我有一个生命游戏的启动和运行版本,但有一件事我不知道如何包装网格或董事会,我猜这一定与邻居计数和网格有关,我需要一种方法来指示数组包装。
规则: 生命游戏的宇宙是由方形细胞组成的无限二维正交网格, 它们中的每一种都处于两种可能的状态之一,无论是活的还是死的。 每个细胞都与它的八个邻居相互作用,这些相邻的细胞是直接水平的, 垂直的或对角相邻的。在时间的每一步,都会发生以下过渡: 1.少于两个活的邻居的活细胞死亡,似乎是由于人口不足造成的。 2.任何有三个以上活邻居的活牢房都会因过度拥挤而死亡。 3.任何有两个或三个活邻居的活牢房都能活到下一代。 4.任何有三个活的邻居的死细胞都会变成活的细胞。 初始模式构成系统的种子。第一代是通过对种子中的每个细胞同时应用上述规则而产生的--出生和死亡同时发生。
下面是一些与网格/板相关的代码:称为CellsGrid单元;
GameOfLife2(int nbRow, int nbCol) {
super(" New GameOfLife");
setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
// create the labels (2 more on each size) these wont be shown
// but will be used in calculating the cells alive around
Cells = new CellsGrid[nbRow+2][nbCol+2];
for(int r = 0; r < nbRow+2; r++) {
for(int c = 0; c < nbCol+2; c++) {
Cells[r][c] = new CellsGrid();
}
}
for(int r = 1; r < nbRow+1; r++) {
for(int c = 1; c < nbCol+1; c++) {
panel.add(Cells[r][c]);
Cells[r][c].addNeighbour(Cells[r-1][c]); // North
Cells[r][c].addNeighbour(Cells[r+1][c]); // South
Cells[r][c].addNeighbour(Cells[r][c-1]); // West
Cells[r][c].addNeighbour(Cells[r][c+1]); // East
Cells[r][c].addNeighbour(Cells[r-1][c-1]); // North West
Cells[r][c].addNeighbour(Cells[r-1][c+1]); // North East
Cells[r][c].addNeighbour(Cells[r+1][c-1]); // South West
Cells[r][c].addNeighbour(Cells[r+1][c+1]); // South East
}
}
if(!gameRunning)
return;
++generation;
CellsIteration.setText("Generation: " + generation);
for(int r = 0; r < Cells.length; r++) {
for(int c = 0; c < Cells[r].length; c++) {
Cells[r][c].checkState();
}
}
for(int r = 0; r < Cells.length; r++) {
for(int c = 0; c < Cells[r].length; c++) {
Cells[r][c].updateState();
}
}
}
void checkState() {
// number alive around
int NumNeighbours = 0; // number alive neighbours
// see the state of my neighbour
for(int i = 0; i < numNeighbours; i++)
NumNeighbours += neighbour[i].state;
// newState
if(state == 1) { // if alive
if(NumNeighbours < 2) // 1.Any live cell with fewer than two live neighbours dies
newState = 0;
if(NumNeighbours > 3) // 2.Any live cell with more than three live neighbours dies
newState = 0;
}
else {
if(NumNeighbours == 3) // 4.Any dead cell with exactly three live neighbours becomes a live cell
newState = 1;
}
}完整代码:
package com.ggl.life;
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
import javax.swing.*;
public class GameOfLife2 extends JFrame implements ActionListener {
/**
*
*/
public static Random random = new Random();
private static final long serialVersionUID = 1L;
static final Color[] color = {Color.YELLOW, Color.BLACK};
// size in pixel of every label
static final int size = 15;
static final Dimension dim = new Dimension(size, size);
static final int GenDelay = 200;
// the cells labels
private CellsGrid[][] Cells;
// timer that fires the next generation
private Timer timer;
// generation counter
private int generation = 0;
private JLabel CellsIteration = new JLabel("Generation: 0");
// the 3 buttons
private JButton clearBtn = new JButton("Clear"),
PauseBtn = new JButton("Pause"),
StartBtn = new JButton("Start");
// the slider for the speed
// state of the game (running or pause)
private boolean gameRunning = false;
// if the mouse is down or not
private boolean mouseDown = false;
GameOfLife2(int nbRow, int nbCol) {
super(" New GameOfLife");
setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
// create the labels (2 more on each size) these wont be shown
// but will be used in calculating the cells alive around
Cells = new CellsGrid[nbRow+2][nbCol+2];
for(int r = 0; r < nbRow+2; r++) {
for(int c = 0; c < nbCol+2; c++) {
Cells[r][c] = new CellsGrid();
}
}
// panel in the center with the labels
JPanel panel = new JPanel(new GridLayout(nbRow, nbCol, 1, 1));
panel.setBackground(Color.BLACK);
panel.setBorder(BorderFactory.createLineBorder(Color.BLACK));
