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我的代码中有一个按钮有问题,该按钮旨在通过许多倍速器循环

如何解决我的代码中有一个按钮有问题,该按钮旨在通过许多倍速器循环

我正在完成一个学校的期末项目,我对制作的内容充满了创造力。我决定制作一个简单的 Conway 模拟器,它的底部有几个按钮。一个播放/暂停,一个步进,一个清除,一个改变速度。它是在处理过程中制作的,我试过实现速度按钮,但每当我点击它时,它总是恢复到 1 倍速度,即使这不是预期的行为。我的代码如下(处理 3):

void setup() {
   size(550,615);
   pixelDensity(2);
   frameRate(60);
}

//initial array,set as 2 glider guns ----------------------------
boolean[][] colour =  {{false,false,false},{false,true,false}
};
//----------------------------------------------------------------

//game variables -------------------------------------------------
int xposGame = 25;
int yposGame = 25;
int[] arraySize = {50,50};
int slowDown = 4;
int speedMultiplier = slowDown;
//----------------------------------------------------------------

//play button variables ------------------------------------------
int xposPlay = xposGame;
int yposPlay = 550;
int playWidth = 40;
boolean playActive = false;
//----------------------------------------------------------------

//clear button variables -----------------------------------------
int clearWidth = 40;
int xposClear = 485;
int yposClear = 550;
//----------------------------------------------------------------

//step button variables ------------------------------------------
int stepWidth = 40;
int xposstep = xposGame + xposPlay + 25;
int yposstep = 550;
//----------------------------------------------------------------

//speed multiplier button variables ------------------------------
int speedWidth = 40;
int xposspeed = xposGame + xposPlay + xposstep;
int yposspeed = 550;
//----------------------------------------------------------------

//clear the board ------------------------------------------------
void cleararr(){
  for(int i = 0; i < arraySize[0]; i++){
    for(int j = 0; j < arraySize[1]; j++){
      colour[i][j] = false;
    }
  }
}
//----------------------------------------------------------------

//iteration function ---------------------------------------------
void iteration(){
  
 //counter for # of neighboring cells
 int neighborNum = 0;
  
 //next generations array
 boolean[][] newColour =  new boolean[arraySize[0]][arraySize[1]];
  
 //read the current generation's array
 for(int i = 0; i < arraySize[0]; i++){
   for(int j = 0; j < arraySize[1]; j++){
      
    //search all values around the cell (excluding those outside the array) and count how many neighbors are alive
    if(i != -0){
      if(j != 0){
        if(colour[i-1][j-1]==true){neighborNum++;}
      }
      if(colour[i-1][j]==true){neighborNum++;}
      if(j != arraySize[1]-1){
        if(colour[i-1][j+1]==true){neighborNum++;}
      }
    }
      
    if(j != 0){
      if(colour[i][j-1]==true){neighborNum++;}
    }
    if(j != arraySize[1]-1){
      if(colour[i][j+1]==true){neighborNum++;}
    }
      
    if(i != arraySize[0]-1){
      if(j != 0){
        if(colour[i+1][j-1]==true){neighborNum++;}
      }
      if(colour[i+1][j]==true){neighborNum++;}
      if(j != arraySize[1]-1){
        if(colour[i+1][j+1]==true){neighborNum++;}
      }
    }
        
    //check if the current cell is alive. if it has 2-3 neighbors,it survives,else it doesnt
    if(colour[i][j]==true){
      if(neighborNum==3||neighborNum==2){
        newColour[i][j] = true;
      }
      else{
        newColour[i][j] = false;
      }
    }
        
    //check if the current cell is dead. if it has 3 neighbors,birth it next round
    if(colour[i][j]==false){
      if(neighborNum==3){
        newColour[i][j] = true;
      }
      else{
        newColour[i][j] = false;
      }
    }
       
    //set the number of neighbors on the current cell to 0 for the next cell
    neighborNum = 0;
   }
 }
  
  //set the new array to be the current array
  colour = newColour;
}
//----------------------------------------------------------------

