结构与 Swing 无关的生命游戏问题
Game of Life problems with structure not Swing related
我目前正在尝试开发一款生命游戏。我设法找到了几乎所有问题的解决方案,但我正在努力解决 "patterns"。几乎所有我尝试过的东西都不会提供像 "blinker" 这样的正确模式。我认为 GUI / Swing 可能是由于延迟导致错误模式的原因,但我不确定这一点,甚至不确定解决该问题的方法。
我将附上静态模式的屏幕截图和我当前的代码。任何建议表示赞赏。实施的策略接口仅提供一些整数(3 = MAX,2 = MIN)。让我自己使用界面。
GameOfLifeFrame
public class GameOfLifeFrame extends JFrame implements ActionListener{
private GameOfLifeBoard gameBoard;
private GameOfLifeInterface gameInterface;
private JPanel btnPanel;
private JPanel jPanel;
private JMenuBar jMenuBar;
private JMenu jMenu;
private JButton btnStart;
private JButton btnStop;
private JMenuItem jMenuItemStart;
private JMenuItem jMenuItemStop;
private JMenuItem jMenuItemReset;
private JMenuItem jMenuItemExit;
* Constructor
*/
public GameOfLifeFrame(){
initComponents();
}
private void initComponents(){
gameBoard = new GameOfLifeBoard();
gameInterface = new GameOfLifeInterface(gameBoard);
add(gameInterface);
btnPanel = new JPanel();
jPanel = new JPanel();
setJMenu();
setButtons();
setTitle("Game of Life");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationByPlatform(true);
Dimension minDim = new Dimension(500,500);
Dimension prefDim = new Dimension(500,500);
setMinimumSize(minDim);
setPreferredSize(prefDim);
add(jMenuBar, BorderLayout.PAGE_START);
add(jPanel, BorderLayout.NORTH);
add(btnPanel, BorderLayout.SOUTH);
pack();
setVisible(true);
}
/**
* private void setJMenu
* Creates JMenu for GameOfLife Frame
*/
private void setJMenu(){
jMenuBar = new JMenuBar();
jMenu = new JMenu("Menü");
jMenuItemStart = new JMenuItem("Start");
jMenuItemStop = new JMenuItem("Stop");
jMenuItemReset = new JMenuItem("Zurücksetzen");
jMenuItemExit = new JMenuItem("Verlassen");
//Menu ActionListener
jMenuItemStart.addActionListener(this);
jMenuItemStop.addActionListener(this);
jMenuItemReset.addActionListener(this);
jMenuItemExit.addActionListener(this);
//Adding MenuItem to Menu & Menu to MenuBar
jMenu.add(jMenuItemStart);
jMenu.add(jMenuItemStop);
jMenu.add(jMenuItemReset);
jMenu.add(jMenuItemExit);
jMenuBar.add(jMenu);
}
/**
* actionPerformed
* get Action on GUI. Reaction depends on Buttons.