// add each label (not the one on the border) to the panel and add to each of them its neighbours
for(int r = 1; r < nbRow+1; r++) {
for(int c = 1; c < nbCol+1; c++) {
panel.add(Cells[r][c]);
Cells[r][c].addNeighbour(Cells[r-1][c]);
//Cells[r][c].addNeighbour(getCellSafe(r-1, c)); // North
Cells[r][c].addNeighbour(Cells[r+1][c]); // South
//Cells[r][c].addNeighbour(getCellSafe(r+1, c));
Cells[r][c].addNeighbour(Cells[r][c-1]); // West
//Cells[r][c].addNeighbour(getCellSafe(r, c-1));
Cells[r][c].addNeighbour(Cells[r][c+1]); // East
//Cells[r][c].addNeighbour(getCellSafe(r, c+1));
Cells[r][c].addNeighbour(Cells[r-1][c-1]); // North West
//Cells[r][c].addNeighbour(getCellSafe(r-1, c-1));
Cells[r][c].addNeighbour(Cells[r-1][c+1]); // North East
//Cells[r][c].addNeighbour(getCellSafe(r-1, c+1));
Cells[r][c].addNeighbour(Cells[r+1][c-1]); // South West
//Cells[r][c].addNeighbour(getCellSafe(r+1, c-1));
Cells[r][c].addNeighbour(Cells[r+1][c+1]); // South East
//Cells[r][c].addNeighbour(getCellSafe(r+1, +c));
}
}
// now the panel can be added
add(panel, BorderLayout.CENTER);
// the bottom panel with the buttons the generation label and the slider
// this panel is formed grid panels
panel = new JPanel(new GridLayout(1,3));
// another panel for the 3 buttons
JPanel buttonPanel = new JPanel(new GridLayout(1,3));
clearBtn.addActionListener(this);
buttonPanel.add(clearBtn);
PauseBtn.addActionListener(this);
PauseBtn.setEnabled(false); // game is pause the pause button is disabled
buttonPanel.add(PauseBtn);
StartBtn.addActionListener(this);
buttonPanel.add(StartBtn);
// add the 3 buttons to the panel
panel.add(buttonPanel);
// the generation label
CellsIteration.setHorizontalAlignment(SwingConstants.CENTER);
panel.add(CellsIteration);
// in the JFrame
add(panel, BorderLayout.NORTH);
// put the frame on
setLocation(20, 20);
pack(); // adjust to the window size
setVisible(true);
// start the thread that run the cycles of life
timer = new Timer(GenDelay , this);
}
private CellsGrid getCellSafe(int r0, int c0) {
int r = r0 % Cells.length; // Cells.length is effectively nbRow
if (r < 0) r += Cells.length; // deal with how % works for negatives
int c = c0 % Cells[0].length; // Cells[0].length is effectively nbCol
if (c < 0) c += Cells[0].length; // deal with how % works for negatives
return Cells[r][c];
}
//end of game of life
// called by the Timer and the JButtons
public synchronized void actionPerformed(ActionEvent e) {
// test the JButtons first
Object o = e.getSource();
// the clear button
if(o == clearBtn) {
timer.stop(); // stop timer
gameRunning = false; // flag gamme not running
PauseBtn.setEnabled(false); // disable pause button
StartBtn.setEnabled(true); // enable go button
// clear all cells
for(int r = 1; r < Cells.length ; r++) {
for(int c = 1; c < Cells[r].length ; c++) {
Cells[r][c].clear();
}
}
// reset generation number and its label
generation = 0;
CellsIteration.setText("Generation: 0");
return;
}
// the pause button
if(o == PauseBtn) {
timer.stop(); // stop timer
gameRunning = false; // flag not running
PauseBtn.setEnabled(false); // disable myself
StartBtn.setEnabled(true); // enable go button
return;
}
// the go button
if(o == StartBtn) {
PauseBtn.setEnabled(true); // enable pause button
StartBtn.setEnabled(false); // disable myself
gameRunning = true; // flag game is running
timer.setDelay(GenDelay);
timer.start();
return;
}
// not a JButton so it is the timer
// set the delay for the next time
timer.setDelay(GenDelay);
// if the game is not running wait for next time
if(!gameRunning)
return;
++generation;
CellsIteration.setText("Generation: " + generation);
for(int r = 0; r < Cells.length; r++) {
for(int c = 0; c < Cells[r].length; c++) {
Cells[r][c].checkState();
}
}