//iteration drawing function -------------------------------------
void drawIteration(){
  for(int i = 0; i < arraySize[0]; i++){
    for(int j = 0; j < arraySize[1]; j++){
      if(colour[i][j] == true){
        fill(255);
      }
      else{fill(0);}
      strokeWeight(2);
      stroke(50);
      rect(10*j+xposGame,10*i+yposGame,10,10);
    }
  }
}
//----------------------------------------------------------------

//play/pause button function -------------------------------------
void drawPlay(){
  nostroke();
  fill(0);
  rect(xposPlay,yposPlay,playWidth,5);
  fill(255);
  if(!playActive){
    triangle(xposPlay + (playWidth/3),yposPlay + (playWidth/3.3),xposPlay + (playWidth/3),yposPlay + playWidth - (playWidth/3.3),xposPlay + (playWidth*3.5/5),yposPlay + (playWidth/2));
  }
  if(playActive){
    rect(xposPlay + (playWidth/3),playWidth/9,playWidth-(2*(playWidth/3.3)),2);
    rect(xposPlay + playWidth - (playWidth/3) - (playWidth/9),2);
  }
}
//----------------------------------------------------------------

//clear button function ------------------------------------------
void drawClear(){
  nostroke();
  fill(0);
  rect(xposClear,yposClear,clearWidth,5);
  strokeWeight(clearWidth/9);
  stroke(255);
  line(xposClear+clearWidth/3,yposClear + clearWidth/3,xposClear + 2 * clearWidth/3,yposClear + 2 * clearWidth/3);
  line(xposClear+clearWidth/3,yposClear + 2 * clearWidth/3,yposClear + clearWidth/3);
}
//----------------------------------------------------------------

//step button function -------------------------------------------
void drawStep(){
  nostroke();
  fill(0);
  rect(xposstep,yposstep,stepWidth,5);
  strokeWeight(stepWidth/9);
  stroke(255);
  line(xposstep + stepWidth/3,yposstep + stepWidth/3,xposstep + (stepWidth*3.5/5),yposstep + (stepWidth/2));
  line(xposstep + stepWidth/3,yposstep + 2*stepWidth/3,yposstep + (stepWidth/2));
}
//----------------------------------------------------------------

//speed multiplier button ----------------------------------------
void drawSpeed(){
  nostroke();
  fill(0);
  rect(xposspeed,yposspeed,speedWidth,5);
  fill(255);
  textAlign(CENTER);
  textSize(25);
  if(slowDown == 12){
    text("1x",xposspeed + (speedWidth/2),yposspeed + (speedWidth/1.4));
  }
  if(slowDown == 6){
    text("2x",yposspeed + (speedWidth/1.4));
  }
  if(slowDown == 4){
    text("3x",yposspeed + (speedWidth/1.4));
  }
  if(slowDown == 3){
    text("4x",yposspeed + (speedWidth/1.4));
  }
}
//----------------------------------------------------------------

//all mousepressed events ----------------------------------------
void mousepressed(){
  
  //play button
  if(mouseX > xposPlay && mouseX < xposPlay + playWidth && mouseY > yposPlay && mouseY < yposPlay + playWidth){
    playActive = !playActive;
  }
  
  //clear button
  if(mouseX > xposClear && mouseX < xposClear + clearWidth && mouseY > yposClear && mouseY < yposClear + clearWidth){
    cleararr();
    playActive = false;
  }
  
  //step button
  if(mouseX > xposstep && mouseX < xposstep + stepWidth && mouseY > yposstep && mouseY < yposstep + stepWidth){
    iteration();
    playActive = false;
  }
  
  //speed multiplier button
  if(mouseX > xposspeed && mouseX < xposspeed + speedWidth && mouseY > yposspeed && mouseY < yposspeed + speedWidth){
    if(slowDown == 12){
      slowDown = 6;
    }
    if(slowDown == 6){
      slowDown = 4;
    }
    if(slowDown == 4){
      slowDown = 3;
    }
    if(slowDown == 3){
      slowDown = 2;
    }
    if(slowDown == 2){
      slowDown = 12;
    }
  }
  
