Add time and life app
parent
d9d5926416
commit
604f6f6c47
17
apps.json
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apps.json
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@ -5062,5 +5062,22 @@
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{"name":"ltherm.app.js","url":"app.js"},
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{"name":"ltherm.img","url":"icon.js","evaluate":true}
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]
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},
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{
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"id": "timeandlife",
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"name": "Time and Life",
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"shortName":"Time and Lfie",
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"icon": "app.png",
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"version":"0.0.1",
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"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.",
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"type": "clock",
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"tags": "clock",
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"supports": ["BANGLEJS2"],
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"allow_emulator":true,
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"readme": "README.md",
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"storage": [
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{"name":"timeandlife.app.js","url":"app.js"},
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{"name":"timeandlife.img","url":"app-icon.js","evaluate":true}
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]
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}
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]
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@ -0,0 +1 @@
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0.01: New app
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@ -0,0 +1,7 @@
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# Time and Life
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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).
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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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@ -0,0 +1,278 @@
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// Globals
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const X = 176,
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Y = 176; // screen resolution of bangle 2
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const STEP_TIMEOUT = 1000;
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const PAUSE_TIME = 3000;
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// Each of my pixels is an 8x8 square.
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const ON = {
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width: 8,
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height: 8,
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bpp: 1,
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transparent: 0,
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buffer: new Uint8Array([
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0xff,
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0xff,
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0xff,
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0xff,
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0xff,
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0xff,
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0xff,
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0xff,
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]).buffer,
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state: 1,
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};
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const OFF = {
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width: 8,
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height: 8,
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bpp: 1,
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transparent: 1,
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buffer: new Uint8Array([
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0x00,
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0x00,
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0x00,
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0x00,
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0x00,
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0x00,
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0x00,
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0x00,
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]).buffer,
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state: 0,
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};
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const ONE = [
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[0, 1, 0],
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[1, 1, 0],
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[0, 1, 0],
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[0, 1, 0],
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[0, 1, 0],
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[0, 1, 0],
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[1, 1, 1],
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];
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const TWO = [
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[0, 1, 0],
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[1, 0, 1],
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[0, 0, 1],
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[0, 1, 0],
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[1, 0, 0],
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[1, 0, 0],
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[1, 1, 1],
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];
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const THREE = [
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[0, 1, 0],
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[1, 0, 1],
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[0, 0, 1],
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[0, 1, 0],
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[0, 0, 1],
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[1, 0, 1],
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[0, 1, 0],
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];
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const FOUR = [
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[0, 0, 1],
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[1, 0, 1],
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[1, 0, 1],
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[1, 1, 1],
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[0, 0, 1],
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[0, 0, 1],
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[0, 0, 1],
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];
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const FIVE = [
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[1, 1, 1],
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[1, 0, 0],
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[1, 0, 0],
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[0, 1, 0],
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[0, 0, 1],
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[1, 0, 1],
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[0, 1, 0],
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];
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const SIX = [
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[0, 1, 0],
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[1, 0, 1],
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[1, 0, 0],
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[1, 1, 0],
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[1, 0, 1],
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[1, 0, 1],
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[0, 1, 0],
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];
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const SEVEN = [
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[1, 1, 1],
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[1, 0, 1],
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[0, 0, 1],
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[0, 1, 0],
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[0, 1, 0],
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[0, 1, 0],
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[0, 1, 0],
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];
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const EIGHT = [
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[0, 1, 0],
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[1, 0, 1],
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[1, 0, 1],
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[0, 1, 0],
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[1, 0, 1],
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[1, 0, 1],
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[0, 1, 0],
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];
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const NINE = [
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[0, 1, 0],
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[1, 0, 1],
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[1, 0, 1],
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[0, 1, 1],
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[0, 0, 1],
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[1, 0, 1],
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[0, 1, 0],
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];
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const ZERO = [
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[0, 1, 0],
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[1, 0, 1],
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[1, 0, 1],
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[1, 0, 1],