for(int r = 0; r < Cells.length; r++) {
for(int c = 0; c < Cells[r].length; c++) {
Cells[r][c].updateState();
}
}
}
//end of action
// to start the whole thing as a Java application
public static void main(String[] arg) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new GameOfLife2(50, 50);
}
});
}
// A class that extends JLabel but also check for the neigbour
// when asked to do so
class CellsGrid extends JLabel implements MouseListener {
/**
*
*/
private static final long serialVersionUID = 1L;
private int state, newState;
private int numNeighbours;
private CellsGrid[] neighbour = new CellsGrid[8]; // array of total neighbours with possibility of 8
CellsGrid() {
state = newState = 0; // Dead
setOpaque(true); // so color will be showed
setBackground(color[0]); //set colour of dead cell
addMouseListener(this); // to select new LIVE cells
this.setPreferredSize(dim); //set size a new cells
}
// to add a neighbour
void addNeighbour(CellsGrid n) {
neighbour[numNeighbours++] = n;
}
// to see if I should live or not
void checkState() {
// number alive around
int NumNeighbours = 0; // number alive neighbours
// see the state of my neighbour
for(int i = 0; i < numNeighbours; i++)
NumNeighbours += neighbour[i].state;
// newState
if(state == 1) { // if alive
if(NumNeighbours < 2) // 1.Any live cell with fewer than two live neighbours dies
newState = 0;
if(NumNeighbours > 3) // 2.Any live cell with more than three live neighbours dies
newState = 0;
}
else {
if(NumNeighbours == 3) // 4.Any dead cell with exactly three live neighbours becomes a live cell
newState = 1;
}
}
// after the run switch the state to new state
void updateState() {
if(state != newState) { // do the test to avoid re-setting same color for nothing
state = newState;
setBackground(color[state]);
}
}
// called when the game is reset/clear
void clear() {
if(state == 1 || newState == 1) {
state = newState = 0;
setBackground(color[state]);
}
}
@Override
public void mouseClicked(MouseEvent arg0) {
}
// if the mouse enter a cell and it is down we make the cell alive
public void mouseEntered(MouseEvent arg0) {
if(mouseDown) {
state = newState = 1;
setBackground(color[1]);
}
}
@Override
public void mouseExited(MouseEvent arg0) {
}
// if the mouse is pressed on a cell you register the fact that it is down
// and make that cell alive
public void mousePressed(MouseEvent arg0) {
mouseDown = true;
state = newState = 1;
setBackground(color[1]);
}
// turn off the fact that the cell is down
public void mouseReleased(MouseEvent arg0) {
mouseDown = false;
}
}
}发布于 2017-03-16 16:57:40
作为UnholySheep,您需要学习%操作符。%是计算单元除法提醒的方法。请参阅操作
在这里应用它的最简单的方法是这样的。首先介绍getCellSafe方法
private CellsGrid getCellSafe(int r0, int c0) {
int r = r0 % Cells.length; // Cells.length is effectively nbRow
if (r < 0) r += Cells.length; // deal with how % works for negatives
int c = c0 % Cells[0].length; // Cells[0].length is effectively nbCol
if (c < 0) c += Cells[0].length; // deal with how % works for negatives
return Cells[r][c];
}然后使用此方法代替直接访问,例如
Cells[r][c].addNeighbour(getCellSafe(r-1, c); // North同时,在你的+ 2和nbRow中去除你的nbCol
更新:L型的修补程序
“L- for”的错误出现在“东南”行的副本中,您在其中将c+1转换为+c。
Cells[r][c].addNeighbour(Cells[r+1][c+1]); // South East
//Cells[r][c].addNeighbour(getCellSafe(r+1, +c));
更大的改进
一般来说,您的代码非常糟糕。有许多逻辑重复(请参阅干原理)和其他坏代码,如巨大的ActionListener。以下是我试图把它清理一下的尝试:
public class GameOfLife2 extends JFrame
{
/**
*
*/
public static Random random = new Random();
static final Color[] color = {Color.YELLOW, Color.BLACK};
// size in pixel of every label
static final int cellSize = 15;
static final Dimension cellDim = new Dimension(cellSize, cellSize);
static final int GenDelay = 200;
// the cells labels
private CellsGrid[][] Cells;
// that fires the next generation
private Timer timer;
// generation counter
