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[Java教程]生命游戏/Game of Life的Java实现(转)


首先简单介绍一下《生命游戏》

  生命游戏其实是一个零玩家游戏。它包括一个二维矩形世界,这个世界中的每个方格居住着一个活着的或死了的细胞。一个细胞在下一个时刻生死取决于相邻八个方格中活着的或死了的细胞的数量。如果相邻方格活着的细胞数量过多,这个细胞会因为资源匮乏而在下一个时刻死去;相反,如果周围活细胞过少,这个细胞会因太孤单而死去。具体如下图:

每个格子的生死遵循下面的原则:

  1. 如果一个细胞周围有3个细胞为生(一个细胞周围共有8个细胞),则该细胞为生(即该细胞若原先为死,则转为生,若原先为生,则保持不变) 。

  2. 如果一个细胞周围有2个细胞为生,则该细胞的生死状态保持不变;

  3. 在其它情况下,该细胞为死(即该细胞若原先为生,则转为死,若原先为死,则保持不变设定图像中每个像素的初始状态后依据上述的游戏规则演绎生命的变化,由于初始状态和迭代次数不同,将会得到令人叹服的优美图案)。

图案:

有三类图案:

第一类这种图案是固定不变的:

第二类:是按规律变化的:

第三类:是不断变化和移动的,但是有一定的周期性,最著名的就是  滑翔机:

Java实现代码:

 1 package com.cisco.gendwang; 2  3  4 import java.awt.event.ActionEvent; 5 import java.awt.event.ActionListener; 6  7  8 import javax.swing.JFrame; 9 import javax.swing.JMenu;10 import javax.swing.JMenuBar;11 import javax.swing.JMenuItem;12 13 14 public class LifeGame extends JFrame15 {16   private final World world;17   18   public LifeGame(int rows, int columns)19   {20     world = new World(rows, columns);21     new Thread(world).start();22     add(world);23   }24   25   public static void main(String[] args) 26   {27     LifeGame frame = new LifeGame(40, 50);28     29     JMenuBar menu = new JMenuBar();30     frame.setJMenuBar(menu);31     32     JMenu options = new JMenu("Options");33     menu.add(options);34     35     JMenuItem arrow = options.add("Arrow");36     arrow.addActionListener(frame.new ArrowActionListener());37     38     JMenuItem square = options.add("Square");39     square.addActionListener(frame.new SquareActionListener());    40     41     JMenu help = new JMenu("Help");    42     menu.add(help);43     44     frame.setLocationRelativeTo(null);45     frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);46     frame.setSize(1007, 859);47     frame.setTitle("Game of Life");48     frame.setVisible(true);49     frame.setResizable(false);50   }  51   52   class ArrowActionListener implements ActionListener53   {54     public void actionPerformed(ActionEvent e) 55     {56       world.setArrow();57     }58   }59   60   class SquareActionListener implements ActionListener61   {62     public void actionPerformed(ActionEvent e) 63     {64       world.setSquare();65     }66   }  67 }

