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C ++-康威的人生游戲和向后退

[英]C++ - Conway's Game of Life & Stepping Backwards

編輯#2-我完成了前面的狀態部分。 現在,我需要狀態算法,以便網格的作用類似於環形陣列。 即,頂部/底部和右/左邊緣環繞。

不過,不確定如何執行此操作。 如何更改thisTimer()中的嵌套if來做到這一點?


編輯 -真的需要序列化嗎? 我知道它是如何工作的,但我只需要一個簡單的解決方案(即使是粗略的)即可退后。


我能夠創建一個版本的Conway的《人生游戲》,該版本要么使每次點擊前進,要么只是使用計時器向前運行。 (我正在使用Qt執行此操作。)

現在,我需要能夠保存所有以前的游戲網格,以便可以通過單擊按鈕向后退。 我正在嘗試使用堆棧,似乎我正在正確地將舊的網格單元推入堆棧。 但是當我在QT中運行它時,單擊“返回”時網格不會改變。

在過去的三個小時中,我嘗試了不同的操作,但沒有成功。 有任何想法嗎?

gridwindow.cpp-我的問題應該在這里的某個地方。 可能是handleBack()函數。

    #include <iostream>
#include "gridwindow.h"

using namespace std;

// Constructor for window. It constructs the three portions of the GUI and lays them out vertically.
GridWindow::GridWindow(QWidget *parent,int rows,int cols)
: QWidget(parent)
{
  QHBoxLayout *header = setupHeader();   // Setup the title at the top.
  QGridLayout *grid = setupGrid(rows,cols);  // Setup the grid of colored cells in the middle.
  QHBoxLayout *buttonRow = setupButtonRow();  // Setup the row of buttons across the bottom.
  QVBoxLayout *layout = new QVBoxLayout();  // Puts everything together.
  layout->addLayout(header);
  layout->addLayout(grid);
  layout->addLayout(buttonRow);
 setLayout(layout);
}

// Destructor.
GridWindow::~GridWindow()
{
 delete title;
}

// Builds header section of the GUI.  
QHBoxLayout* GridWindow::setupHeader()
{
 QHBoxLayout *header = new QHBoxLayout();   // Creates horizontal box.
 header->setAlignment(Qt::AlignHCenter);

 this->title = new QLabel("CONWAY'S GAME OF LIFE",this);    // Creates big, bold, centered label (title): "Conway's Game of Life."
  this->title->setAlignment(Qt::AlignHCenter);
  this->title->setFont(QFont("Arial", 32, QFont::Bold));

  header->addWidget(this->title);  // Adds widget to layout.

  return header;      // Returns header to grid window.
}

// Builds the grid of cells.  This method populates the grid's 2D array of GridCells with MxN cells.
QGridLayout* GridWindow::setupGrid(int rows,int cols)
{
 isRunning = false;
 QGridLayout *grid = new QGridLayout();  // Creates grid layout.

  grid->setHorizontalSpacing(0);    // No empty spaces. Cells should be contiguous.
  grid->setVerticalSpacing(0);
  grid->setSpacing(0);
  grid->setAlignment(Qt::AlignHCenter);

  for(int i=0; i < rows; i++)      //Each row is a vector of grid cells.
  {
   std::vector<GridCell*> row;     // Creates new vector for current row.
   cells.push_back(row);
   for(int j=0; j < cols; j++)
   {
    GridCell *cell = new GridCell();  // Creates and adds new cell to row.
    cells.at(i).push_back(cell);

    grid->addWidget(cell,i,j);    // Adds to cell to grid layout. Column expands vertically.
    grid->setColumnStretch(j,1);
   }
  grid->setRowStretch(i,1);     // Sets row expansion horizontally.
  }
  return grid;         // Returns grid.
}

// Builds footer section of the GUI.  
QHBoxLayout* GridWindow::setupButtonRow()
{
 QHBoxLayout *buttonRow = new QHBoxLayout();  // Creates horizontal box for buttons.
 buttonRow->setAlignment(Qt::AlignHCenter);

 // Clear Button - Clears cell; sets them all to DEAD/white.
  QPushButton *clearButton = new QPushButton("CLEAR");
  clearButton->setFixedSize(100,25); 
  connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause()));   // Pauses timer before clearing. 
 connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear()));   // Connects to clear function to make all cells DEAD/white.
  buttonRow->addWidget(clearButton);   

