ライフゲーム
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(版間での差分)
(→クラスの記述を洗練させた) |
(→Cellクラスを作る) |
||
| 11行: | 11行: | ||
int nextState; //次回の状態 | int nextState; //次回の状態 | ||
int activeNeighbors; //近傍の生命の数 | int activeNeighbors; //近傍の生命の数 | ||
| − | ofColor color; // | + | ofColor color; //セルの色 |
ofColor gcolor; //グリッドの色 | ofColor gcolor; //グリッドの色 | ||
2017年11月14日 (火) 06:13時点における版
目次 |
Cellクラスを作る
- Cell.h
#pragma once
#include "ofMain.h"
class Cell {
public:
int currState; //現在の状態
int nextState; //次回の状態
int activeNeighbors; //近傍の生命の数
ofColor color; //セルの色
ofColor gcolor; //グリッドの色
Cell();
void update();
void draw(float x, float y, float w, float h);
void clear();
};
- Cell.cpp
#include "Cell.h"
//初期状態の設定
Cell::Cell(){
currState = 0;
nextState = 0;
color = ofColor::black; // cell color
gcolor = ofColor(150, 150, 150); // grid color
}
//セルの状態変異測
void Cell::update(){
if (currState) {
switch(activeNeighbors){
case 0:
case 1:
nextState = 0;
break;
case 2:
case 3:
nextState = 1;
color = ofColor::black; // live cell color
break;
case 4:
case 5:
case 6:
case 7:
case 8:
nextState = 0;
break;
}
}
else{
switch(activeNeighbors){
case 3:
nextState = 1;
color = ofColor::green; // born cell color
break;
default:
nextState = 0;
break;
}
}
}
//セルを描画
void Cell::draw(float x, float y, float w, float h){
ofSetColor(gcolor);
ofNoFill();
ofRect(x, y, w, h);
if (currState) {
ofSetColor(color);
ofFill();
ofRect(x, y, w, h);
ofNoFill();
}
}
void Cell::clear() {
currState = 0;
nextState = 0;
color = ofColor::black;
}
主プログラム
- ofApp.h
#pragma once
#include "ofMain.h"
#include "Cell.h"
class ofApp : public ofBaseApp {
public:
void setup();
void update();
void draw();
void keyPressed(int key);
void mousePressed(int x, int y, int button);
void keyReleased(int key);
void mouseMoved(int x, int y );
void mouseDragged(int x, int y, int button);
void mouseReleased(int x, int y, int button);
void windowResized(int w, int h);
void dragEvent(ofDragInfo dragInfo);
void gotMessage(ofMessage msg);
//ライフゲームのセルに関する定義
Cell **grid;
int rows, cols; //セルの個数。縦と横の2次元配列
float cellWidth, cellHeight; //グリッドの幅と高さのピクセル数
bool fullScreen; // フルスクリーンモードの切り替え
bool active; // オートマトンの進行のオン・オフ
void init(int width, int height, int cellsize); //グリッドの初期化
void pause(); //オートマトンの進行を止める
int getNumActiveNeighbors(int colIndex, int rowIndex); //近傍の生命の数をカウントする
void RandomCell(); //グリッド上にランダムに生命を置く
void ClearCell(); //グリッド上の生命をクリアする。
void goFullScreen(); //フルスクリーンモード切り替え
};
- ofApp.cpp
#include "ofApp.h"
const int WIDTH = 800;
const int HEIGHT = 600;
const int CELLSIZE = 6;
const int FULLSCREEN_CELLSIZE = 8;
const int FRAMERATE = 30;
void ofApp::setup() {
fullScreen = false;
active = false;
ofSetFullscreen(false);
ofSetWindowShape(WIDTH, HEIGHT);
ofBackground(ofColor::white);
ofSetBackgroundAuto(true);
ofSetWindowTitle("Conway's Game of Life");
ofSetFrameRate(FRAMERATE);
init(WIDTH, HEIGHT, CELLSIZE);
}
void ofApp::init(int width, int height, int cellSize) {
