, 0, 0],
[1, 0, 0],
[1, 1, 1],
];
const THREE = [
[0, 1, 0],
[1, 0, 1],
[0, 0, 1],
[0, 1, 0],
[0, 0, 1],
[1, 0, 1],
[0, 1, 0],
];
const FOUR = [
[0, 0, 1],
[1, 0, 1],
[1, 0, 1],
[1, 1, 1],
[0, 0, 1],
[0, 0, 1],
[0, 0, 1],
];
const FIVE = [
[1, 1, 1],
[1, 0, 0],
[1, 0, 0],
[0, 1, 0],
[0, 0, 1],
[1, 0, 1],
[0, 1, 0],
];
const SIX = [
[0, 1, 0],
[1, 0, 1],
[1, 0, 0],
[1, 1, 0],
[1, 0, 1],
[1, 0, 1],
[0, 1, 0],
];
const SEVEN = [
[1, 1, 1],
[1, 0, 1],
[0, 0, 1],
[0, 1, 0],
[0, 1, 0],
[0, 1, 0],
[0, 1, 0],
];
const EIGHT = [
[0, 1, 0],
[1, 0, 1],
[1, 0, 1],
[0, 1, 0],
[1, 0, 1],
[1, 0, 1],
[0, 1, 0],
];
const NINE = [
[0, 1, 0],
[1, 0, 1],
[1, 0, 1],
[0, 1, 1],
[0, 0, 1],
[1, 0, 1],
[0, 1, 0],
];
const ZERO = [
[0, 1, 0],
[1, 0, 1],
[1, 0, 1],
[1, 0, 1],
[1, 0, 1],
[1, 0, 1],
[0, 1, 0],
];
const NUMBERS = [ZERO, ONE, TWO, THREE, FOUR, FIVE, SIX, SEVEN, EIGHT, NINE];
// Arraybuffers to store game state
// 484 8 bit integers that are either 1 or 0 form the 22 x 22 grid
let emptySeed = [];
for (i = 0; i < 484; i++) {
emptySeed.push(0);
}
let data = E.toUint8Array(emptySeed);
let nextData = E.toUint8Array(emptySeed);
const dataAddr = E.getAddressOf(data, true);
const nextDataAddr = E.getAddressOf(nextData, true);
let lastPaused = new Date();
const forAllElements = fn => {
let numbers = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21];
numbers.forEach(i => {
numbers.forEach(j => {
fn(i, j);
});
});
};
// Conway's game of life
// if < 2 neighbours, set off
// if 2 or 3 neighbours, set on
// if > 3 neighbours, set off
const updateStateC = E.compiledC(`
// void run(int, int)
void run(char* n, char* m){
// n is a pointer to the first byte in data, m is for nextdata
int count = 0;
for (int i=0;i<484;i++) {
// Add 8 neighbours, wrapping around
count =
*(n+(i+484-23)%484) +
*(n+(i+484-22)%484) +
*(n+(i+484-21)%484) +
*(n+(i+484-1)%484) +
*(n+(i+484+1)%484) +
*(n+(i+484+21)%484) +
*(n+(i+484+22)%484) +
*(n+(i+484+23)%484);
if (count < 2 || count > 3) {
*(m+i) = 0;
} else {
*(m+i) = 1;
}
}
}
`);
const copyStateC = E.compiledC(`
// void run(int, int)
void run(char* n, char* m){
// n is a pointer to the first byte in data, m is for nextdata
for (int i=0;i<484;i++) {
*(n+i) = *(m+i);
}
}
`);
const step = () => {
if (new Date() - lastPaused < PAUSE_TIME) {
return;
}
let startTime = new Date();
updateStateC.run(dataAddr, nextDataAddr);
nextData.forEach((e, i) => {
if (e && !data[i]) {
g.drawImage(ON, Math.floor(i / 22) * 8, i % 22 * 8);
} else if (data[i]) {
g.drawImage(OFF, Math.floor(i / 22) * 8, i % 22 * 8);
}
});
copyStateC.run(dataAddr, nextDataAddr);
};
const drawPixel = (i, j, value) => {
g.drawImage(value, j * 8, i * 8);
data[j * 22 + i] = value.state;
nextData[j * 22 + i] = value.state;
};
const drawNum = (character, i, j) => {
const startJ = j;
character.forEach(row => {
j = startJ;
row.forEach(pixel => {
if (pixel) {
drawPixel(i, j, ON);
}
j++;
});
i++;
});
};
const drawDots = () => {
drawPixel(10, 10, ON);
drawPixel(12, 10, ON);
};
const drawTime = () => {
lastPaused = new Date();
g.clear();
data.forEach((el, i) => {
data[i] = 0;
});
const d = new Date();
const hourTens = Math.floor(d.getHours() / 10);
const hourOnes = d.getHours() % 10;
const minuteTens = Math.floor(d.getMinutes() / 10);
const minuteOnes = d.getMinutes() % 10;
drawNum(NUMBERS[hourTens], 8, 1);
drawNum(NUMBERS[hourOnes], 8, 6);
drawDots();
drawNum(NUMBERS[minuteTens], 8, 13);
drawNum(NUMBERS[minuteOnes], 8, 18);
};
const start = () => {
Bangle.setUI("clock"); // Show launcher when middle button pressed
g.clear();
Bangle.setLCDTimeout(20); // backlight/lock timeout in seconds
let stepInterval = setInterval(step, STEP_TIMEOUT);
// Handlers
Bangle.on('touch', drawTime);
// Sleep mode
Bangle.on('lock', isLocked => {
if (stepInterval) {
clearInterval(stepInterval);
}
stepInterval = undefined;
if (!isLocked) {
drawTime();
stepInterval = setInterval(step, STEP_TIMEOUT);
}
});
drawTime();
};
start();

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