生命游戏/Game of Life的Java实现

前两天我同事跟我聊天说一个生命游戏挺有趣的,我就去看了一下,发现挺好玩的就自己实现了一下,代码如下:

LifeGame.java:

package com.cisco.gendwang;


import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;


import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;


public class LifeGame extends JFrame
{
	private final World world;
	
	public LifeGame(int rows, int columns)
	{
		world = new World(rows, columns);
		new Thread(world).start();
		add(world);
	}
	
    public static void main(String[] args) 
    {
    	LifeGame frame = new LifeGame(40, 50);
    	
        JMenuBar menu = new JMenuBar();
        frame.setJMenuBar(menu);
        
        JMenu options = new JMenu("Options");
        menu.add(options);
        
        JMenuItem arrow = options.add("Arrow");
        arrow.addActionListener(frame.new ArrowActionListener());
        
        JMenuItem square = options.add("Square");
        square.addActionListener(frame.new SquareActionListener());        
        
        JMenu help = new JMenu("Help");        
        menu.add(help);
        
        frame.setLocationRelativeTo(null);
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.setSize(1007, 859);
        frame.setTitle("Game of Life");
        frame.setVisible(true);
        frame.setResizable(false);
    }	
    
    class ArrowActionListener implements ActionListener
    {
    	public void actionPerformed(ActionEvent e) 
    	{
    		world.setArrow();
    	}
    }
    
    class SquareActionListener implements ActionListener
    {
    	public void actionPerformed(ActionEvent e) 
    	{
    		world.setSquare();
    	}
    }    
}


World.java:

package com.cisco.gendwang;

import java.awt.Graphics;

import javax.swing.JPanel;

public class World extends JPanel implements Runnable
{
	private final int rows;
	private final int columns;
	private final CellStatus[][] generation1;
	private final CellStatus[][] generation2;
	private CellStatus[][] currentGeneration;
	private CellStatus[][] nextGeneration;
	private volatile boolean isChanging = false; 
	
	public World(int rows, int columns)
	{
		this.rows = rows;
		this.columns = columns;
		generation1 = new CellStatus[rows][columns];
		for(int i = 0; i < rows; i++)
		{
			for(int j = 0; j < columns; j++)
			{
				generation1[i][j] = CellStatus.Dead;
			}
		}
		
		generation2 = new CellStatus[rows][columns];
		for(int i = 0; i < rows; i++)
		{
			for(int j = 0; j < columns; j++)
			{
				generation2[i][j] = CellStatus.Dead;
			}
		}
		
		currentGeneration = generation1;
		nextGeneration = generation2;
	}
	
	@Override
	public void run()
	{
		while(true)
		{
			synchronized(this)
			{
				while(isChanging)
				{
					try 
					{
						this.wait();
					} catch (InterruptedException e) 
					{
						e.printStackTrace();
					}
				}
				
				repaint();
				sleep(1);
				
				for(int i = 0; i < rows; i++)
				{
					for(int j = 0; j < columns; j++)
					{
						evolve(i, j);
					}
				}
			
				CellStatus[][] temp = null;
				temp = currentGeneration;
				currentGeneration = nextGeneration;
				nextGeneration = temp;
				
				for(int i = 0; i < rows; i++)
				{
					for(int j = 0; j < columns; j++)
					{
						nextGeneration[i][j] = CellStatus.Dead;
					}
				}
			}
		}
	}
	
	@Override
    public void paintComponent(Graphics g) 
	{
        super.paintComponent(g);
        
        for (int i = 0; i < rows; i++) 
        {
            for (int j = 0; j < columns; j++) 
            {
            	if(currentGeneration[i][j] == CellStatus.Active)
            	{
            		g.fillRect(j * 20, i * 20, 20, 20);
            	}
            	else
            	{
                    g.drawRect(j * 20, i * 20, 20, 20);            		
            	}
            }
        }
    }	
	
	public void setArrow()
	{
		setShape(arrow);
	}
	
	public void setSquare()
	{
		setShape(square);
	}	
	
	private void setShape(int[][] shape)
	{
		isChanging = true;
		
		int arrowsRows = shape.length;
		int arrowsColumns = shape[0].length;
		
		int minimumRows = (arrowsRows < rows) ? arrowsRows: rows;
		int minimumColumns = (arrowsColumns < columns) ? arrowsColumns : columns;
		
		synchronized(this)
		{
			for(int i = 0; i < rows; i++)
			{
				for(int j = 0; j < columns; j++)
				{
					currentGeneration[i][j] = CellStatus.Dead;
				}
			}
			
			for(int i = 0; i < minimumRows; i++)
			{
				for(int j = 0; j < minimumColumns; j++)
				{
					if(shape[i][j] == 1)
					{
						currentGeneration[i][j] = CellStatus.Active;
					}
				}
			}
			
			isChanging = false;
			this.notifyAll();
		}		
	}
	
	private void evolve(int x, int y)
	{
		int activeSurroundingCell = 0;
		
		if(isValidCell(x - 1, y - 1) && (currentGeneration[x - 1][y - 1] == CellStatus.Active))
		{
			activeSurroundingCell++;
		}

		if(isValidCell(x, y - 1) && (currentGeneration[x][y - 1] == CellStatus.Active))
		{
			activeSurroundingCell++;
		}	
		
		if(isValidCell(x + 1, y - 1) && (currentGeneration[x + 1][y - 1] == CellStatus.Active))
		{
			activeSurroundingCell++;
		}

		if(isValidCell(x + 1, y) && (currentGeneration[x + 1][y] == CellStatus.Active))
		{
			activeSurroundingCell++;
		}
		
		if(isValidCell(x + 1, y + 1) && (currentGeneration[x + 1][y + 1] == CellStatus.Active))
		{
			activeSurroundingCell++;
		}

		if(isValidCell(x, y + 1) && (currentGeneration[x][y + 1] == CellStatus.Active))
		{
			activeSurroundingCell++;
		}
		
		if(isValidCell(x - 1, y + 1) && (currentGeneration[x - 1][y + 1] == CellStatus.Active))
		{
			activeSurroundingCell++;
		}

		if(isValidCell(x - 1, y) && (currentGeneration[x - 1][y] == CellStatus.Active))
		{
			activeSurroundingCell++;
		}	
		
		if(activeSurroundingCell == 3)
		{
			nextGeneration[x][y] = CellStatus.Active;
		}
		else if(activeSurroundingCell == 2)
		{
			nextGeneration[x][y] = currentGeneration[x][y];
		}
		else
		{
			nextGeneration[x][y] = CellStatus.Dead;
		}
	}
	
	private boolean isValidCell(int x, int y)
	{
		if((x >= 0) && (x < rows) && (y >= 0) && (y < columns))
		{
			return true;
		}
		else
		{
			return false;
		}
	}
	
	private void sleep(int x)
	{
		try 
		{
			Thread.sleep(1000 * x);
		} catch (InterruptedException e) 
		{
			e.printStackTrace();
		}
	}
	
	static enum CellStatus
	{
		Active,
		Dead;
	}
	
	private static final int[][] arrow = {
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{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},
		{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},
		{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},
		{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},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},		
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},		
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}		
	};
	
	private static final int[][] square = {
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},		
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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	};
}



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