{
".background: white",
".foreground: black",
+ "*fpsSolid: true",
"*maxCycles: 100000",
#ifdef TIME_ME
"*growthDelay: 0",
"*baseOrbits: 75",
"*baseOnCenter: False",
"*drawCenters: False",
+#ifdef USE_IPHONE
+ "*ignoreRotation: True",
+#endif
0
};
switch(depth)
{
case 32:
- ret = 0xff000000;
case 24:
#ifdef HAVE_COCOA
/* This program idiotically does not go through a color map, so
{
unsigned long c;
- if ( x >= f->width ) x -= f->width;
- else if ( x < 0 ) x += f->width;
+ while ( x >= f->width ) x -= f->width;
+ while ( x < 0 ) x += f->width;
- if ( y >= f->height ) y -= f->height;
- else if ( y < 0 ) y += f->height;
+ while ( y >= f->height ) y -= f->height;
+ while ( y < 0 ) y += f->height;
/* if ( in_bounds(f, x, y) ) ... */
{
if (i < base_orbits )
{
- if ( f->base_on_center )
+ if ( f->base_on_center )
circle->center = &f->center_of_universe;
else
{
double d, dsqr, dx, dy;
Circle *c2 = f->circles + j;
+#ifdef TIME_ME
++f->possible_intersections;
+#endif
dx = c2->x - c1->x;
dy = c2->y - c1->y;
* intersection
*/
+#ifdef TIME_ME
++f->intersection_count;
+#endif
/* unit vector in direction of c1 to c2 */
bx = dx / d;