cols = width/cellSize;
rows = height/cellSize;
grid = new Cell *[cols];
for (int i=0; i<cols; i++) {
grid[i] = new Cell[rows];
for (int j=0; j<rows; j++) {
Cell *thisCell = &grid[i][j];
}
}
if (width % cellSize != 0 || (height & cellSize) != 0) {
float ratio = width/height;
cellWidth = cellSize * ratio;
cellHeight = cellSize;
} else {
cellWidth = cellSize;
cellHeight = cellSize;
}
}
void ofApp::update() {
if(active){
// get active neighbors for each cell
for (int i=0; i<cols; i++) {
for (int j=0; j<rows; j++) {
grid[i][j].activeNeighbors = getNumActiveNeighbors(i, j);
grid[i][j].update();
}
}
for (int i=0; i<cols; i++) {
for (int j=0; j<rows; j++) {
grid[i][j].currState = grid[i][j].nextState;
}
}
}
}
void ofApp::draw() {
for (int i=0; i<cols; i++) {
for (int j=0; j<rows; j++) {
grid[i][j].draw(i*cellWidth, j*cellHeight, cellWidth, cellHeight);
}
}
}
void ofApp::RandomCell() {
for (int i=0; i<cols; i++) {
for (int j=0; j<rows; j++) {
grid[i][j].clear();
grid[i][j].currState = ofRandom(2);
}
}
}
void ofApp::ClearCell() {
for (int i=0; i<cols; i++) {
for (int j=0; j<rows; j++) {
grid[i][j].clear();
}
}
}
int ofApp::getNumActiveNeighbors(int colIndex, int rowIndex) {
int ret = 0;
int prevCol = (colIndex - 1 + cols) % cols;
int nextCol = (colIndex + 1 + cols) % cols;
int prevRow = (rowIndex - 1 + rows) % rows;
int nextRow = (rowIndex + 1 + rows) % rows;
ret += grid[prevCol][prevRow].currState;
ret += grid[prevCol][rowIndex].currState;
ret += grid[prevCol][nextRow].currState;
ret += grid[colIndex][prevRow].currState;
ret += grid[colIndex][nextRow].currState;
ret += grid[nextCol][prevRow].currState;
ret += grid[nextCol][rowIndex].currState;
ret += grid[nextCol][nextRow].currState;
return ret;
}
void ofApp::goFullScreen() {
active = false;
ofToggleFullscreen();
fullScreen = !fullScreen;
if (fullScreen) {
init(ofGetScreenWidth(), ofGetScreenHeight(), FULLSCREEN_CELLSIZE);
} else {
init(WIDTH, HEIGHT, CELLSIZE);
}
}
void ofApp::pause() {
active = false;
}
void ofApp::mousePressed(int x, int y, int button) {
int xcell = x/cellWidth;
int ycell = y/cellHeight;
grid[xcell][ycell].currState = !grid[xcell][ycell].currState;
}
void ofApp::keyPressed(int key) {
switch (key) {
case ' ':
active = !active;
break;
case 'R':
RandomCell();
break;
case 'c':
ClearCell();
break;
case 'f':
goFullScreen();
break;
case 'g':
// pause();
patterns::gliderGun(grid, 2, 2);
break;
case 'p':
// pause();
patterns::pufferTrain(grid, cols/2 - 10, rows - 30);
break;
default:
break;
}
}
ここまでで、ライフゲームとして、成立する。
以下は追加の機能で典型的なパターンを定義してクラスを作る。
典型的セルパターンのクラス
- グライダー砲とパッファートレインのパターン定義を作る。
- ofApp.hの先頭辺りにに以下を追加すること。
#include "patterns.h"
- patterns.h
#pragma once
#include "ofApp.h"
class patterns {
public:
static void gliderGun(Cell **grid, int startPosX, int startPosY);
static void pufferTrain(Cell **grid, int startPosX, int startPosY);
};
patterns.cpp
#include "patterns.h"
void patterns::gliderGun(Cell **grid, int startPosX, int startPosY) {
// left box
