172 lines
6.3 KiB
Java
172 lines
6.3 KiB
Java
import java.awt.*;
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import java.awt.event.*;
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import java.awt.image.*;
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import javax.swing.*;
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import java.util.*;
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public class GameOfLife extends JFrame implements Runnable, MouseListener {
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private static final Dimension WindowSize = new Dimension(800, 800);
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private BufferStrategy strategy;
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private static boolean isGraphicsInitialised = false;
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private boolean gameState[][][] = new boolean[40][40][2];
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private static boolean isPlaying = false;
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public GameOfLife() {
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setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
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// display the window. centred on the screen
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Dimension screensize = java.awt.Toolkit.getDefaultToolkit().getScreenSize();
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int x = screensize.width/2 - WindowSize.width/2; int y = screensize.height/2 - WindowSize.height/2;
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setBounds(x, y, WindowSize.width, WindowSize.height);
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setVisible(true);
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createBufferStrategy(2);
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strategy = getBufferStrategy();
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// create a new thread & start it
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Thread t = new Thread(this);
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t.start();
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// adding mouse listener
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addMouseListener(this);
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isGraphicsInitialised = true;
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}
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// entry point of the application
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public static void main(String[] args) {
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GameOfLife game = new GameOfLife();
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}
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public void run() {
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while (true) {
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// repainting
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try {
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this.repaint();
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Thread.sleep(200);
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} catch (InterruptedException e) {
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e.printStackTrace();
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}
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}
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}
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// application's paint method
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public void paint(Graphics g) {
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// making sure that the graphics are initialised before painting
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if (isGraphicsInitialised) {
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g = strategy.getDrawGraphics();
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// draw a white rectangle on the whole canvas
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g.setColor(Color.BLACK);
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g.fillRect(0, 0, WindowSize.width, WindowSize.height);
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// looping through the gameState array
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for (int i = 0; i < 40; i++) {
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for (int j = 0; j < 40; j++) {
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// drawing a white square if true
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if (gameState[i][j][0]) {
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g.setColor(Color.WHITE);
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g.fillRect(i * 20, j * 20, 20, 20);
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}
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}
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}
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if (isPlaying) {
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for (int x = 0; x < 40; x++) {
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for (int y = 0; y < 40; y++) {
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// count the live neighbours of cell [x][y][0]
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int numLiveNeighbours = 0;
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for (int xx = -1 ; xx <= 1; xx++) {
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for (int yy = -1; yy <= 1; yy++) {
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if (xx != 0 || yy != 0) {
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// check cell [x+xx][y+yy][0]
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// if x+xx or y+yy is out of bounds, getting the inverse of it modulo 40
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int newX = (x+xx >= 0) ? (x+xx) % 40 : 40 + x+xx;
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int newY = (y+yy >= 0) ? (y+yy) % 40 : 40 + y+yy;
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if (gameState[newX][newY][0]) {
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numLiveNeighbours++;
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}
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}
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}
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}
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// killing the cell if it is alive and has fewer than two live neighbours or greater than 3 live neighbours
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if (gameState[x][y][0] && (numLiveNeighbours < 2 || numLiveNeighbours > 3)) {
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gameState[x][y][1] = false;
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}
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// bringing the cell back to life it is dead and has exactly 3 live neighbours
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else if (!gameState[x][y][0] && numLiveNeighbours == 3) {
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gameState[x][y][1] = true;
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}
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}
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}
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// making the "front buffer" equal to the "back buffer"
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for (int x = 0; x < 40; x++) {
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for (int y = 0; y < 40; y++) {
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gameState[x][y][0] = gameState[x][y][1];
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}
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}
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}
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// if the game is not being played, drawing the buttons
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else {
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Font f = new Font("Times", Font.PLAIN, 12);
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g.setFont(f);
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FontMetrics fm = getFontMetrics(f);
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// drawing the two buttons
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g.setColor(Color.GREEN);
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g.fillRect(20, 20, 60, 20);
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g.fillRect(100, 20, 60, 20);
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g.setColor(Color.BLACK);
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g.drawString("Start", 35, 35);
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g.drawString("Random", 105, 35);
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}
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strategy.show();
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}
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}
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public void mousePressed(MouseEvent e) { }
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public void mouseReleased(MouseEvent e) { }
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public void mouseEntered(MouseEvent e) { }
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public void mouseExited(MouseEvent e) { }
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// mouse click event
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public void mouseClicked(MouseEvent e) {
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// if (!isPlaying) {
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// if start button was pressed, switching to the playing game state
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if ((e.getX() >= 20 && e.getX() <= 80) && (e.getY() >= 20 && e.getY() <= 40)) {
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isPlaying = true;
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}
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// else if the random button was pressed, calling the random method
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else if ((e.getX() >= 100 && e.getX() <= 160) && (e.getY() >= 20 && e.getY() <= 40)) {
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random();
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}
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// else, setting the clicked square to true (white)
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else {
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// setting boolean corresponding to the square that was clicked to true
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gameState[(int) Math.floor(e.getX() / 20)][(int) Math.floor(e.getY() / 20)][0] = true;
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}
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// }
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}
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// method to generate a random starting state
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public void random() {
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// looping through the gameState array
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for (int i = 0; i < 40; i++) {
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for (int j = 0; j < 40; j++) {
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// setting the square to alive with a probability of 1 in 10
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if (((int) (Math.random() * 10)) == 1) {
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gameState[i][j][0] = true;
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}
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}
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}
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}
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}
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