 1 package com.cisco.gendwang; 2  3 import java.awt.Graphics; 4  5 import javax.swing.JPanel; 6  7 public class World extends JPanel implements Runnable 8 { 9   private final int rows; 10   private final int columns; 11   private final CellStatus[][] generation1; 12   private final CellStatus[][] generation2; 13   private CellStatus[][] currentGeneration; 14   private CellStatus[][] nextGeneration; 15   private volatile boolean isChanging = false;  16    17   public World(int rows, int columns) 18   { 19     this.rows = rows; 20     this.columns = columns; 21     generation1 = new CellStatus[rows][columns]; 22     for(int i = 0; i < rows; i++) 23     { 24       for(int j = 0; j < columns; j++) 25       { 26         generation1[i][j] = CellStatus.Dead; 27       } 28     } 29      30     generation2 = new CellStatus[rows][columns]; 31     for(int i = 0; i < rows; i++) 32     { 33       for(int j = 0; j < columns; j++) 34       { 35         generation2[i][j] = CellStatus.Dead; 36       } 37     } 38      39     currentGeneration = generation1; 40     nextGeneration = generation2; 41   } 42    43   @Override 44   public void run() 45   { 46     while(true) 47     { 48       synchronized(this) 49       { 50         while(isChanging) 51         { 52           try  53           { 54             this.wait(); 55           } catch (InterruptedException e)  56           { 57             e.printStackTrace(); 58           } 59         } 60          61         repaint(); 62         sleep(1); 63          64         for(int i = 0; i < rows; i++) 65         { 66           for(int j = 0; j < columns; j++) 67           { 68             evolve(i, j); 69           } 70         } 71        72         CellStatus[][] temp = null; 73         temp = currentGeneration; 74         currentGeneration = nextGeneration; 75         nextGeneration = temp; 76          77         for(int i = 0; i < rows; i++) 78         { 79           for(int j = 0; j < columns; j++) 80           { 81             nextGeneration[i][j] = CellStatus.Dead; 82           } 83         } 84       } 85     } 86   } 87    88   @Override 89   public void paintComponent(Graphics g)  90   { 91     super.paintComponent(g); 92      93     for (int i = 0; i < rows; i++)  94     { 95       for (int j = 0; j < columns; j++)  96       { 97         if(currentGeneration[i][j] == CellStatus.Active) 98         { 99           g.fillRect(j * 20, i * 20, 20, 20);100         }101         else102         {103           g.drawRect(j * 20, i * 20, 20, 20);          104         }105       }106     }107   }  108   109   public void setArrow()110   {111     setShape(arrow);112   }113   114   public void setSquare()115   {116     setShape(square);117   }  118   119   private void setShape(int[][] shape)120   {121     isChanging = true;122     123     int arrowsRows = shape.length;124     int arrowsColumns = shape[0].length;125     126     int minimumRows = (arrowsRows < rows) ? arrowsRows: rows;127     int minimumColumns = (arrowsColumns < columns) ? arrowsColumns : columns;128     129     synchronized(this)130     {131       for(int i = 0; i < rows; i++)132       {133         for(int j = 0; j < columns; j++)134         {135           currentGeneration[i][j] = CellStatus.Dead;136         }137       }138       139       for(int i = 0; i < minimumRows; i++)140       {141         for(int j = 0; j < minimumColumns; j++)142         {143           if(shape[i][j] == 1)144           {145             currentGeneration[i][j] = CellStatus.Active;146           }147         }148       }149       150       isChanging = false;151       this.notifyAll();152     }    153   }154   155   private void evolve(int x, int y)156   {157     int activeSurroundingCell = 0;158     159     if(isValidCell(x - 1, y - 1) && (currentGeneration[x - 1][y - 1] == CellStatus.Active))160     {161       activeSurroundingCell++;162     }163 164     if(isValidCell(x, y - 1) && (currentGeneration[x][y - 1] == CellStatus.Active))165     {166       activeSurroundingCell++;167     }  168     169     if(isValidCell(x + 1, y - 1) && (currentGeneration[x + 1][y - 1] == CellStatus.Active))170     {171       activeSurroundingCell++;172     }173 174     if(isValidCell(x + 1, y) && (currentGeneration[x + 1][y] == CellStatus.Active))175     {176       activeSurroundingCell++;177     }178     179     if(isValidCell(x + 1, y + 1) && (currentGeneration[x + 1][y + 1] == CellStatus.Active))180     {181       activeSurroundingCell++;182     }183 184     if(isValidCell(x, y + 1) && (currentGeneration[x][y + 1] == CellStatus.Active))185     {186       activeSurroundingCell++;187     }188     189     if(isValidCell(x - 1, y + 1) && (currentGeneration[x - 1][y + 1] == CellStatus.Active))190     {191       activeSurroundingCell++;192     }193 194     if(isValidCell(x - 1, y) && (currentGeneration[x - 1][y] == CellStatus.Active))195     {196       activeSurroundingCell++;197     }  198     199     if(activeSurroundingCell == 3)200     {201       nextGeneration[x][y] = CellStatus.Active;202     }203     else if(activeSurroundingCell == 2)204     {205       nextGeneration[x][y] = currentGeneration[x][y];206     }207     else208     {209       nextGeneration[x][y] = CellStatus.Dead;210     }211   }212   213   private boolean isValidCell(int x, int y)214   {215     if((x >= 0) && (x < rows) && (y >= 0) && (y < columns))216     {217       return true;218     }219     else220     {221       return false;222     }223   }224   225   private void sleep(int x)226   {227     try 228     {229       Thread.sleep(1000 * x);230     } catch (InterruptedException e) 231     {232       e.printStackTrace();233     }234   }235   236   static enum CellStatus237   {238     Active,239     Dead;240   }241   242   private static final int[][] arrow = {243     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},244     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},245     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},246     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},247     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},248     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},249     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},250     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},251     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},252     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},253     {0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},254     {0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},255     {0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},256     {0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},257     {0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},258     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},259     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},260     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},261     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},262     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},    263     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},264     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},265     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},266     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},267     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},268     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},269     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},270     {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},271     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