这是作业。我在底部包含相关代码。
问题: 在尝试允许用户调整网格大小时,网格现在被严重过度绘制。
屏幕截图: “人口过剩” - http://i.imgur.com/zshAC6n.png “所需人口” - http://i.imgur.com/5Rf6P42.png
背景 这是康威生命游戏的一个版本。在课堂上,我们完成了3个类:处理游戏逻辑的LifeState,包含游戏的JPanel的LifePanel,以及创建JFrame并添加LifePanel的驱动程序。任务是将其开发成具有各种要求的完整GUI应用程序。我的解决方案是扩展JFrame并完成我在该课程中的大部分工作。
在actionlistener之外初始化LifePanel会产生正常填充,但是在actionlistener中初始化LifePanel会“过度填充”网格。
问题:为什么人口过剩?
LifePanel类
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
public class LifePanel extends JPanel implements MouseListener
{
private int row;
private int col;
private int scale;
private LifeState life;
boolean state;
boolean wrap;
int delay;
Timer timer;
public LifePanel(int r, int c, int s, int d)
{
row = r;
col = c;
scale = s;
delay = d;
life = new LifeState(row,col);
Random rnd = new Random();
for(int i=0;i<row;i++)
for(int j=0;j<col;j++)
life.setCell(i,j,rnd.nextBoolean());
timer = new Timer(delay, new UpdateListener());
setPreferredSize( new Dimension(scale*row, scale*col));
addMouseListener(this);
timer.start();
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
for(int i=0;i<row;i++)
for(int j=0;j<col;j++)
if(life.getCell(i,j))
g.fillRect(scale*i,scale*j,scale,scale);
}
public int getRow() {
return row;
}
public void setRow(int row) {
this.row = row;
}
public int getCol() {
return col;
}
public void setCol(int col) {
this.col = col;
}
public int getScale() {
return scale;
}
public void setScale(int scale) {
this.scale = scale;
}
public int getDelay() {
return delay;
}
public void setDelay(int delay) {
this.delay = delay;
timer.setDelay(delay);
}
public void pauseGame(){
timer.stop();
}
public void playGame(){
timer.restart();
}
public void setInitState(boolean set){
state = set;
if(state){
timer.stop();
}
}
public void setWrap(boolean set){
wrap = set;
if(wrap){
//implement allow wrap
}
}
@Override
public void mouseClicked(MouseEvent e) {
if(state){
int x=e.getX();
int y=e.getY();
boolean isFilled;
isFilled = life.getCell(x,y);
//Test pop-up
JOptionPane.showMessageDialog(this, x+","+y+"\n"+life.getCell(x,y));
if(isFilled){
life.setCell(x,y,false);
}else{
life.setCell(x,y,true);
}
repaint();
}
}
@Override
public void mousePressed(MouseEvent e) {}
@Override
public void mouseReleased(MouseEvent e) {}
@Override
public void mouseEntered(MouseEvent e) {}
@Override
public void mouseExited(MouseEvent e) {}
private class UpdateListener implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
life.iterate();
repaint();
}
}
}
LifeFrame类
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class LifeFrame extends JFrame implements ActionListener{
JMenuBar menuBar;
JMenu mainMenu, helpMenu;
JMenuItem restartItem, quitItem, helpItem;
JButton stopButton, playButton, pauseButton, startButton;
CardLayout cardLayout = new MyCardLayout();
CardLayout cardLayout2 = new MyCardLayout();
SetupPanel setupPanel; //panel for input
LifePanel gamePanel; //game panel
JPanel controls = new JPanel(); //controls for game
JPanel controls2 = new JPanel(); //controls for input panel
JPanel cardPanel = new JPanel(cardLayout);
JPanel cardPanel2 = new JPanel(cardLayout2);
int gridRow=480;
int gridCol=480;
int scale=1;
int delay=2;
boolean setState = false;
boolean setWrap = false;
public LifeFrame() {
setTitle("Game of Life");
setLayout(new BorderLayout());
//Add the Panels
setupPanel = new SetupPanel();
gamePanel = new LifePanel(gridRow,gridCol,scale,delay);
cardPanel.add(setupPanel, "1");
cardPanel.add(gamePanel, "2");
add(cardPanel, BorderLayout.NORTH);
cardPanel2.add(controls2, "1");
cardPanel2.add(controls, "2");
add(cardPanel2, BorderLayout.SOUTH);
//init menu
menuBar = new JMenuBar();
//button listener setup
stopButton = new JButton("Stop");
pauseButton = new JButton("Pause");
playButton = new JButton("Play");
startButton = new JButton("Start");
stopButton.addActionListener(this);
pauseButton.addActionListener(this);
playButton.addActionListener(this);
startButton.addActionListener(this);