  //adding cells
  if(!playActive && mouseX > xposGame && mouseX < xposGame + 10*arraySize[0] && mouseY > yposGame && mouseY < yposGame + 10*arraySize[1]){
      colour[(mouseY-yposGame)/10][(mouseX-xposGame)/10] = !colour[(mouseY-yposGame)/10][(mouseX-xposGame)/10];
  }
}
//----------------------------------------------------------------

void draw() {
  background(50);
  nostroke();
  fill(50);
  
  drawPlay();
  drawClear();
  drawStep();
  drawSpeed();
  
  if(speedMultiplier == 0){
    if(playActive){ 
      iteration();
    }
    speedMultiplier = slowDown;
  }
  
  speedMultiplier --;
  
  drawIteration();
}

解决方法

这部分逻辑看起来过于复杂且容易出错:

if(slowDown == 12){
      slowDown = 6;
    }
    if(slowDown == 6){
      slowDown = 4;
    }
    if(slowDown == 4){
      slowDown = 3;
    }
    if(slowDown == 3){
      slowDown = 2;
    }
    if(slowDown == 2){
      slowDown = 12;
    }

一个基本的例子是,如果 slowDown6,您将其设置为 4,但是在下一个条件中,您检查它是否为 4 并将其更改为 {{1}因为它是 6,所以它不仅会变为 4,而且会立即变为 3。您的所有条件都会逐渐下降,最终在 3 处循环。

试试看:

12

我能想到的最简单的方法就是将 if(mouseX > xposSpeed && mouseX < xposSpeed + speedWidth && mouseY > yposSpeed && mouseY < yposSpeed + speedWidth){ println("before",slowDown); if(slowDown == 12){ slowDown = 6; } if(slowDown == 6){ slowDown = 4; } if(slowDown == 4){ slowDown = 3; } if(slowDown == 3){ slowDown = 2; } if(slowDown == 2){ slowDown = 12; } println("after",slowDown); } 设置为一个值:

slowDown

如果您想要多个速度倍增器,您可能打算使用 switch: ?

if(mouseX > xposSpeed && mouseX < xposSpeed + speedWidth && mouseY > yposSpeed && mouseY < yposSpeed + speedWidth){
    slowDown = 1;
  }

就实际行为而言,根据按钮标签,如果看起来您想要在速度预设中循环:1x、2x、3x、4x,然后返回到 1x。

或者,您可以管理一组预设选项并简单地增加(并循环)一个索引。您也可以选择使用预设文本标签数组。

例如:

if(mouseX > xposSpeed && mouseX < xposSpeed + speedWidth && mouseY > yposSpeed && mouseY < yposSpeed + speedWidth){
    println("before",slowDown);
    switch(slowDown){
      case 12:
        slowDown = 6;
        break;
      case 6:
        slowDown = 4;
        break;
      case 4:
        slowDown = 3;
        break;
      case 3:
        slowDown = 2;
        break;
      case 2:
        slowDown = 12;
        break;
    }
    println("after",slowDown);
  }

以下是包含上述更改的代码的修改版本:

int speedPresetIndex = 0;
int[] speedPresetValues = {12,6,4,3,2};
String[] speedPresetLabels = {"1x","2x","3x","4x",""};
...
if(mouseX > xposSpeed && mouseX < xposSpeed + speedWidth && mouseY > yposSpeed && mouseY < yposSpeed + speedWidth){
    // increment index (looping back to start using %)
    speedPresetIndex = (speedPresetIndex + 1) % speedPresetValues.length; 
    // update slowDown based on preset
    slowDown = speedPresetValues[speedPresetIndex];
  }
...
text(speedPresetLabels[speedPresetIndex],xposSpeed + (speedWidth/2),yposSpeed + (speedWidth/1.4));

希望这能解决您的主要问题。

此外,我还有一些可能有用的建议:

  • avoid repeating yourself 在代码中。所有鼠标/按钮矩形边界检查都可以将逻辑封装在可重用的函数中。 (如果在学校上课,你可以实现和重用一个 Button 类)。您可以在 this answer 中查看示例。即使它在 p5.js 中,语法也非常相似。
  • 同样,如果教授课程,2D CA 可以封装成一个可重用的课程
  • 这是一个很好的建议:您可以使用 .png 图像,而不是像这样手动定义大型 2D 布尔数组,其中 void setup() { size(550,615); pixelDensity(2); frameRate(60); println(colour.length,colour[0].length); } int speedPresetIndex = 0; int[] speedPresetValues = {12,""}; //initial array,set as 2 glider guns ---------------------------- boolean[][] colour = {{false,false,false},{false,true,false} }; //boolean[][] colour = new boolean[50][50]; //---------------------------------------------------------------- //game variables ------------------------------------------------- int xposGame = 25; int yposGame = 25; int[] arraySize = {50,50}; int slowDown = 4; int speedMultiplier = slowDown; //---------------------------------------------------------------- //play button variables ------------------------------------------ int xposPlay = xposGame; int yposPlay = 550; int playWidth = 40; boolean playActive = false; //---------------------------------------------------------------- //clear button variables ----------------------------------------- int clearWidth = 40; int xposClear = 485; int yposClear = 550; //---------------------------------------------------------------- //step button variables ------------------------------------------ int stepWidth = 40; int xposStep = xposGame + xposPlay + 25; int yposStep = 550; //---------------------------------------------------------------- //speed multiplier button variables ------------------------------ int speedWidth = 40; int xposSpeed = xposGame + xposPlay + xposStep; int yposSpeed = 550; //---------------------------------------------------------------- //clear the board ------------------------------------------------ void clearArr(){ for(int i = 0; i < arraySize[0]; i++){ for(int j = 0; j < arraySize[1]; j++){ colour[i][j] = false; } } } //---------------------------------------------------------------- //iteration function --------------------------------------------- void iteration(){ //counter for # of neighboring cells int neighborNum = 0; //next generations array boolean[][] newColour = new boolean[arraySize[0]][arraySize[1]]; //read the current generation's array for(int i = 0; i < arraySize[0]; i++){ for(int j = 0; j < arraySize[1]; j++){ //search all values around the cell (excluding those outside the array) and count how many neighbors are alive if(i != -0){ if(j != 0){ if(colour[i-1][j-1]==true){neighborNum++;} } if(colour[i-1][j]==true){neighborNum++;} if(j != arraySize[1]-1){ if(colour[i-1][j+1]==true){neighborNum++;} } } if(j != 0){ if(colour[i][j-1]==true){neighborNum++;} } if(j != arraySize[1]-1){ if(colour[i][j+1]==true){neighborNum++;} } if(i != arraySize[0]-1){ if(j != 0){ if(colour[i+1][j-1]==true){neighborNum++;} } if(colour[i+1][j]==true){neighborNum++;} if(j != arraySize[1]-1){ if(colour[i+1][j+1]==true){neighborNum++;} } } //check if the current cell is alive. if it has 2-3 neighbors,it survives,else it doesnt if(colour[i][j]==true){ if(neighborNum==3||neighborNum==2){ newColour[i][j] = true; } else{ newColour[i][j] = false; } } //check if the current cell is dead. if it has 3 neighbors,birth it next round if(colour[i][j]==false){ if(neighborNum==3){ newColour[i][j] = true; } else{ newColour[i][j] = false; } } //set the number of neighbors on the current cell to 0 for the next cell neighborNum = 0; } } //set the new array to be the current array colour = newColour; } //---------------------------------------------------------------- //iteration drawing function ------------------------------------- void drawIteration(){ for(int