grid[startPosX+1][startPosY+5].currState = 1;
grid[startPosX+1][startPosY+6].currState = 1;
grid[startPosX+2][startPosY+5].currState = 1;
grid[startPosX+2][startPosY+6].currState = 1;
// left middle of gun
grid[startPosX+11][startPosY+5].currState = 1;
grid[startPosX+11][startPosY+6].currState = 1;
grid[startPosX+11][startPosY+7].currState = 1;
grid[startPosX+12][startPosY+4].currState = 1;
grid[startPosX+12][startPosY+8].currState = 1;
grid[startPosX+13][startPosY+3].currState = 1;
grid[startPosX+13][startPosY+9].currState = 1;
grid[startPosX+14][startPosY+3].currState = 1;
grid[startPosX+14][startPosY+9].currState = 1;
grid[startPosX+15][startPosY+6].currState = 1;
grid[startPosX+16][startPosY+4].currState = 1;
grid[startPosX+16][startPosY+8].currState = 1;
grid[startPosX+17][startPosY+5].currState = 1;
grid[startPosX+17][startPosY+6].currState = 1;
grid[startPosX+17][startPosY+7].currState = 1;
grid[startPosX+18][startPosY+6].currState = 1;
// right middle of gun
grid[startPosX+21][startPosY+3].currState = 1;
grid[startPosX+21][startPosY+4].currState = 1;
grid[startPosX+21][startPosY+5].currState = 1;
grid[startPosX+22][startPosY+3].currState = 1;
grid[startPosX+22][startPosY+4].currState = 1;
grid[startPosX+22][startPosY+5].currState = 1;
grid[startPosX+23][startPosY+2].currState = 1;
grid[startPosX+23][startPosY+6].currState = 1;
grid[startPosX+25][startPosY+1].currState = 1;
grid[startPosX+25][startPosY+2].currState = 1;
grid[startPosX+25][startPosY+6].currState = 1;
grid[startPosX+25][startPosY+7].currState = 1;
// right block
grid[startPosX+35][startPosY+3].currState = 1;
grid[startPosX+35][startPosY+4].currState = 1;
grid[startPosX+36][startPosY+3].currState = 1;
grid[startPosX+36][startPosY+4].currState = 1;
}
void patterns::pufferTrain(Cell **grid, int startPosX, int startPosY) {
grid[startPosX+1][startPosY+2].currState = 1;
grid[startPosX+2][startPosY+1].currState = 1;
grid[startPosX+3][startPosY+1].currState = 1;
grid[startPosX+3][startPosY+5].currState = 1;
grid[startPosX+4][startPosY+1].currState = 1;
grid[startPosX+4][startPosY+2].currState = 1;
grid[startPosX+4][startPosY+3].currState = 1;
grid[startPosX+4][startPosY+4].currState = 1;
grid[startPosX+8][startPosY+5].currState = 1;
grid[startPosX+9][startPosY+3].currState = 1;
grid[startPosX+9][startPosY+4].currState = 1;
grid[startPosX+10][startPosY+3].currState = 1;
grid[startPosX+11][startPosY+3].currState = 1;
grid[startPosX+12][startPosY+4].currState = 1;
grid[startPosX+15][startPosY+2].currState = 1;
grid[startPosX+16][startPosY+1].currState = 1;
grid[startPosX+17][startPosY+1].currState = 1;
grid[startPosX+17][startPosY+5].currState = 1;
grid[startPosX+18][startPosY+1].currState = 1;
grid[startPosX+18][startPosY+2].currState = 1;
grid[startPosX+18][startPosY+3].currState = 1;
grid[startPosX+18][startPosY+4].currState = 1;
}
クラスの記述を洗練させた
- Cell.h
#pragma once
#include "ofMain.h"
#define NEIGHBORS 8
class Cell {
public:
int currState; //現在の状態