private int generation = 0;
private JLabel CellsIteration = new JLabel("Generation: 0");
// the 3 buttons
private JButton clearBtn = new JButton("Clear");
private JButton PauseBtn = new JButton("Pause");
private JButton StartBtn = new JButton("Start");
private JButton StepBtn = new JButton("Step");
// the slider for the speed
// state of the game (running or pause)
private boolean gameRunning = false;
GameOfLife2(int nbRow, int nbCol)
{
super("New GameOfLife");
setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
Cells = new CellsGrid[nbRow][nbCol];
for (int r = 0; r < nbRow; r++)
{
for (int c = 0; c < nbCol; c++)
{
Cells[r][c] = new CellsGrid();
}
}
// panel in the center with the labels
JPanel panel = new JPanel(new GridLayout(nbRow, nbCol, 1, 1));
panel.setBackground(Color.BLACK);
panel.setBorder(BorderFactory.createLineBorder(Color.BLACK));
// add each label (not the one on the border) to the panel and add to each of them its neighbours
for (int r = 0; r < nbRow; r++)
{
for (int c = 0; c < nbCol; c++)
{
CellsGrid curCell = Cells[r][c];
panel.add(curCell);
for (int dr = -1; dr <= 1; dr++)
{
for (int dc = -1; dc <= 1; dc++)
{
CellsGrid neighbor = getCellSafe(r + dr, c + dc);
if (neighbor != curCell)
curCell.addNeighbour(neighbor);
}
}
}
}
// now the panel can be added
add(panel, BorderLayout.CENTER);
// the bottom panel with the buttons the generation label and the slider
Box headerPanel = Box.createHorizontalBox();
Box buttonPanel = Box.createHorizontalBox();
// old pre-Java 8 syntax
//clearBtn.addActionListener(new ActionListener()
//{
// @Override
// public void actionPerformed(ActionEvent e)
// {
// clearGame();
// }
//});
clearBtn.addActionListener((e) -> clearGame()); // holy Java 8 lambda syntax
buttonPanel.add(clearBtn);
PauseBtn.addActionListener((e) -> stopGame());
buttonPanel.add(PauseBtn);
StartBtn.addActionListener((e) -> startGame());
buttonPanel.add(StartBtn);
StepBtn.addActionListener((e) -> stepToNextGeneration());
buttonPanel.add(StepBtn);
// the generation label
CellsIteration.setHorizontalAlignment(SwingConstants.CENTER);
headerPanel.add(Box.createHorizontalStrut(10));
headerPanel.add(buttonPanel);
headerPanel.add(Box.createHorizontalStrut(10));
headerPanel.add(Box.createHorizontalGlue());
headerPanel.add(Box.createHorizontalStrut(10));
headerPanel.add(CellsIteration);
headerPanel.add(Box.createHorizontalGlue()); // if you want "generation" label closer to center
headerPanel.add(Box.createHorizontalStrut(10));
// in the JFrame
add(headerPanel, BorderLayout.NORTH);
// put the frame on
setLocation(20, 20);
gameRunning = false;
generation = 0;
updateGenerationTitle();
updateButtonsState();
pack(); // adjust to the window size
setMinimumSize(new Dimension(600, 500));
setVisible(true);
// start the thread that run the cycles of life
timer = new Timer(GenDelay, (e) -> onTimerStep());
}
private CellsGrid getCellSafe(int r0, int c0)
{
int r = r0 % Cells.length; // Cells.length is effectively nbRow
if (r < 0) r += Cells.length; // deal with how % works for negatives
int c = c0 % Cells[0].length; // Cells[0].length is effectively nbCol
if (c < 0) c += Cells[0].length; // deal with how % works for negatives
return Cells[r][c];
}
private void updateButtonsState()
{
PauseBtn.setEnabled(gameRunning);
StartBtn.setEnabled(!gameRunning);
StepBtn.setEnabled(!gameRunning);
}
private void updateGenerationTitle()
{
CellsIteration.setText("Generation: " + generation);
}
private void startGame()
{
gameRunning = true; // flag game is running
updateButtonsState();
timer.setDelay(GenDelay);
timer.start();
}
private void stopGame()
{
timer.stop(); // stop timer
gameRunning = false; // flag not running
updateButtonsState();
}
private void clearGame()
{
stopGame();
// clear all cells