*
* @param e ActionEvent
*/
@Override
public void actionPerformed(ActionEvent e){
if(e.getSource() == jMenuItemStart){
gameInterface.setActivity(true);
if(btnStart.getText() == "Resume"){
btnStart.setText("Start");
}
}
else if(e.getSource() == jMenuItemStop){
gameInterface.setActivity(false);
if(btnStart.getText() == "Start"){
btnStart.setText("Resume");
}
}
else if(e.getSource() == jMenuItemReset){
gameBoard.setGameBoard(gameBoard.clearGameBoard());
if(!(btnStart.getText() == "Start")){
btnStart.setText("Start");
}
gameBoard.randomize();
}
else if(e.getSource() == jMenuItemExit){
System.exit(0);
}
else if(e.getSource() == btnStart){
gameInterface.setActivity(true);
if(btnStart.getText() == "Resume"){
btnStart.setText("Start");
}
}
else if(e.getSource() == btnStop){
gameInterface.setActivity(false);
btnStart.setText("Resume");
}
}
/**
* setButtons
* sets Buttons Start and Stop and adds them to the Panel & ActionListener
*/
private void setButtons(){
btnStart = new JButton("Start");
btnStop = new JButton("Stop");
btnPanel.add(btnStart);
btnPanel.add(btnStop);
btnStart.addActionListener(this);
btnStop.addActionListener(this);
}
/**
* Main Method, creates an instance of GameOfLifeFrame(GameOfLifeBoard)
* @param args Main Method
*/
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new GameOfLifeFrame();
}
});
}
}
GameOfLifeBoard
public class GameOfLifeBoard implements Strategy {
private boolean[][] gameBoard;
public GameOfLifeBoard() {
this.gameBoard = new boolean[ROW][COL];
for (int i = 0; i < gameBoard.length; i++) {
for (int j = 0; j < gameBoard[i].length; j++) {
gameBoard[i][j] = false;
}
}
}
/**
* getGameBoard
* @return gameBoard
*/
boolean[][] getGameBoard(){
return gameBoard;
}
/**
* setGameBoard
* @param boolArray two-dimensional Array
*/
void setGameBoard(boolean[][] boolArray){
for (int i = 0; i < boolArray.length; i++){
for (int j = 0; j < boolArray[i].length; j++){
gameBoard[i][j] = boolArray[i][j];
}
}
}
/**
* clearGameBoard clears the current gameBoard by setting all boolean to false
* @return clGameBoard returns a blank gameBoard
*/
boolean[][] clearGameBoard(){
for (int i = 0; i < gameBoard.length; i++) {
for (int j = 0; j < gameBoard[i].length; j++) {
gameBoard[i][j] = false;
}
}
return gameBoard;
}
/**
* nextGeneration calculates the new Generation (gameBoard)
* using the static variables 3 and 2 (MAX and MIN) from Strategy (interface)
* by applying the rules from Strategy
*
* nextGeneration uses a temporary 2D boolean Array to replace the old Generation with the new Generation
* by looping through the current gameBoard and replacing each cell with the new status of the cell
* in the new generation
*/
void nextGeneration(){
boolean[][] newGen = new boolean[ROW][COL];;
for (int i = 0; i < gameBoard.length; i++) {
for (int j = 0; j < gameBoard[i].length; j++) {
newGen[i][j] = gameBoard[i][j];
switch (getAliveNeighbourCells(i,j)){
case MAX:
if(getCellState(i,j)){
newGen[i][j] = true;
}
else if(!getCellState(i,j)){
newGen[i][j] = true;
}
break;
case MIN:
if(getCellState(i,j)){
newGen[i][j] = true;
}
else if(!getCellState(i,j)){
newGen[i][j] = false;
}
break;
default:
newGen[i][j] = false;
break;
}
}
}
for (int i = 0; i < gameBoard.length; i++) {
for (int j = 0; j < gameBoard[i].length; j++) {
gameBoard[i][j] = newGen[i][j];
}
}
}
/**
* randomize randomizes each cell on the gameBoard by setting it to true or false (25% true)
*/
void randomize(){
for(int i = 0; i < gameBoard.length; i++){
for(int j = 0; j < gameBoard[i].length; j++){