 // Forward Button - Steps one step forward.
  QPushButton *forwardButton = new QPushButton("FORWARD");
  forwardButton->setFixedSize(100,25); 
  connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward()));   // Signals to handleForward function.. 
  buttonRow->addWidget(forwardButton); 

 // Back Button - Steps one step backward.
  QPushButton *backButton = new QPushButton("BACK");
  backButton->setFixedSize(100,25); 
  connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack()));   // Signals to handleBack funciton. 
  buttonRow->addWidget(backButton); 

 // Start Button - Starts game when user clicks. Or, resumes game after being paused.
 QPushButton *startButton = new QPushButton("START/RESUME");
  startButton->setFixedSize(100,25);   
 connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause()));   // Deletes current timer if there is one. Then restarts everything.
  connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart()));   // Signals to handleStart function.
  buttonRow->addWidget(startButton);

 // Pause Button - Pauses simulation of game.
  QPushButton *pauseButton = new QPushButton("PAUSE");
  pauseButton->setFixedSize(100,25);     
  connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause()));   // Signals to pause function which pauses timer.
  buttonRow->addWidget(pauseButton); 

  // Quit Button - Exits program.
  QPushButton *quitButton = new QPushButton("EXIT");
 quitButton->setFixedSize(100,25); 
 connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit()));     // Signals the quit slot which ends the program.
  buttonRow->addWidget(quitButton);

  return buttonRow;    // Returns bottom of layout.
}

/*
 SLOT method for handling clicks on the "clear" button. 
 Receives "clicked" signals on the "Clear" button and sets all cells to DEAD.
*/
void GridWindow::handleClear()
{

   for(unsigned int row=0; row < cells.size(); row++)   // Loops through current rows' cells.
 {
 for(unsigned int col=0; col < cells[row].size(); col++)  // Loops through the rows'columns' cells.
  {
   GridCell *cell = cells[row][col];     // Grab the current cell & set its value to dead.
   cell->setType(DEAD);        
  }
 }
} 

/*
 SLOT method for handling clicks on the "start" button. 
 Receives "clicked" signals on the "start" button and begins game simulation.
*/
void GridWindow::handleStart()
{
 isRunning = true;             // It is running. Sets isRunning to true.
 this->timer = new QTimer(this);          // Creates new timer.
 connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired()));  // Connect "timerFired" method class to the "timeout" signal fired by the timer.
 this->timer->start(500);           // Timer to fire every 500 milliseconds.
}

/*
 SLOT method for handling clicks on the "pause" button. 
 Receives "clicked" signals on the "pause" button and stops the game simulation.
*/
void GridWindow::handlePause()
{
 if(isRunning)     // If it is running...
  this->timer->stop();  // Stops the timer.
 isRunning = false;    // Set to false.

}

void GridWindow::handleForward()
{
 if(isRunning);     // If it's running, do nothing.
 else
  timerFired();    // It not running, step forward one step.
}

void GridWindow::handleBack()
{
 std::vector<std::vector<GridCell*> > cells2;
 if(isRunning);     // If it's running, do nothing.
 else if(backStack.empty())
  cout << "EMPTYYY" << endl;
 else
 {
 cells2 = backStack.peek();
  for (unsigned int f = 0; f < cells.size(); f++)     // Loop through cells' rows.
  {
    for (unsigned int g = 0; g < cells.at(f).size(); g++)  // Loop through cells columns.
    {
     cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type.
    }
  }
 cout << "PRE=POP" << endl;
 backStack.pop();
 cout << "OYYYY" << endl;
 }  
}

// Accessor method - Gets the 2D vector of grid cells.
std::vector<std::vector<GridCell*> >& GridWindow::getCells()
{
 return this->cells;
}