for (int r = 0; r < Cells.length; r++)
{
for (int c = 0; c < Cells[r].length; c++)
{
Cells[r][c].clear();
}
}
// reset generation number and its label
generation = 0;
updateGenerationTitle();
}
private void stepToNextGeneration()
{
++generation;
updateGenerationTitle();
for (int r = 0; r < Cells.length; r++)
{
for (int c = 0; c < Cells[r].length; c++)
{
Cells[r][c].checkState();
}
}
for (int r = 0; r < Cells.length; r++)
{
for (int c = 0; c < Cells[r].length; c++)
{
Cells[r][c].updateState();
}
}
}
private void onTimerStep()
{
if (gameRunning)
stepToNextGeneration();
}
// to start the whole thing as a Java application
public static void main(String[] arg)
{
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
new GameOfLife2(50, 50);
}
});
}
// A class that extends JLabel but also check for the neigbour
// when asked to do so
static class CellsGrid extends JLabel implements MouseListener
{
private boolean alive = false;
private boolean newAlive = false;
private final ArrayList<CellsGrid> neighbours = new ArrayList<>(8); // array of total neighbours with possibility of 8
CellsGrid()
{
setOpaque(true); // so color will be showed
addMouseListener(this); // to select new LIVE cells
setPreferredSize(cellDim); //set size a new cells
updateColor();
}
// to add a neighbour
void addNeighbour(CellsGrid n)
{
neighbours.add(n);
}
// to see if I should live or not
void checkState()
{
// number alive around
int NumNeighbours = 0; // number alive neighbours
// see the state of my neighbour
for (CellsGrid neighbour : neighbours)
NumNeighbours += neighbour.alive ? 1 : 0;
// 1. Any live cell with fewer than two live neighbours dies
// 2. Any live cell with two or three live neighbours lives on to the next generation.
// 3. Any live cell with more than three live neighbours dies
// 4. Any dead cell with exactly three live neighbours becomes a live cell
if (alive)
{
newAlive = (NumNeighbours == 2) || (NumNeighbours == 3);
}
else
{
newAlive = (NumNeighbours == 3);
}
}
// after the run switch the state to new state
void updateState()
{
alive = newAlive;
updateColor();
}
// called when the game is reset/clear
void clear()
{
alive = newAlive = false;
updateColor();
}
private void updateColor()
{
setBackground(color[alive ? 1 : 0]);
}
@Override
public void mouseClicked(MouseEvent arg0)
{
}
// if the mouse enter a cell and it is down we make the cell alive
@Override
public void mouseEntered(MouseEvent e)
{
boolean mouseDown = (e.getModifiersEx() & MouseEvent.BUTTON1_DOWN_MASK) != 0;
if (mouseDown)
{
alive = newAlive = true;
updateColor();
}
}
@Override
public void mouseExited(MouseEvent e)
{
}
@Override
public void mousePressed(MouseEvent arg0)
{
// state = newState = true;
alive = newAlive = !newAlive; //invert state is more useful, so you can clear something
updateColor();
}
@Override
public void mouseReleased(MouseEvent arg0)
{
}
}
}这段代码似乎可以工作,包括滑翔机对角飞行,环绕着这个领域。
一些注意事项:
ActionListener拆分为独立的,并使用Java 8语法使它们在注册时变得简短和漂亮。updateXyz和stepToNextGeneration方法,以大幅度减少代码重复。MouseEvent已经提供了按钮是否关闭的信息。JComponent)类中定义JComponent没有多大意义,因为它们实际上是不可序列化的(尽管它们确实实现了Serializable接口)。另见Swing组件和序列化
具有更多注释答案的更新
如果我想要有一些预先创建的初始状态,我已经创建了一个简单的类(更像structute) Point,只有两个字段row和column,并且有一个List或它们的数组,然后进行clear并对集合进行迭代以使列表中的那些单元活下来。如果我想更进一步的话,我可能会再添加一个包装类(structure) SavedGame或其他东西来保存width和height以及一个Point的集合;并使整个UI动态化,而不是在构造函数中构建一次;然后添加从某个文件保存/读取此类配置的能力。
至于随机,有一个java.util.Random类具有有用的int nextInt(int n)方法。所以我会问用户应该有多少个随机单元被激活,然后运行一个循环直到那个数,并使用随机生成的新活单元生成行和列。注意,如果您想填充大量的单元格,您可能需要检查您选择的下一个随机单元是否已经激活,如果是,则再一次“滚动骰子”。如果您想要填充更多的单元格,则需要将算法更改为更复杂或填充90%的单元格可能要花费很长时间。一种方法可能是在范围内生成单细胞指数(0;行*已经活跃的单元格的高度计数),而不是独立的行和列,然后只从左上角到右下角,只计算死细胞并使活的相应单元格存活。这样,您就可以确保每个新的活着的单元格都需要相同的时间来生成。
https://stackoverflow.com/questions/42836149
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