double d = Math.random();
if(d <= 0.25){
gameBoard[i][j] = true;
}
else{
gameBoard[i][j] = false;
}
}
}
}
/**
* getNeighbourCells, counts the surrounding cells next to the current cell
* @param x delivers position of current cell
* @param y delivers position of current cell
* @return counter-1, because the loops count the current cell itself
*/
private int getAliveNeighbourCells(int x, int y) {
int counter = 0;
for (int i = x-1; i <= x + 1; i++) {
for (int j = y-1; j <= y + 1; j++) {
if(i >= 0 && i < gameBoard.length-1 && j >= 0 && j < gameBoard[i].length-1){
if(gameBoard[i][j]){
counter++;
}
}
}
}
return counter;
}
/**
* getCellState returns CellState of a specific cell on the gameBoard
* @param i delivers position of current cell
* @param j delivers position of current cell
* @return gameBoard[i][j] returns current CellState on gameBoard at position [i][j]
*/
@Override
public boolean getCellState(int i, int j) {
return gameBoard[i][j];
}
GameOfLifeInterface
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class GameOfLifeInterface extends JPanel implements ActionListener{
private Timer time = new Timer(150, this);
private GameOfLifeBoard gameBoard;
private boolean isActive;
/**
* GameOfLifeInterface randomizes the gameBoard
* @param gameBoard gets randomized by GameOfLifeBoard.randomize
*/
public GameOfLifeInterface(GameOfLifeBoard gameBoard){
this.gameBoard = gameBoard;
gameBoard.randomize();
}
/**
* paintComponent draws the current Generation (Dead Cell will be painted in white, Alive Cell in Black)
* and restarts or stops the Timer time
* @param graph Graphics
*/
public void paintComponent(Graphics graph){
super.paintComponent(graph);
int iBox = 2;
for (int i = 0; i < gameBoard.getGameBoard().length; i++) {
for (int j = 0; j < gameBoard.getGameBoard()[i].length; j++) {
graph.setColor(!gameBoard.getGameBoard()[i][j]? Color.WHITE : Color.BLACK);
graph.fillRect(i * iBox, j * iBox, iBox, iBox);
}
}
if(isActive){
time.restart();
}
else{
time.stop();
repaint();
}
}
/**
* setActivity sets private boolean: true or false
* @param activity boolean stores decision of User (Buttons: Stop / Start)
*/
public void setActivity(boolean activity){
isActive = activity;
}
/**
* actionPerformed if Timer time has past, the current Generation will be replaced with the new Generation
* GameBoard gets repainted to show the new Generation
* @param e ActionEvent
*/
@Override
public void actionPerformed(ActionEvent e) {
if(e.getSource().equals(time)){
gameBoard.nextGeneration();
repaint();
}
}
接口策略
public interface Strategy {
int ROW = 500;
int COL = 500;
int MIN = 2;
int MAX = 3;
boolean getCellState(int i, int j);
}
你的getAliveNeighborCells
方法是错误的。它计算中心单元格的值,而它应该只计算周围的单元格。
因此您的代码将检查以下模式:
XXX
XXX
XXX
什么时候应该只计算这些细胞:
XXX
X X
XXX
最简单的解决方案就是将条件 (i != x || j != y)
添加到您的 if
语句中,如下所示:
if(gameBoard[i][j] && (i != x || j != y)){ //...
你的代码中可能还有其他错误,但是你遗漏了很多重要的部分,所以我无法编译和测试它。
这里有一些 improve/correct 您的代码的建议:
与其像普通组件一样添加 JMenuBar,不如使用 setJMenuBar
方法,该方法明确用于该目的。
这更像是一种风格决定,但我会将您的 setJMenu
方法更改为 getJMenuBar
方法,return 是一个新的 JMenuBar
方法,并且调用者将其分配给该字段。与此有点相关,我还建议在初始化后制作任何不应更改的字段 final
.
在您的 actionPerformed
方法中,您使用 ==
比较 String
s。那是一个 bad idea,在这种情况下它在技术上是有效的,但几乎肯定会在某些时候意外地失败。您应该将 String
s 与 equals
进行比较。
在 GameOfLifeBoard
中,我建议删除 getGameBoard
方法并将其替换为访问器方法以获得必要的信息。我推荐的方法是 bool getBoardItem(int row, int col)
(getCellState
已经涵盖了这个方法)、int getBoardRows()
和 int getBoardColumns(int row)
。这些会让您获得相同的信息,但不会让调用者修改面板,这让您可以更好地控制它的状态。
在 nextGeneration
中,您手动将 newGen
中的每个字段复制到 gameBoard
中。这行得通,但是使用 gameBoard = newBoard
.