/*
 TimerFired function:
  1) 2D-Vector cells2 is declared.
  2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD.
  3) We loop through cells, and count the number of LIVE neighbors next to a given cell. 
   --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules.
   -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2).
  4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells.
   --> This causes the cells to be redrawn with cells2 types (white or black).
*/  
void GridWindow::timerFired()
{
 backStack.push(cells);
 std::vector<std::vector<GridCell*> > cells2;    // Holds new values for 2D vector. These are the next simulation round of cell types.
 for(unsigned int i = 0; i < cells.size(); i++)    // Loop through the rows of cells2. (Same size as cells' rows.)
 {
     vector<GridCell*> row;         // Creates Gridcell* vector to push_back into cells2.
     cells2.push_back(row);         // Pushes back row vectors into cells2.
     for(unsigned int j = 0; j < cells[i].size(); j++)  // Loop through the columns (the cells in each row).
     {
   GridCell *cell = new GridCell();     // Creates new GridCell.
   cell->setType(DEAD);        // Sets cell type to DEAD/white.
   cells2.at(i).push_back(cell);      // Pushes back the DEAD cell into cells2.
  }              // This makes a gridwindow the same size as cells with all DEAD cells.
  }

     for (unsigned int m = 0; m < cells.size(); m++)   // Loop through cells' rows.
     {
         for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns.
         {
             unsigned int neighbors = 0;      // Counter for number of LIVE neighbors for a given cell.

   // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell.
   // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].)
   // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows).
   // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items).
    // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor.
    // Else - we add nothing to the neighbor counter.
    // Neighbor is the number of LIVE cells next to the current cell.
   if(m > 0 && n > 0)
   {
    if (cells[m-1][n-1]->getType() == 1)   
     neighbors += 1;
   }
   if(m > 0)
   {
    if (cells[m-1][n]->getType() == 1) 
     neighbors += 1;
    if(n < (cells.at(m).size() - 1))
    {
     if (cells[m-1][n+1]->getType() == 1) 
      neighbors += 1;
    }
   }
   if(n > 0)
   {
    if (cells[m][n-1]->getType() == 1) 
     neighbors += 1;
     if(m < (cells.size() - 1))
     {
      if (cells[m+1][n-1]->getType() == 1) 
       neighbors += 1;
     }
   }
   if(n < (cells.at(m).size() - 1))
   {
    if (cells[m][n+1]->getType() == 1) 
     neighbors += 1;
            }
   if(m < (cells.size() - 1))
   {
    if (cells[m+1][n]->getType() == 1) 
     neighbors += 1;
            }
   if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1))
   {
    if (cells[m+1][n+1]->getType() == 1) 
     neighbors += 1;
   } 

   // Done checking number of neighbors for cells[m][n]
   // Now we change cells2 if it should switch in the next simulation step.
   // cells2 holds the values of what cells should be on the next iteration of the game.
   // We can't change cells right now, or it would through off our other cell values.
    // Apply game rules to cells: Create new, updated grid with the roundtwo vector.
    // Note - LIVE is 1; DEAD is 0.
    if (cells[m][n]->getType() == 1 && neighbors < 2)    // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD.
                cells2[m][n]->setType(DEAD);
             else if (cells[m][n]->getType() == 1 && neighbors > 3)   // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD.
                cells2[m][n]->setType(DEAD);
             else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE.
                cells2[m][n]->setType(LIVE);
             else if (cells[m][n]->getType() == 0 && neighbors == 3)  // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE.
                cells2[m][n]->setType(LIVE);  
   }
  }

  // Now we've gone through all of cells, and saved the new values in cells2.
  // Now we loop through cells and set all the cells' types to those of cells2.
  for (unsigned int f = 0; f < cells.size(); f++)     // Loop through cells' rows.
    {
     for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns.
     {
      cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type.
     }
    }
}

stack.h-這​​是我的堆棧。

#ifndef STACK_H_
#define STACK_H_
#include <iostream>
#include "node.h"

template <typename T>
class Stack
{
 private:
  Node<T>* top;
  int listSize;

 public:
  Stack();
  int size() const;
  bool empty() const;  
  void push(const T& value);
  void pop();
  T& peek() const;
};

template <typename T>
Stack<T>::Stack() : top(NULL) 
{
  listSize = 0;
}

template <typename T>
int Stack<T>::size() const
{
  return listSize;
}

template <typename T>
bool Stack<T>::empty() const
{
  if(listSize == 0)
    return true;
  else
    return false;
}

template <typename T>
void Stack<T>::push(const T& value)
{
 Node<T>* newOne = new Node<T>(value);
 newOne->next = top;
 top = newOne;
 listSize++;
}

template <typename T>
void Stack<T>::pop()
{
  Node<T>* oldT = top;
  top = top->next;
  delete oldT;
  listSize--;
}

template <typename T>
T& Stack<T>::peek() const
{
  return top->data;
  // Returns data in top item.
}