i = 0; i < arraySize[0]; i++){ for(int j = 0; j < arraySize[1]; j++){ if(colour[i][j] == true){ fill(255); } else{fill(0);} strokeWeight(2); stroke(50); rect(10*j+xposGame,10*i+yposGame,10,10); } } } //---------------------------------------------------------------- //play/pause button function ------------------------------------- void drawPlay(){ noStroke(); fill(0); rect(xposPlay,yposPlay,playWidth,5); fill(255); if(!playActive){ triangle(xposPlay + (playWidth/3),yposPlay + (playWidth/3.3),xposPlay + (playWidth/3),yposPlay + playWidth - (playWidth/3.3),xposPlay + (playWidth*3.5/5),yposPlay + (playWidth/2)); } if(playActive){ rect(xposPlay + (playWidth/3),playWidth/9,playWidth-(2*(playWidth/3.3)),2); rect(xposPlay + playWidth - (playWidth/3) - (playWidth/9),2); } } //---------------------------------------------------------------- //clear button function ------------------------------------------ void drawClear(){ noStroke(); fill(0); rect(xposClear,yposClear,clearWidth,5); strokeWeight(clearWidth/9); stroke(255); line(xposClear+clearWidth/3,yposClear + clearWidth/3,xposClear + 2 * clearWidth/3,yposClear + 2 * clearWidth/3); line(xposClear+clearWidth/3,yposClear + 2 * clearWidth/3,yposClear + clearWidth/3); } //---------------------------------------------------------------- //step button function ------------------------------------------- void drawStep(){ noStroke(); fill(0); rect(xposStep,yposStep,stepWidth,5); strokeWeight(stepWidth/9); stroke(255); line(xposStep + stepWidth/3,yposStep + stepWidth/3,xposStep + (stepWidth*3.5/5),yposStep + (stepWidth/2)); line(xposStep + stepWidth/3,yposStep + 2*stepWidth/3,yposStep + (stepWidth/2)); } //---------------------------------------------------------------- //speed multiplier button ---------------------------------------- void drawSpeed(){ noStroke(); fill(0); rect(xposSpeed,yposSpeed,speedWidth,5); fill(255); textAlign(CENTER); textSize(25); text(speedPresetLabels[speedPresetIndex],yposSpeed + (speedWidth/1.4)); } //---------------------------------------------------------------- //all mousePressed events ---------------------------------------- void mousePressed(){ //play button if(mouseX > xposPlay && mouseX < xposPlay + playWidth && mouseY > yposPlay && mouseY < yposPlay + playWidth){ playActive = !playActive; } //clear button if(mouseX > xposClear && mouseX < xposClear + clearWidth && mouseY > yposClear && mouseY < yposClear + clearWidth){ clearArr(); playActive = false; } //step button if(mouseX > xposStep && mouseX < xposStep + stepWidth && mouseY > yposStep && mouseY < yposStep + stepWidth){ iteration(); playActive = false; } //speed multiplier button if(mouseX > xposSpeed && mouseX < xposSpeed + speedWidth && mouseY > yposSpeed && mouseY < yposSpeed + speedWidth){ // increment index (looping back to start using %) speedPresetIndex = (speedPresetIndex + 1) % speedPresetValues.length; // update slowDown based on preset slowDown = speedPresetValues[speedPresetIndex]; } //adding cells if(!playActive && mouseX > xposGame && mouseX < xposGame + 10*arraySize[0] && mouseY > yposGame && mouseY < yposGame + 10*arraySize[1]){ colour[(mouseY-yposGame)/10][(mouseX-xposGame)/10] = !colour[(mouseY-yposGame)/10][(mouseX-xposGame)/10]; } } //---------------------------------------------------------------- void draw() { background(50); noStroke(); fill(50); drawPlay(); drawClear(); drawStep(); drawSpeed(); if(speedMultiplier == 0){ if(playActive){ iteration(); } speedMultiplier = slowDown; } speedMultiplier --; drawIteration(); } 被标记为黑色背景上的白色像素。通过这种方法,未​​来版本不仅可以绘制,还可以保存/加载 2D CA 配置。

剩下的一点都不差(相当干净的代码,一致的命名等)!干得好!

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