更新参考会更快
在 Strategy
中定义 ROW
和 COL
似乎不必要地将您锁定在一种尺寸上。您可以将其替换为 int getRowSize()
和 int getColSize()
的方法声明,并让实现 return 您想要的值。这将使不同的实现可以使用他们想要的任何大小。
我认为这些是可能的改进。
我目前正在尝试开发一款生命游戏。我设法找到了几乎所有问题的解决方案,但我正在努力解决 "patterns"。几乎所有我尝试过的东西都不会提供像 "blinker" 这样的正确模式。我认为 GUI / Swing 可能是由于延迟导致错误模式的原因,但我不确定这一点,甚至不确定解决该问题的方法。
我将附上静态模式的屏幕截图和我当前的代码。任何建议表示赞赏。实施的策略接口仅提供一些整数(3 = MAX,2 = MIN)。让我自己使用界面。
GameOfLifeFrame
public class GameOfLifeFrame extends JFrame implements ActionListener{
private GameOfLifeBoard gameBoard;
private GameOfLifeInterface gameInterface;
private JPanel btnPanel;
private JPanel jPanel;
private JMenuBar jMenuBar;
private JMenu jMenu;
private JButton btnStart;
private JButton btnStop;
private JMenuItem jMenuItemStart;
private JMenuItem jMenuItemStop;
private JMenuItem jMenuItemReset;
private JMenuItem jMenuItemExit;
* Constructor
*/
public GameOfLifeFrame(){
initComponents();
}
private void initComponents(){
gameBoard = new GameOfLifeBoard();
gameInterface = new GameOfLifeInterface(gameBoard);
add(gameInterface);
btnPanel = new JPanel();
jPanel = new JPanel();
setJMenu();
setButtons();
setTitle("Game of Life");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationByPlatform(true);
Dimension minDim = new Dimension(500,500);
Dimension prefDim = new Dimension(500,500);
setMinimumSize(minDim);
setPreferredSize(prefDim);
add(jMenuBar, BorderLayout.PAGE_START);
add(jPanel, BorderLayout.NORTH);
add(btnPanel, BorderLayout.SOUTH);
pack();
setVisible(true);
}
/**
* private void setJMenu
* Creates JMenu for GameOfLife Frame
*/
private void setJMenu(){
jMenuBar = new JMenuBar();
jMenu = new JMenu("Menü");
jMenuItemStart = new JMenuItem("Start");
jMenuItemStop = new JMenuItem("Stop");
jMenuItemReset = new JMenuItem("Zurücksetzen");
jMenuItemExit = new JMenuItem("Verlassen");
//Menu ActionListener
jMenuItemStart.addActionListener(this);
jMenuItemStop.addActionListener(this);
jMenuItemReset.addActionListener(this);
jMenuItemExit.addActionListener(this);
//Adding MenuItem to Menu & Menu to MenuBar
jMenu.add(jMenuItemStart);
jMenu.add(jMenuItemStop);
jMenu.add(jMenuItemReset);
jMenu.add(jMenuItemExit);
jMenuBar.add(jMenu);
}
/**
* actionPerformed
* get Action on GUI. Reaction depends on Buttons.