#endif

gridcell.cpp-網格單元實現

#include <iostream>

#include "gridcell.h"

using namespace std;

// Constructor: Creates a grid cell.
GridCell::GridCell(QWidget *parent)
: QFrame(parent)
{ 
 this->type = DEAD;    // Default: Cell is DEAD (white).
 setFrameStyle(QFrame::Box);  // Set the frame style.  This is what gives each box its black border.

 this->button = new QPushButton(this);   //Creates button that fills entirety of each grid cell.
 this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding);   // Expands button to fill space.
 this->button->setMinimumSize(19,19); //width,height         // Min height and width of button.

 QHBoxLayout *layout = new QHBoxLayout();    //Creates a simple layout to hold our button and add the button to it.
 layout->addWidget(this->button);
 setLayout(layout);

 layout->setStretchFactor(this->button,1);  // Lets the buttons expand all the way to the edges of the current frame with no space leftover
 layout->setContentsMargins(0,0,0,0);
 layout->setSpacing(0);

 connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot.
 redrawCell();   // Calls function to redraw (set new type for) the cell.
}

// Basic destructor. 
GridCell::~GridCell()
{
 delete this->button;
}


// Accessor for the cell type.
CellType GridCell::getType() const
{
 return(this->type);
}

// Mutator for the cell type.  Also has the side effect of causing the cell to be redrawn on the GUI.
void GridCell::setType(CellType type)
{
 this->type = type;
 redrawCell();   // Sets type and redraws cell.
}

// Handler slot for button clicks.  This method is called whenever the user clicks on this cell in the grid.
void GridCell::handleClick()
{         // When clicked on...
  if(this->type == DEAD)   // If type is DEAD (white), change to LIVE (black).
    type = LIVE;
  else 
 type = DEAD;     // If type is LIVE (black), change to DEAD (white).

  setType(type);         // Sets new type (color). setType Calls redrawCell() to recolor.
}

// Method to check cell type and return the color of that type.  
Qt::GlobalColor GridCell::getColorForCellType()
{
 switch(this->type)
 {
  default:
  case DEAD:
   return Qt::white;
  case LIVE:
   return Qt::black;
 }
}


// Helper method. Forces current cell to be redrawn on the GUI.  Called whenever the setType method is invoked.
void GridCell::redrawCell()
{
 Qt::GlobalColor gc = getColorForCellType();   //Find out what color this cell should be.
 this->button->setPalette(QPalette(gc,gc));   //Force the button in the cell to be the proper color.
 this->button->setAutoFillBackground(true);
 this->button->setFlat(true);      //Force QT to NOT draw the borders on the button
}

非常感謝。 需要幫助請叫我。

您正在存儲指針向量。 還原它們時,將還原指針本身,但不還原指向的數據。

您在timerFired中分配了許多新的GridCell對象,將它們添加到cell2數據結構中,然后泄漏它們。 他們全部。 覆蓋您保存的指針所指向的內容之后。

您的根本問題是將模型和視圖混為一談。 您已經在基本數據結構中添加了Buttons,這就是為什么您不能只將Buttons換成全新的矩陣。

編輯:等待一秒鍾,那些GridCell實例正在泄漏...是GUI框架小部件嗎? 我對模擬正常運行感到驚訝,更不用說撤消功能了。 在實例成為父對象之前,Qt可能不會分配GUI資源。 您正在以兩種截然不同的方式使用GridCell,這由兩個構造函數演示,這是一種非常不好的代碼味道。

您可能想要序列化 (相當全面的文章)每一步的游戲狀態(對於每個玩家,還是全局,或同時對這兩者-全局撤消?),然后推送該序列化狀態。 然后,當您需要向后退時,只需恢復正確的狀態並將其反序列化即可。

適當的序列化的一個額外好處是,要保存游戲,您只需簡單地獲取序列化狀態的堆棧並將其寫入文件,然后加載游戲就可以恢復序列化狀態的堆棧。

要解決環形映射,可以將else附加到每個相關的if語句中,以處理邊緣條件。

我想我個人會做一些不同的事情-存儲相鄰列和行的地址,處理邊緣條件,然后使用統一的方式查看相鄰單元格的地址。

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