int nextState; //次回の状態
int activeNeighbors; //近傍の生命の数
ofColor color; //生きているセルの色
ofColor gcolor; //グリッドの色
Cell* nCell[NEIGHBORS]; //近傍のセルへのポインタ
Cell();
void update();
void draw(float x, float y, float w, float h);
void clear();
int getNumLiveNeighbors(); //近傍の生きているセルの数を得る
};
- Cell.cpp
#include "Cell.h"
//初期状態の設定
Cell::Cell(){
currState = 0;
nextState = 0;
color = ofColor::black; // cell color
gcolor = ofColor(150, 150, 150); // grid color
}
//セルの状態変異測
void Cell::update(){
liveNeighbors = getNumLiveNeighbors(); //近傍の生きているセルの数を得る
if (currState) {
switch(liveNeighbors){
case 0:
case 1:
nextState = 0;
break;
case 2:
case 3:
nextState = 1;
color = ofColor::black; // live cell color
break;
case 4:
case 5:
case 6:
case 7:
case 8:
nextState = 0;
break;
}
}
else{
switch(liveNeighbors){
case 3:
nextState = 1;
color = ofColor::green; // born cell color
break;
default:
nextState = false;
break;
}
}
}
//近傍の生きているセルの数を得る
int Cell::getNumLiveNeighbors() {
int ret = 0;
for(int i=0; i<8;i++){
ret += nCell[i]->currState;
}
return ret;
}
//セルを描画
void Cell::draw(float x, float y, float w, float h){
ofSetColor(gcolor);
ofNoFill();
ofRect(x, y, w, h);
if (currState) {
ofSetColor(color);
ofFill();
ofRect(x, y, w, h);
ofNoFill();
}
}
void Cell::clear() {
currState = 0;
nextState = 0;
color = ofColor::black;
}
- ofApp.h
#pragma once
#include "ofMain.h"
#include "Cell.h"
#include "patterns.h"
class ofApp : public ofBaseApp {
public:
void setup();
void update();
void draw();
void keyPressed(int key);
void mousePressed(int x, int y, int button);
void keyReleased(int key);
void mouseMoved(int x, int y );
void mouseDragged(int x, int y, int button);
void mouseReleased(int x, int y, int button);
void windowResized(int w, int h);
void dragEvent(ofDragInfo dragInfo);
void gotMessage(ofMessage msg);
//ライフゲームのセルに関する宣言
Cell **grid;
int cols, rows; //セルの個数。縦と横の2次元配列
float cellWidth, cellHeight; //グリッドの幅と高さのピクセル数
bool fullScreen; // フルスクリーンモードにするか否か
bool highlight; // 新しく誕生したセルをハイライトするか否か
bool active; // オートマトンの進行のオン・オフ
void init(int width, int height, int cellsize); //グリッドの初期化
void pause(); //オートマトンの進行を止める
void RandomCell(); //グリッド上にランダムに生命を置く
void ClearCell(); //グリッド上の生命をクリアする。
void goFullScreen();//フルスクリーンモード切り替え
};
- ofApp.cpp
#include "ofApp.h"
const int WIDTH = 800;
const int HEIGHT = 600;
const int CELLSIZE = 6;
const int FULLSCREEN_CELLSIZE = 8;
const int FRAMERATE = 30;
void ofApp::setup() {
fullScreen = false;
active = false;
ofSetFullscreen(false);
ofSetWindowShape(WIDTH, HEIGHT);
ofBackground(ofColor::white);
ofSetBackgroundAuto(true);
ofSetWindowTitle("Conway's Game of Life");
ofSetFrameRate(FRAMERATE);
init(WIDTH, HEIGHT, CELLSIZE); //ライフゲームの初期化
}
void ofApp::init(int width, int height, int cellSize) {
cols = width/cellSize;
rows = height/cellSize;
grid = new Cell *[cols];
for (int i=0; i<cols; i++) {
grid[i] = new Cell[rows];
}
// 自分の8近傍のセルのポインタをつける
// 剰余を使って、上下左右の通貨を定義
for (int i=0; i<cols; i++) {
for (int j=0; j<rows; j++) {
