C 康威';s的生命游戏:更改邻居计数函数后计算错误的单元格更改
不知是否有人能帮我解决这个小问题。我写了一个函数来计算康威生命游戏中一个细胞的活邻居:C 康威';s的生命游戏:更改邻居计数函数后计算错误的单元格更改,c,sdl,sdl-2,conways-game-of-life,C,Sdl,Sdl 2,Conways Game Of Life,不知是否有人能帮我解决这个小问题。我写了一个函数来计算康威生命游戏中一个细胞的活邻居: int countLivingNeighbours(int a[][GRID_WIDTH], int x, int y){ int count = 0, cx, cy; for(cy = y - 1; cy <= y + 1; cy++){ for(cx = x - 1; cx <= x + 1; cx++){ if(a[cy][cx] =
int countLivingNeighbours(int a[][GRID_WIDTH], int x, int y){
int count = 0, cx, cy;
for(cy = y - 1; cy <= y + 1; cy++){
for(cx = x - 1; cx <= x + 1; cx++){
if(a[cy][cx] == ALIVE){
count++;
}
}
}
// subtract 1 so it's not counting it's own cell
count--;
return count;
}
int countlivinginneights(int a[][网格宽度],int x,int y){
整数计数=0,cx,cy;
对于(cy=y-1;cy为什么不管单元格是否处于活动状态,都要为单元格本身减去一个?首先,使用调试器跟踪这似乎是一个很好的问题。尽管如此,我有一种预感,只有当单元格处于活动状态时,您才可能要减去相邻的计数,即如果(a[x][y])计数--;
…如否则如果(a[cy][cx]==DEAD和countlivinginneights(a,cx,cy)==3)
其中计数将短1。@riodoro1谢谢,似乎就是这样!我需要解决的下一个问题是为什么第一次更新时随机垃圾单元会出现在屏幕的顶部/底部。@WeatherVane你是什么意思?
#include <SDL.h>
#include <stdio.h>
#include <stdbool.h>
#define CELL_SIZE 10
#define GRID_WIDTH 100
#define GRID_HEIGHT 100
typedef enum {ALIVE, DEAD} State;
// General functions
void quitAll(void);
// SDL related visual functions
void drawGrid(SDL_Renderer *r, int winWidth, int winHeight);
void drawCells(SDL_Renderer *r, int a[][GRID_WIDTH]);
// Game of Life functions
void updateCells(int a[][GRID_WIDTH]); // takes cells array as input
int countLivingNeighbours(int a[][GRID_WIDTH], int x, int y);
int main(int argc, char *argv[]){
// Initialise SDL
SDL_Init(SDL_INIT_VIDEO);
// Create window
int winWidth = GRID_WIDTH * CELL_SIZE;
int winHeight = GRID_HEIGHT * CELL_SIZE;
SDL_Window *window = SDL_CreateWindow(
"Game of Life", // Title
SDL_WINDOWPOS_CENTERED, // Initial window x position
SDL_WINDOWPOS_CENTERED, // Initial window y position
winWidth, // Window Width
winHeight, // Window Height
0 // Flags
);
if(window == NULL){
printf("Failed to create window. %s\n", SDL_GetError());
return 1;
}
// Create renderer
SDL_Renderer *renderer = SDL_CreateRenderer(
window, // Window
-1, // Monitor index (-1 for first available)
SDL_RENDERER_ACCELERATED // Flags
);
if(renderer == NULL){
printf("Failed to create renderer. %s\n", SDL_GetError());
return 1;
}
// Setup event handling + mouse co-ordinate handling
SDL_Event event;
int mouseX, mouseY;
bool mouse_left_down = false;
bool mouse_right_down = false;
// Set all cells to initial state of dead
int cells[GRID_HEIGHT][GRID_WIDTH];
int cx, cy;
for(cy = 0; cy < GRID_HEIGHT; cy++){
for(cx = 0; cx < GRID_WIDTH; cx++){
cells[cy][cx] = DEAD;
}
}
while(1){
// Handle events/input
while(SDL_PollEvent(&event) != 0){
switch(event.type){
case SDL_QUIT: // Check if user has quit
return 1;
case SDL_MOUSEBUTTONDOWN:
if(event.button.button == SDL_BUTTON_LEFT){
mouse_left_down = true;
break;
} else if(event.button.button == SDL_BUTTON_RIGHT){
mouse_right_down = true;
break;
}
case SDL_MOUSEBUTTONUP:
if(event.button.button == SDL_BUTTON_LEFT){
mouse_left_down = false;
break;
} else if(event.button.button == SDL_BUTTON_RIGHT){
mouse_right_down = false;
break;
}
// If user presses space, simulate a single change
case SDL_KEYDOWN:
if(event.key.keysym.sym == SDLK_SPACE){
updateCells(cells);
}
}
}
// Allow user to draw new living cells
if(mouse_left_down == true){
SDL_GetMouseState(&mouseX, &mouseY); // Update mouse position
cells[mouseY / CELL_SIZE][mouseX / CELL_SIZE] = ALIVE; // Set the clicked on cell to alive
}
// Allow user to kill cells
else if(mouse_right_down == true){
SDL_GetMouseState(&mouseX, &mouseY); // Update mouse position
cells[mouseY / CELL_SIZE][mouseX / CELL_SIZE] = DEAD; // Set the clicked on cell to alive
}
// Set screen colour to white
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
// Render white to screen (clear screen)
SDL_RenderClear(renderer);
// Draw the grid and living cells
drawGrid(renderer, winWidth, winHeight);
drawCells(renderer, cells);
// Update screen
SDL_RenderPresent(renderer);
}
// Exit SDL and SDL_image
SDL_Quit();
return 0;
