大家。
我的Game Of Life应用程序(链接是示例应用程序)中的下一代是正确计算的。游戏按预期工作,但每次想要新一代时都必须按“下一步”。我在实现“开始”按钮以循环生成时遇到问题。 (参见“next”和“start”之间差异的链接。)
很明显,我需要在ActionListener类中使用某种循环。我已经尝试在actionListener内部recursivly中调用nextGen(),而private boolean为true。程序崩溃了。我也试过设置某种等待,但没关系。
如果我放置10行nextGen(),它确实会进行10次迭代;在听众里面,所以我猜我需要在这里等待。 (问题在于记忆。)
希望你能帮我解决这个问题。 :)
下一代以这种方式计算。
ActionListener类:
public class GameOfLifeListener implements ActionListener
{
// IMPORTANT: GameOfLifeGrid contains the GameOfLife collection!
private GameOfLifeGrid gameOfLife;
public GameOfLifeListener ( GameOfLifeGrid g )
{
this.gameOfLife = g;
}
@Override
public void actionPerformed (ActionEvent e)
{
// Get actionCommand
String ac = e.getActionCommand();
if ( ac.equals("next") )
{
// Method calculates next generation
nextGen();
}
if ( ac.equals("start") )
{
// ADDED CODE: See class GameOfLifeGrid in bottom.
gameOfLife.start();
}
}
private void nextGen ( )
{
// Get Next generation
gameOfLife.getCollection().nextGen();
// Repaint
gameOfLife.repaint();
}
}
当按下“next”按钮时,actionListener在GameOfLife对象上运行nextGen()。 nextGen()方法的工作原理并不重要,但这里它与GameOfLife类的某些部分一起
public class GameOfLife extends CellCollection
{
// Temporary array for new generation . We must add next generations alive cells HERE.
// Else the calculations of the current generation will fail.
private Cell[][] nextGen = null;
public void nextGen ( )
{
// Create the new Array holding next generation
prepareNextCollection();
// Iterate the whole grid
for ( int row = 0; row < super.rows; row++ )
{
for ( int col = 0; col < super.cols; col++ )
{
ruleOne(row, col);
}
}
// Set the new collection to superClass.
// Super class holds the collection that will be drawn
super.setCollection(nextGen);
}
private void ruleOne ( int row, int col )
{
// Calculations not important. It works like expected.
}
private void prepareNextCollection ( )
{
this.nextGen = new Cell[rows][cols];
}
这是GameOfLifeGrid类的选定部分。它绘制网格和活细胞(细胞阵列)。
public class GameOfLifeGrid extends Grid
{
private GameOfLife collection = null;
// ADDED MEMBERS: Timer, int
private Timer timer;
private int updateEachMilliSec = 100; // Used in program. Not in this code
@Override
public void paintComponent ( Graphics g )
{
super.paintComponent(g);
drawCells(g);
}
private void drawCells ( Graphics g )
{
for ( int row = 0; row < rows; row++ )
{
for ( int col = 0; col < cols; col++ )
{
if ( ! collection.isEmptyPos(row, col) )
{
g.fillRect(super.calcX(col), super.calcY(row), cellSize, cellSize);
}
}
}
}
// ADDED METHOD!
public void start()
{
// Create a timer object. The timer will send events each 100 ms.
// The events will be caught by the ActionListener returned from
// nextGenlistener(). VOILA!
timer = new Timer(100, nextGenlistener());
// Start sending events to be caught!
timer.start();
}
// ADDED METHOD! The ActionListener who will catch the events sent by timer.
private ActionListener nextGenlistener ()
{
return new ActionListener()
{
@Override
public void actionPerformed(ActionEvent e)
{
// Get next generation
collection.nextGen();
// Repaint
repaint();
}
};
}
答案 0 :(得分:1)
问题在于,当您尝试在actionPerformed方法中使用Thread.sleep()循环时,您将阻止Event Dispatch Thread。在释放对线程的控制权之前,没有任何东西可以重新绘制,因此当您的actionPerformed方法完成时,您的重绘请求将立即关闭并立即关闭。
简单的解决方案是使用javax.swing.Timer定期触发事件,这些内容如下:
new Timer(5000, new ActionListener(){
public void actionPerformed(ActionEvent e) {
panel.repaint();
}
}).start();