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 {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},272 {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 273 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原标题:生命游戏/Game of Life的Java实现(转)
关键词:JAVA