package com.udacity.gamedev.drawthecantorgasket;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.math.Rectangle;

/*

TODO: Start here

The Cantor gasket is a fractal where we start with a white square. We devide that square up into a 3x3 grid of smaller squares, then remove the middle square. Finally, we repeat the process on each of the remaining 8 squares.

 */

public class DrawTheCantorGasket extends ApplicationAdapter {

    ShapeRenderer shapeRenderer;
    // TODO: Set a constant for how many recursions to draw. 5 is a good place to start

    @Override
    public void create () {
        shapeRenderer = new ShapeRenderer();
    }

    @Override
    public void render () {
        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        // Finds a good place to draw our fractal
        // Rectangle has members x,y for the lower left corner, and width and height
        Rectangle bounds = findLargestSquare();

        // TODO: Begin a filled shapeRenderer batch

        // TODO: Draw a white square matching the bounds

        // TODO: Set the working color to black, and call punchCantorGasket with the bounds

        // TODO: End the batch
        shapeRenderer.end();
    }


    private void punchCantorGasket(float x, float y, float size, int recursions){
        // TODO: Base case, if recursions = 0, return

        // TODO: Draw a black square in the middle square

        // TODO: Call punchCantorGasket on all 8 other squares

    }

    private Rectangle findLargestSquare(){
        Rectangle largestSquare = new Rectangle();
        float screenWidth = Gdx.graphics.getWidth();
        float screenHeight = Gdx.graphics.getHeight();

        if (screenWidth > screenHeight){
            largestSquare.x = (screenWidth - screenHeight)/2;
            largestSquare.y = 0;
            largestSquare.width = screenHeight;
            largestSquare.height = screenHeight;
        } else {
            largestSquare.x = 0;
            largestSquare.y = (screenHeight - screenWidth)/2;
            largestSquare.width = screenWidth;
            largestSquare.height = screenWidth;
        }
        return largestSquare;
    }
}

package com.udacity.gamedev.drawthecantorgasket;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.math.Rectangle;

/*

TODO: Start here

The Cantor gasket is a fractal where we start with a white square. We divide that square up into a 3x3 grid of smaller squares, then remove the middle square. Finally, we repeat the process on each of the remaining 8 squares.

 */

public class DrawTheCantorGasket extends ApplicationAdapter {

    ShapeRenderer shapeRenderer;
    // TODO: Set a constant for how many recursions to draw. 5 is a good place to start

    @Override
    public void create () {
        shapeRenderer = new ShapeRenderer();
    }

    @Override
    public void render () {
        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        // Finds a good place to draw our fractal
        // Rectangle has members x,y for the lower left corner, and width and height
        Rectangle bounds = findLargestSquare();

        // TODO: Begin a filled shapeRenderer batch

        // TODO: Draw a white square matching the bounds

        // TODO: Set the working color to black, and call punchCantorGasket with the bounds

        // TODO: End the batch
        shapeRenderer.end();
    }


    private void punchCantorGasket(float x, float y, float size, int recursions){
        // TODO: Base case, if recursions = 0, return

        // TODO: Draw a black square in the middle square

        // TODO: Call punchCantorGasket on all 8 other squares

    }

    private Rectangle findLargestSquare(){
        Rectangle largestSquare = new Rectangle();
        float screenWidth = Gdx.graphics.getWidth();
        float screenHeight = Gdx.graphics.getHeight();

        if (screenWidth > screenHeight){
            largestSquare.x = (screenWidth - screenHeight)/2;
            largestSquare.y = 0;
            largestSquare.width = screenHeight;
            largestSquare.height = screenHeight;
        } else {
            largestSquare.x = 0;
            largestSquare.y = (screenHeight - screenWidth)/2;
            largestSquare.width = screenWidth;
            largestSquare.height = screenWidth;
        }
        return largestSquare;
    }
}

Correct spelling mistake