*
* @param e ActionEvent
*/
@Override
public void actionPerformed(ActionEvent e){
if(e.getSource() == jMenuItemStart){
gameInterface.setActivity(true);
if(btnStart.getText() == "Resume"){
btnStart.setText("Start");
}
}
else if(e.getSource() == jMenuItemStop){
gameInterface.setActivity(false);
if(btnStart.getText() == "Start"){
btnStart.setText("Resume");
}
}
else if(e.getSource() == jMenuItemReset){
gameBoard.setGameBoard(gameBoard.clearGameBoard());
if(!(btnStart.getText() == "Start")){
btnStart.setText("Start");
}
gameBoard.randomize();
}
else if(e.getSource() == jMenuItemExit){
System.exit(0);
}
else if(e.getSource() == btnStart){
gameInterface.setActivity(true);
if(btnStart.getText() == "Resume"){
btnStart.setText("Start");
}
}
else if(e.getSource() == btnStop){
gameInterface.setActivity(false);
btnStart.setText("Resume");
}
}
/**
* setButtons
* sets Buttons Start and Stop and adds them to the Panel & ActionListener
*/
private void setButtons(){
btnStart = new JButton("Start");
btnStop = new JButton("Stop");
btnPanel.add(btnStart);
btnPanel.add(btnStop);
btnStart.addActionListener(this);
btnStop.addActionListener(this);
}
/**
* Main Method, creates an instance of GameOfLifeFrame(GameOfLifeBoard)
* @param args Main Method
*/
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new GameOfLifeFrame();
}
});
}
}
GameOfLifeBoard
public class GameOfLifeBoard implements Strategy {
private boolean[][] gameBoard;
public GameOfLifeBoard() {
this.gameBoard = new boolean[ROW][COL];
for (int i = 0; i < gameBoard.length; i++) {
for (int j = 0; j < gameBoard[i].length; j++) {
gameBoard[i][j] = false;
}
}
}
/**
* getGameBoard
* @return gameBoard
*/
boolean[][] getGameBoard(){
return gameBoard;
}
/**
* setGameBoard
* @param boolArray two-dimensional Array
*/
void setGameBoard(boolean[][] boolArray){
for (int i = 0; i < boolArray.length; i++){
for (int j = 0; j < boolArray[i].length; j++){
gameBoard[i][j] = boolArray[i][j];
}
}
}
/**
* clearGameBoard clears the current gameBoard by setting all boolean to false
* @return clGameBoard returns a blank gameBoard
*/
boolean[][] clearGameBoard(){
for (int i = 0; i < gameBoard.length; i++) {
for (int j = 0; j < gameBoard[i].length; j++) {
gameBoard[i][j] = false;
}
}
return gameBoard;
}
/**
* nextGeneration calculates the new Generation (gameBoard)
* using the static variables 3 and 2 (MAX and MIN) from Strategy (interface)
* by applying the rules from Strategy
*
* nextGeneration uses a temporary 2D boolean Array to replace the old Generation with the new Generation
* by looping through the current gameBoard and replacing each cell with the new status of the cell
* in the new generation
*/
void nextGeneration(){
boolean[][] newGen = new boolean[ROW][COL];;
for (int i = 0; i < gameBoard.length; i++) {
for (int j = 0; j < gameBoard[i].length; j++) {
newGen[i][j] = gameBoard[i][j];
switch (getAliveNeighbourCells(i,j)){
case MAX:
if(getCellState(i,j)){
newGen[i][j] = true;
}
else if(!getCellState(i,j)){
newGen[i][j] = true;
}
break;
case MIN:
if(getCellState(i,j)){
newGen[i][j] = true;
}
else if(!getCellState(i,j)){
newGen[i][j] = false;
}
break;
default:
newGen[i][j] = false;
break;
}
}
}
for (int i = 0; i < gameBoard.length; i++) {
for (int j = 0; j < gameBoard[i].length; j++) {
gameBoard[i][j] = newGen[i][j];
}
}
}
/**
* randomize randomizes each cell on the gameBoard by setting it to true or false (25% true)
*/
void randomize(){
for(int i = 0; i < gameBoard.length; i++){
for(int j = 0; j < gameBoard[i].length; j++){
double d = Math.random();
if(d <= 0.25){
gameBoard[i][j] = true;
}
else{