}
/*
1. Any live cell with fewer than two live neighbours dies, as if caused by underpopulation.
2. Any live cell with two or three live neighbours lives on to the next generation.
3. Any live cell with more than three live neighbours dies, as if by overpopulation.
4. Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
*/
void updateCells(int a[][GRID_WIDTH]){
int new[GRID_HEIGHT][GRID_WIDTH];
int cy, cx; // vertical count, horizontal count
for(cy = 0; cy < GRID_HEIGHT; cy++){
for(cx = 0; cx < GRID_WIDTH; cx++){
if(a[cy][cx] == ALIVE && countLivingNeighbours(a, cx, cy) < 2){
new[cy][cx] = DEAD;
}
// Any live cell with two or three live neighbours lives on to the next generation.
if(a[cy][cx] == ALIVE && (countLivingNeighbours(a, cx, cy) == 2 || countLivingNeighbours(a, cx, cy) == 3)){
new[cy][cx] = ALIVE;
}
// Any live cell with more than three live neighbours dies, as if by overpopulation.
else if(a[cy][cx] == ALIVE && countLivingNeighbours(a, cx, cy) > 3){
new[cy][cx] = DEAD;
}
// Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
else if(a[cy][cx] == DEAD && countLivingNeighbours(a, cx, cy) == 3){
new[cy][cx] = ALIVE;
}
else{
new[cy][cx] = DEAD;
}
}
}
// Update all cells into new states
for(cy = 0; cy < GRID_HEIGHT; cy++){
for(cx = 0; cx < GRID_WIDTH; cx++){
a[cy][cx] = new[cy][cx];
}
}
}
// THERE'S NO ERROR CHECKING HERE WHICH IS BAD
// Should ideally check if a cell even exists before checking its state
int countLivingNeighbours(int a[][GRID_WIDTH], int x, int y){
int count = 0, cx, cy;
for(cy = y - 1; cy <= y + 1; cy++){
for(cx = x - 1; cx <= x + 1; cx++){
if(a[cy][cx] == ALIVE){
count++;
}
}
}
// subtract 1 so it's not counting it's own cell
count--;
return count;
}
void drawGrid(SDL_Renderer *r, int winWidth, int winHeight){
// Draw vertical grid lines
for(int v = CELL_SIZE; v < winWidth; v += CELL_SIZE){
// Set draw colour to grey
SDL_SetRenderDrawColor(r, 110, 110, 110, 110);
// Draw vertical line
SDL_RenderDrawLine(r, v, 0, v, winHeight);
}
// Draw horizontal grid lines
for(int h = CELL_SIZE; h < winHeight; h += CELL_SIZE){
// Set draw colour to grey
SDL_SetRenderDrawColor(r, 110, 110, 110, 110);
// Draw horizontal line
SDL_RenderDrawLine(r, 0, h, winWidth, h);
}
}
void drawCells(SDL_Renderer *r, int a[][GRID_WIDTH]){
// Define cell width/height
SDL_Rect cellRect;
cellRect.w = CELL_SIZE + 1; // Same size as one cell +1 so it covers the grid line fully
cellRect.h = CELL_SIZE + 1; // Same size as one cell +1 so it covers the grid line fully
// Draw living cells
int cx, cy;
for(cy = 0; cy < GRID_HEIGHT; cy++){
for(cx = 0; cx < GRID_WIDTH; cx++){
if(a[cy][cx] == ALIVE){
// Set cell x/y pos
cellRect.x = cx * CELL_SIZE;
cellRect.y = cy * CELL_SIZE;
SDL_SetRenderDrawColor(r, 0, 0, 0, 0);
SDL_RenderFillRect(r, &cellRect);
}
}
}
}