//menu listener setup
restartItem = new JMenuItem("Restart", KeyEvent.VK_R);
quitItem = new JMenuItem("Quit", KeyEvent.VK_Q);
helpItem = new JMenuItem("Help", KeyEvent.VK_H);
restartItem.addActionListener(this);
quitItem.addActionListener(this);
helpItem.addActionListener(this);
//add buttons
controls.add(stopButton);
controls.add(pauseButton);
controls.add(playButton);
controls2.add(startButton);
//build the menus
mainMenu = new JMenu("Menu");
mainMenu.setMnemonic(KeyEvent.VK_M);
helpMenu = new JMenu("Help");
helpMenu.setMnemonic(KeyEvent.VK_H);
menuBar.add(mainMenu);
menuBar.add(helpMenu);
setJMenuBar(menuBar);
//add JMenuItems
restartItem.getAccessibleContext().setAccessibleDescription("Return to setup screen");
mainMenu.add(restartItem);
mainMenu.add(quitItem);
helpMenu.add(helpItem);
this.addWindowListener(new WindowAdapter(){
public void windowClosing(WindowEvent e){
System.exit(0);
}
});
pack();
setLocationRelativeTo(null);
setVisible(true);
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
@Override
public void actionPerformed(ActionEvent e) {
try{
gridRow = setupPanel.getRowSize();
gridCol = setupPanel.getColSize();
scale = setupPanel.getScale();
delay = setupPanel.getDelay();
setWrap = setupPanel.getSetWrap();
setState = setupPanel.getSetState();
}catch (NumberFormatException n){
JOptionPane.showMessageDialog(LifeFrame.this, "Make sure the fields contain only digits and are completed!");
return;
}
if(e.getSource() == pauseButton){
gamePanel.pauseGame();
}else if(e.getSource() == playButton){
gamePanel.playGame();
}else if(e.getSource() == quitItem){
System.exit(0);
}else if(e.getSource() == restartItem || e.getSource() == stopButton){
cardLayout.show(cardPanel, "1");
cardLayout2.show(cardPanel2, "1");
pack();
setLocationRelativeTo(null);
}else if(e.getSource() == helpItem){
String helpText = "Help\nPlease make sure every field is completed and contains only digits\nCurrent Stats:\nGrid Size: "+gamePanel.getRow()+" by "+gamePanel.getCol()+"\nScale: "+ gamePanel.getScale() +"\nDelay: "+gamePanel.getDelay()+"\nManual Initial State: "+setState+"\nEnable Wrapping: "+setWrap;
JOptionPane.showMessageDialog(LifeFrame.this, helpText);
}else if(e.getSource() == startButton){
gamePanel = new LifePanel(gridRow,gridCol,scale,delay);
cardPanel.add(gamePanel, "2");
/*
* Alternate solution, throws array index out of bounds due to array usage in the LifePanel, but properly
* populates the grid.
*
gamePanel.setRow(gridRow);
gamePanel.setCol(gridCol);
gamePanel.setScale(scale);
gamePanel.setDelay(delay);
*/
if(setWrap){
gamePanel.setWrap(true);
gamePanel.playGame();
}else if(setState){
gamePanel.setInitState(true);
}else{
gamePanel.setWrap(false);
gamePanel.setInitState(false);
gamePanel.playGame();
}
gamePanel.repaint();
cardLayout.show(cardPanel, "2");
cardLayout2.show(cardPanel2, "2");
pack();
setLocationRelativeTo(null);
}
}
public static class MyCardLayout extends CardLayout {
@Override
public Dimension preferredLayoutSize(Container parent) {
Component current = findCurrentComponent(parent);
if (current != null) {
Insets insets = parent.getInsets();
Dimension pref = current.getPreferredSize();
pref.width += insets.left + insets.right;
pref.height += insets.top + insets.bottom;
return pref;
}
return super.preferredLayoutSize(parent);
}
public Component findCurrentComponent(Container parent) {
for (Component comp : parent.getComponents()) {
if (comp.isVisible()) {
return comp;
}
}
return null;
}
}
}
感谢您阅读所有这些内容,并提前获取您提供的任何帮助/建议。
编辑:添加了屏幕截图和精致的问题。
答案 0 :(得分:2)
根据您初始化LifePanel
Random rnd = new Random();
for(int i=0;i<row;i++)
for(int j=0;j<col;j++)
life.setCell(i,j,rnd.nextBoolean());
你所谓的“人口过剩”是预期的状态。上面的代码将大约1/2的单元格设置为“活着”(或“占用”),这就是你的“人口过剩”状态。
“所需人口”截图包含许多“生命”工件,如“蜂箱”,“滑翔机”,“红绿灯”等,并且是手动构建的,或者是最初50%运行多次迭代的结果随机人口。由于邻近规则,第一代将占据50%的占用人口,导致许多许多小区的批发清算(“死亡”)。
最重要的是,考虑到启动时,程序不会绘制初始配置。在第一次repaint()
调用之前至少进行一次迭代。
我认为你的代码根本没有破坏,只是你对初始人口的期望。