所以我读到了Conways Game of Life并试图用PyGame实现它。
我试图让它面向对象。它的工作方式是我有一个单元格实例列表,然后检查它们有多少邻居,然后根据它们的邻居保持活着或死亡。然后这个过程重复进行。
问题在于,当我使用一些已知的起始模式(例如,在下面的代码(CELL_MAP)中)对其进行测试时,它不会按预期的方式工作。
我一遍又一遍地阅读代码,我真的没有得到我在这里缺少的东西。我发布了下面的全部代码,因为我不知道我的错误在哪里,但如果有人能指出我正确的方向,我会非常感激。
提前致谢!
import pygame
class Cell:
def __init__(self, live, xcor, ycor):
self.alive = live
self.x = xcor
self.y = ycor
self.neighbours = 0
def checkNeighbours(self, cellList):
for cell in cellList:
#left
if cell.x == self.x-1 and cell.y == self.y and cell.alive == True:
self.neighbours += 1
#right
elif cell.x == self.x+1 and cell.y == self.y and cell.alive == True:
self.neighbours += 1
#upleft
elif cell.x == self.x-1 and cell.y == self.y-1 and cell.alive == True:
self.neighbours += 1
#up
elif cell.x == self.x and cell.y == self.y-1 and cell.alive == True:
self.neighbours += 1
#upright
elif cell.x == self.x+1 and cell.y == self.y-1 and cell.alive == True:
self.neighbours += 1
#downleft
elif cell.x == self.x-1 and cell.y == self.y+1 and cell.alive == True:
self.neighbours += 1
#down
elif cell.x == self.x and cell.y == self.y+1 and cell.alive == True:
self.neighbours += 1
#downright
elif cell.x == self.x+1 and cell.y == self.y+1 and cell.alive == True:
self.neighbours += 1
def breed(self):
if self.alive == False and self.neighbours == 3:
#dead cell ressurects if neighbours equals 3
self.alive = True
elif self.alive and self.neighbours < 2:
#die from loneliness
self.alive = False
elif self.alive and self.neighbours == 2:
#stay alive
pass
elif self.alive and self.neighbours == 3:
#stay alive
pass
elif self.alive and self.neighbours > 3:
#die from overpopulation
self.alive = False
def render(self, display):
if self.alive:
pygame.draw.rect(display, (0,0,0), [self.x*10, self.y*10, 10, 10])
elif self.alive == False:
pygame.draw.rect(display, (0,0,255), [self.x*10, self.y*10, 10, 10])
WID = 33
HEI = 20
CELL_MAP = [[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]]
CELL_LIST = []
xc = -1
yc = -1
for yList in CELL_MAP:
yc += 1
for x in yList:
xc += 1
if x == 0:
#create dead cell
newCell = Cell(False, xc, yc)
CELL_LIST.append(newCell)
elif x == 1:
#create alive cell
newCell = Cell(True, xc, yc)
CELL_LIST.append(newCell)
xc = -1
#pygame init
pygame.init()
(width, height) = (WID*10, HEI*10)
pygame.display.set_caption('Game of Life')
screen = pygame.display.set_mode((width, height))
#game loop
def gameLoop():
gameLoop = True
while gameLoop:
#check for exit
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameLoop = False
pygame.quit()
#render cells
for cell in CELL_LIST:
cell.render(screen)
#check neighbours
for cell in CELL_LIST:
cell.checkNeighbours(CELL_LIST)
pygame.display.flip()
#breed
for cell in CELL_LIST:
cell.breed()
pygame.time.wait(5)
quit()
if __name__ == "__main__":
gameLoop()
答案 0 :(得分:3)
我没有安装pygame,所以我无法运行你的代码。但是,导致错误的错误是,在确定下一代是否存活或死亡后,您不会将单元的邻居计数重置为零。因此,在每一代中,每个小区的新邻居计数都被添加到先前累积的邻居计数中。您可能应该使用.breed
方法进行重置。
这是该方法的更紧凑版本:
def breed(self):
self.alive = self.neighbours == 3 or self.alive and self.neighbours == 2
self.neighbours = 0
我还有一些关于您的代码的评论。
您的checkNeighbours
方法非常效率低下:对于每个单元格,它会扫描整个网格,寻找单元格的邻居!一个简单的替代方法是将您的单元格存储在2D列表中,以便快速找到单元格的邻居。
这是构建CELL_LIST
的一种比您的代码目前更简洁的方式:
CELL_LIST = []
for y, row in enumerate(CELL_MAP):
for x, v in enumerate(row):
CELL_LIST.append(Cell(v == 1, x, y))
这与列表理解相同:
CELL_LIST = [Cell(bool(v), x, y)
for y, row in enumerate(CELL_MAP)
for x, v in enumerate(row)
]
但正如我之前所说,让CELL_LIST
成为2D列表可能是一个好主意:
cell_list = [[Cell(bool(v), x, y) for x, v in enumerate(row)]
for y, row in enumerate(CELL_MAP)]
您的CELL_MAP
不是将生活模式放入程序的便捷方式,但我认为它可以用于测试目的。看看我本月早些时候写的this answer替代方案。
最后,您应该让您的程序能够阅读许多Life程序使用的常见RLE format。
您可能还想查看我编写的使用Numpy的numpy_life.py这个中等效率的版本。与我链接的其他版本一样,它在Linux终端中显示输出,但两个版本都应该很容易适应pygame或其他GUI框架。