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[1, 0, 1],
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[1, 0, 1],
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[0, 1, 0],
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];
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const NUMBERS = [ZERO, ONE, TWO, THREE, FOUR, FIVE, SIX, SEVEN, EIGHT, NINE];
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// Arraybuffers to store game state
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// 484 8 bit integers that are either 1 or 0 form the 22 x 22 grid
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let emptySeed = [];
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for (i = 0; i < 484; i++) {
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emptySeed.push(0);
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}
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let data = E.toUint8Array(emptySeed);
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let nextData = E.toUint8Array(emptySeed);
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const dataAddr = E.getAddressOf(data, true);
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const nextDataAddr = E.getAddressOf(nextData, true);
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let lastPaused = new Date();
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const forAllElements = fn => {
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let numbers = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21];
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numbers.forEach(i => {
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numbers.forEach(j => {
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fn(i, j);
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});
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});
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};
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// Conway's game of life
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// if < 2 neighbours, set off
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// if 2 or 3 neighbours, set on
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// if > 3 neighbours, set off
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const updateStateC = E.compiledC(`
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// void run(int, int)
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void run(char* n, char* m){
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// n is a pointer to the first byte in data, m is for nextdata
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int count = 0;
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for (int i=0;i<484;i++) {
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// Add 8 neighbours, wrapping around
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count =
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*(n+(i+484-23)%484) +
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*(n+(i+484-22)%484) +
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*(n+(i+484-21)%484) +
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*(n+(i+484-1)%484) +
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*(n+(i+484+1)%484) +
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*(n+(i+484+21)%484) +
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*(n+(i+484+22)%484) +
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*(n+(i+484+23)%484);
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if (count < 2 || count > 3) {
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*(m+i) = 0;
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} else {
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*(m+i) = 1;
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}
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}
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}
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`);
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const copyStateC = E.compiledC(`
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// void run(int, int)
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void run(char* n, char* m){
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// n is a pointer to the first byte in data, m is for nextdata
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for (int i=0;i<484;i++) {
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*(n+i) = *(m+i);
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}
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}
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`);
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const step = () => {
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if (new Date() - lastPaused < PAUSE_TIME) {
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return;
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}
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let startTime = new Date();
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updateStateC.run(dataAddr, nextDataAddr);
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nextData.forEach((e, i) => {
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if (e && !data[i]) {
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g.drawImage(ON, Math.floor(i / 22) * 8, i % 22 * 8);
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} else if (data[i]) {
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g.drawImage(OFF, Math.floor(i / 22) * 8, i % 22 * 8);
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}
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});
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copyStateC.run(dataAddr, nextDataAddr);
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};
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const drawPixel = (i, j, value) => {
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g.drawImage(value, j * 8, i * 8);
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data[j * 22 + i] = value.state;
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nextData[j * 22 + i] = value.state;
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};
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const drawNum = (character, i, j) => {
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const startJ = j;
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character.forEach(row => {
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j = startJ;
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row.forEach(pixel => {
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if (pixel) {
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drawPixel(i, j, ON);
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}
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j++;
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});
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i++;
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});
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};
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const drawDots = () => {
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drawPixel(10, 10, ON);
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drawPixel(12, 10, ON);
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};
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const drawTime = () => {
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lastPaused = new Date();
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g.clear();
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data.forEach((el, i) => {
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data[i] = 0;
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});
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const d = new Date();
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const hourTens = Math.floor(d.getHours() / 10);
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const hourOnes = d.getHours() % 10;
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const minuteTens = Math.floor(d.getMinutes() / 10);
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const minuteOnes = d.getMinutes() % 10;
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drawNum(NUMBERS[hourTens], 8, 1);
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drawNum(NUMBERS[hourOnes], 8, 6);
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drawDots();
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drawNum(NUMBERS[minuteTens], 8, 13);
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drawNum(NUMBERS[minuteOnes], 8, 18);
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};
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const start = () => {
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Bangle.setUI("clock"); // Show launcher when middle button pressed
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g.clear();
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Bangle.setLCDTimeout(20); // backlight/lock timeout in seconds
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let stepInterval = setInterval(step, STEP_TIMEOUT);
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// Handlers
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Bangle.on('touch', drawTime);
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// Sleep mode
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Bangle.on('lock', isLocked => {
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if (stepInterval) {
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clearInterval(stepInterval);
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}
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stepInterval = undefined;
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if (!isLocked) {
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drawTime();
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stepInterval = setInterval(step, STEP_TIMEOUT);
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}
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});
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drawTime();
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};
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start();
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After Width: | Height: | Size: 605 B |
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