gameBoard[i][j] = false;
}
}
}
}
/**
* getNeighbourCells, counts the surrounding cells next to the current cell
* @param x delivers position of current cell
* @param y delivers position of current cell
* @return counter-1, because the loops count the current cell itself
*/
private int getAliveNeighbourCells(int x, int y) {
int counter = 0;
for (int i = x-1; i <= x + 1; i++) {
for (int j = y-1; j <= y + 1; j++) {
if(i >= 0 && i < gameBoard.length-1 && j >= 0 && j < gameBoard[i].length-1){
if(gameBoard[i][j]){
counter++;
}
}
}
}
return counter;
}
/**
* getCellState returns CellState of a specific cell on the gameBoard
* @param i delivers position of current cell
* @param j delivers position of current cell
* @return gameBoard[i][j] returns current CellState on gameBoard at position [i][j]
*/
@Override
public boolean getCellState(int i, int j) {
return gameBoard[i][j];
}
GameOfLifeInterface
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class GameOfLifeInterface extends JPanel implements ActionListener{
private Timer time = new Timer(150, this);
private GameOfLifeBoard gameBoard;
private boolean isActive;
/**
* GameOfLifeInterface randomizes the gameBoard
* @param gameBoard gets randomized by GameOfLifeBoard.randomize
*/
public GameOfLifeInterface(GameOfLifeBoard gameBoard){
this.gameBoard = gameBoard;
gameBoard.randomize();
}
/**
* paintComponent draws the current Generation (Dead Cell will be painted in white, Alive Cell in Black)
* and restarts or stops the Timer time
* @param graph Graphics
*/
public void paintComponent(Graphics graph){
super.paintComponent(graph);
int iBox = 2;
for (int i = 0; i < gameBoard.getGameBoard().length; i++) {
for (int j = 0; j < gameBoard.getGameBoard()[i].length; j++) {
graph.setColor(!gameBoard.getGameBoard()[i][j]? Color.WHITE : Color.BLACK);
graph.fillRect(i * iBox, j * iBox, iBox, iBox);
}
}
if(isActive){
time.restart();
}
else{
time.stop();
repaint();
}
}
/**
* setActivity sets private boolean: true or false
* @param activity boolean stores decision of User (Buttons: Stop / Start)
*/
public void setActivity(boolean activity){
isActive = activity;
}
/**
* actionPerformed if Timer time has past, the current Generation will be replaced with the new Generation
* GameBoard gets repainted to show the new Generation
* @param e ActionEvent
*/
@Override
public void actionPerformed(ActionEvent e) {
if(e.getSource().equals(time)){
gameBoard.nextGeneration();
repaint();
}
}
接口策略
public interface Strategy {
int ROW = 500;
int COL = 500;
int MIN = 2;
int MAX = 3;
boolean getCellState(int i, int j);
}
你的getAliveNeighborCells
方法是错误的。它计算中心单元格的值,而它应该只计算周围的单元格。
因此您的代码将检查以下模式:
XXX
XXX
XXX
什么时候应该只计算这些细胞:
XXX
X X
XXX
最简单的解决方案就是将条件 (i != x || j != y)
添加到您的 if
语句中,如下所示:
if(gameBoard[i][j] && (i != x || j != y)){ //...
你的代码中可能还有其他错误,但是你遗漏了很多重要的部分,所以我无法编译和测试它。
这里有一些 improve/correct 您的代码的建议:
与其像普通组件一样添加 JMenuBar,不如使用 setJMenuBar
方法,该方法明确用于该目的。
这更像是一种风格决定,但我会将您的 setJMenu
方法更改为 getJMenuBar
方法,return 是一个新的 JMenuBar
方法,并且调用者将其分配给该字段。与此有点相关,我还建议在初始化后制作任何不应更改的字段 final
.
在您的 actionPerformed
方法中,您使用 ==
比较 String
s。那是一个 bad idea,在这种情况下它在技术上是有效的,但几乎肯定会在某些时候意外地失败。您应该将 String
s 与 equals
进行比较。
在 GameOfLifeBoard
中,我建议删除 getGameBoard
方法并将其替换为访问器方法以获得必要的信息。我推荐的方法是 (bool getBoardItem(int row, int col)
getCellState
已经涵盖了这个方法)、int getBoardRows()
和 int getBoardColumns(int row)
。这些会让您获得相同的信息,但不会让调用者修改面板,这让您可以更好地控制它的状态。
在 nextGeneration
中,您手动将 newGen
中的每个字段复制到 gameBoard
中。这行得通,但是使用 gameBoard = newBoard
.
在 Strategy
中定义 ROW
和 COL
似乎不必要地将您锁定在一种尺寸上。您可以将其替换为 int getRowSize()
和 int getColSize()
的方法声明,并让实现 return 您想要的值。这将使不同的实现可以使用他们想要的任何大小。
我认为这些是可能的改进。