grid[i][j].nCell[0] = &(grid[(i-1 + cols)%cols][(j-1 + rows)%rows]);
grid[i][j].nCell[1] = &(grid[(i + cols)%cols][(j-1 + rows)%rows]);
grid[i][j].nCell[2] = &(grid[(i+1 + cols)%cols][(j-1 + rows)%rows]);
grid[i][j].nCell[3] = &(grid[(i-1 + cols)%cols][(j + rows)%rows]);
grid[i][j].nCell[4] = &(grid[(i+1 + cols)%cols][(j + rows)%rows]);
grid[i][j].nCell[5] = &(grid[(i-1 + cols)%cols][(j+1 + rows)%rows]);
grid[i][j].nCell[6] = &(grid[(i + cols)%cols][(j+1 + rows)%rows]);
grid[i][j].nCell[7] = &(grid[(i+1 + cols)%cols][(j+1 + rows)%rows]);
}
}
if (width % cellSize != 0 || (height & cellSize) != 0) {
float ratio = width/height;
cellWidth = cellSize * ratio;
cellHeight = cellSize;
} else {
cellWidth = cellSize;
cellHeight = cellSize;
}
}
void ofApp::update() {
if(active){
// セルの現在の状態を調べる
for (int i=0; i<cols; i++) {
for (int j=0; j<rows; j++) {
grid[i][j].update();
}
}
// セルの状態変数の更新
for (int i=0; i<cols; i++) {
for (int j=0; j<rows; j++) {
grid[i][j].currState = grid[i][j].nextState;
}
}
}
}
//
void ofApp::draw() {
for (int i=0; i<cols; i++) {
for (int j=0; j<rows; j++) {
grid[i][j].draw(i*cellWidth, j*cellHeight, cellWidth, cellHeight);
}
}
}
void ofApp::RandomCell() {
for (int i=0; i<cols; i++) {
for (int j=0; j<rows; j++) {
grid[i][j].clear();
grid[i][j].currState = ofRandom(2);
}
}
}
void ofApp::ClearCell() {
for (int i=0; i<cols; i++) {
for (int j=0; j<rows; j++) {
grid[i][j].clear();
}
}
}
void ofApp::goFullScreen() {
active = false;
ofToggleFullscreen();
fullScreen = !fullScreen;
delete grid;
if (fullScreen) {
init(ofGetScreenWidth(), ofGetScreenHeight(), FULLSCREEN_CELLSIZE);
} else {
init(WIDTH, HEIGHT, CELLSIZE);
}
}
void ofApp::pause() {
active = false;
}
void ofApp::mousePressed(int x, int y, int button) {
int xcell = x/cellWidth;
int ycell = y/cellHeight;
grid[xcell][ycell].currState = !grid[xcell][ycell].currState;
}
void ofApp::keyPressed(int key) {
switch (key) {
case ' ':
active = !active;
break;
case 'R':
RandomCell();
break;
case 'c':
ClearCell();
break;
case 'f':
goFullScreen();
break;
case 'g':
patterns::gliderGun(grid, 2, 2);
break;
case 'p':
patterns::pufferTrain(grid, cols/2 - 10, rows - 30);
break;
default:
break;
}
}
//--------------------------------------------------------------
void ofApp::keyReleased(int key){
}
//--------------------------------------------------------------
void ofApp::mouseMoved(int x, int y ){
}
//--------------------------------------------------------------
void ofApp::mouseDragged(int x, int y, int button){
}
//--------------------------------------------------------------
void ofApp::mouseReleased(int x, int y, int button){
}
//--------------------------------------------------------------
void ofApp::windowResized(int w, int h){
}
//--------------------------------------------------------------
void ofApp::gotMessage(ofMessage msg){
}
//--------------------------------------------------------------
void ofApp::dragEvent(ofDragInfo dragInfo){
}