我有一个75格×75道格的2D网格,我在用户点击时绘制了2种颜色(红色和蓝色)的符号,它工作正常,但我遇到了一个我想找的主要问题这些符号的邻居:例如当用户点击一个单元格时,它打印一个符号(椭圆形)现在我想要点击也检查其邻居是否被占用或空,如果被占用,则由哪个符号。
我发现下面的算法似乎符合需要,但无法弄清楚如何适应我的代码:
private static int[][] array = new int[3][3];
private static void initialiseArray() {
int counter = 1;
for (int row = ; row < 3; row++) {
for (int col = ; col < 3; col++) {
array[row][col] = counter;
counter++;
}
}
}
public static void main(String args[]) {
initialiseArray();
for (int row = ; row < 3; row++) {
for (int col = ; col < 3; col++) {
System.out.print(array[row][col]);
if( col == 2 ){
System.out.println("\n");
}
}
}
neighbours();
}
public static void neighbours(){
int posX = 2;
int posY = 2;
for( int row = posX - 1; row <= posX + 1; row++){
for(int col = posY -1; col <= posY + 1; col++){
if( !(posX == row && posY == col) && row >= && col >= && row < 3 && col < 3 ){
System.out.println(array[row][col]);
}
}
}
}
以下是我的代码,我需要你帮我解决这个问题。对不起打扰你。
public final class Pha extends JFrame {
public static int ROWS = 75;
public static int COLS = 75;
public static int cellSize = 15;
public static int canvasWidth = cellSize * COLS + (ROWS *4) ;
public static int canvasHeight = cellSize * ROWS ;
public static int gridWidth = 1;
public static int halfGridWidth = gridWidth / 2;
public static int cellPadding = cellSize / 5;
public static int symbolSize = cellSize - cellPadding * 2;
public static int symbolStrokeWidth = 3;
public enum GameState{
JOUE, NUL, CERCLE_ROUGE_GAGNE, CERCLE_BLEU_GAGNE
}
private GameState actualState;
public enum Token{
VIDE, CERCLE_ROUGE, CERCLE_BLEU
}
private Token actualPlayer;
private Token[][] board;
private final DrawCanvas canvas;
private JLabel statusBar;
private JLabel indexIndicator;
public Pha(){
canvas = new DrawCanvas();
canvas.setPreferredSize(new Dimension(canvasWidth, canvasHeight));
canvas.addMouseListener(new MouseAdapter() {
@Override
public void mouseClicked(MouseEvent e) {
int x = e.getX();
int y = e.getY();
int selectedRow = y / cellSize;
int selectedCol;
selectedCol = x / cellSize;
if(actualState == GameState.JOUE){
if(selectedRow >= 0 && selectedRow < ROWS && selectedCol >= 0
&& selectedCol < COLS &&
board[selectedRow][selectedCol] == Token.VIDE){
board[selectedRow][selectedCol] = actualPlayer;
actualiseJeu(actualPlayer, selectedRow, selectedCol);
actualPlayer = (actualPlayer == Token.CERCLE_BLEU)? Token.CERCLE_ROUGE : Token.CERCLE_BLEU;
}
} else {
initGame();
}
repaint();
}
});
statusBar = new JLabel(" ");
statusBar.setFont(new Font(Font.DIALOG_INPUT, Font.ITALIC, 15));
statusBar.setBorder(BorderFactory.createEmptyBorder(2, 5, 4, 5));
Container cp = getContentPane();
cp.setLayout(new BorderLayout());
cp.add(canvas, BorderLayout.EAST);
cp.add(statusBar, BorderLayout.NORTH);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();
setTitle("Pha par esQmo");
setVisible(true);
board = new Token[ROWS][COLS];
initGame();
}
public void initGame(){
for(int ligne = 0; ligne < ROWS; ++ligne){
for(int colonne = 0; colonne < COLS; ++colonne){
board[ligne][colonne] = Token.VIDE;
}
}
actualState = GameState.JOUE;
actualPlayer = Token.CERCLE_ROUGE;
}
public void updateGame(Token theSeed, int ligneSelectionnee, int colonneSelectionnee) {
if (aGagne(theSeed, ligneSelectionnee, colonneSelectionnee)) {
actualState= (theSeed == Token.CERCLE_ROUGE) ? GameState.CERCLE_ROUGE_GAGNE : GameState.CERCLE_BLEU_GAGNE;
} else if (estNul()) {
actualState = GameState.CERCLE_BLEU_GAGNE;
}
}
public boolean estNul() {
return false;
}
(rowSelected, colSelected) */
public boolean aGagne(Token theSeed, int ligneSelectionnee, int colonneSelectionnee) {
return false;
/* (planche[ligneSelectionnee][colonneSelectionnee] == Jeton.CERCLE_BLEU
&& planche[ligneSelectionnee][colonneSelectionnee - 1] == Jeton.CERCLE_BLEU
&& planche[ligneSelectionnee][colonneSelectionnee + 1] == Jeton.CERCLE_BLEU
|| planche[ligneSelectionnee - 1][colonneSelectionnee] == Jeton.CERCLE_BLEU
&& planche[1][colonneSelectionnee] == theSeed
&& planche[2][colonneSelectionnee] == theSeed
|| ligneSelectionnee == colonneSelectionnee
&& planche[0][0] == theSeed
&& planche[1][1] == theSeed
&& planche[2][2] == theSeed
|| ligneSelectionnee + colonneSelectionnee == 2
&& planche[0][2] == theSeed
&& planche[1][1] == theSeed
&& planche[2][0] == theSeed);*/
}
class DrawCanvas extends JPanel{
@Override
public void paintComponent(Graphics g){
super.paintComponent(g);
setBackground(Color.WHITE);
g.setColor(Color.BLACK);
for(int ligne = 1; ligne < ROWS; ++ligne){
g.fillRoundRect(0, cellSize * ligne - halfGridWidth, canvasWidth - 1,
gridWidth, gridWidth, gridWidth);
}
for(int colonne = 1; colonne < COLS; ++colonne){
g.fillRoundRect(cellSize * colonne - halfGridWidth, 0
, gridWidth, canvasHeight - 1,
gridWidth, gridWidth);
}
Graphics2D g2d = (Graphics2D)g;
g2d.setStroke(new BasicStroke(symbolStrokeWidth,
BasicStroke.CAP_ROUND, BasicStroke.JOIN_ROUND));
for(int ligne = 0; ligne < ROWS; ++ligne){
for(int colonne = 0; colonne < COLS; ++colonne){
int x1 = colonne * cellSize + cellPadding;
int y1 = ligne * cellSize + cellPadding;
if(board[ligne][colonne] == Token.CERCLE_ROUGE){
g2d.setColor(Color.RED);
g2d.drawOval(x1, y1, symbolSize, symbolSize);
g2d.fillOval(x1, y1, symbolSize, symbolSize);
} else
if(board[ligne][colonne] == Token.CERCLE_BLEU){
int x2 = colonne * cellSize + cellPadding;
g2d.setColor(Color.BLUE);
g2d.drawOval(x1, y1, symbolSize, symbolSize);
g2d.fillOval(x2, y1, symbolSize, symbolSize);
}
}
}
if(actualState == GameState.JOUE){
if(actualPlayer == Token.CERCLE_ROUGE){
statusBar.setText("ROUGE, c'est votre tour");
statusBar.setForeground(Color.RED);
} else {
statusBar.setText("BLEU, c'est votre tour");
statusBar.setForeground(Color.BLUE);
statusBar.addMouseMotionListener(null);
}
} else
if(actualState == GameState.NUL){
statusBar.setForeground(Color.yellow);
statusBar.setText("Match nul! Cliquez pour rejouer");
} else
if(actualState == GameState.CERCLE_ROUGE_GAGNE){
statusBar.setText("Le jouer X a remporté la partie, cliquez pour rejouer");
statusBar.setForeground(Color.RED);
} else
if(actualState == GameState.CERCLE_BLEU_GAGNE){
statusBar.setForeground(Color.BLUE);
statusBar.setText("Le joueur O a remporté la partie, cliquez pour rejouer");
}
}
}
public static void main(String[] args){
SwingUtilities.invokeLater(() -> {
Pha pha = new Pha();
});
}
}
答案 0 :(得分:2)
试试这个
//col , row : representing the cell you want to find neighbors to
private void neighbours(int col, int row) {
//find all serouding cell by adding +/- 1 to col and row
for (int colNum = col - 1 ; colNum <= (col + 1) ; colNum +=1 ) {
for (int rowNum = row - 1 ; rowNum <= (row + 1) ; rowNum +=1 ) {
//if not the center cell
if(! ((colNum == col) && (rowNum == row))) {
//make sure it is within grid
if(withinGrid (colNum, rowNum)) {
System.out.println("Neighbor of "+ col+ " "+ row + " - " + colNum +" " + rowNum );
}
}
}
}
}
//define if cell represented by colNum, rowNum is inside grid
//function used by neighbours()
private boolean withinGrid(int colNum, int rowNum) {
if((colNum < 0) || (rowNum <0) ) {
return false; //false if row or col are negative
}
if((colNum >= COLS) || (rowNum >= ROWS)) {
return false; //false if row or col are > 75
}
return true;
}
不要犹豫,询问代码是否不清楚。
要用你的代码测试它,修改这个块:
if(actualState == GameState.JOUE){
if((selectedRow >= 0) && (selectedRow < ROWS) && (selectedCol >= 0)
&& (selectedCol < COLS) &&
(board[selectedRow][selectedCol] == Token.VIDE)){
board[selectedRow][selectedCol] = actualPlayer;
//actualiseJeu(actualPlayer, selectedRow, selectedCol);
actualPlayer = (actualPlayer == Token.CERCLE_BLEU)? Token.CERCLE_ROUGE : Token.CERCLE_BLEU;
//add this to call function :
neighbours(selectedCol, selectedRow);
}
}
答案 1 :(得分:1)
找到board[r][c]
的邻居:
for (int nr = Math.max(0, r - 1); nr <= Math.min(r + 1, board.length - 1); ++nr){
for (int nc = Math.max(0, c - 1); nc <= Math.min(c + 1, board[0].length - 1); ++nc) {
if (!(nr==r && nc==c)) { // don't process board[r][c] itself
// board[nr][nc] is one of board[r][c]'s neighbors
}
}
}