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与 Gosu 的 Ruby 生命游戏 - 更新操作不起作用

转载 作者:数据小太阳 更新时间:2023-10-29 07:36:22 24 4
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我正在使用 Gosu 在 Ruby 中创建生命游戏。我的代码如下。现在,当我运行“ruby gosu.rb”时,它会打开具有适当尺寸的窗口,并按原样预填充 World。

但是一旦我取消注释“@game.tick!”在 gosu 文件更新操作中,运行“ruby gosu.rb”时出现黑屏,没有预先填充的世界,我无法关闭。这是为什么以及如何解决这个问题?

You can find github repo with rest of the code here.任何帮助都很棒。

这是我的 game_of_life.rb

class Game
attr_accessor :world

def initialize(world=World.new, seeds=[])
@world = world
seeds.each do |seed|
world.cell_board[seed[0]][seed[1]].alive = true
end
end

def tick!
next_round_live_cells = []
next_round_dead_cells = []

world.cells.each do |cell|
# Rule 1:
# Any live cell with fewer than two live neighbours dies
if cell.alive? && world.live_neighbours_around_cell(cell).count < 2
next_round_dead_cells << cell
end
# Rule 2:
# Any live cell with two or three live neighbours lives on to the next generation
if cell.alive? && world.live_neighbours_around_cell(cell).count == (2 || 3)
next_round_live_cells << cell
end
# Rule 3:
# Any live cell with more than three live neighbours dies
if cell.alive? && world.live_neighbours_around_cell(cell).count > 3
next_round_dead_cells << cell
end
# Rule 4:
# Any dead cell with exactly three live neighbours becomes a live cell
if cell.dead? && world.live_neighbours_around_cell(cell).count == 3
next_round_live_cells << cell
end
end

next_round_live_cells.each do |cell|
cell.revive!
end
next_round_dead_cells.each do |cell|
cell.die!
end
end
end

class World
attr_accessor :rows, :cols, :cell_board, :cells

# Scheme of default initialized world matrix
#------------------------
# 0 1 2
# 0 [ dead, dead, dead ]
# 1 [ dead, alive, dead ]
# 2 [ dead, dead, dead ]
#-----------------------

def initialize(rows=3, cols=3)
@rows = rows
@cols = cols
@cells = []

@cell_board = Array.new(rows) do |row|
Array.new(cols) do |col|
Cell.new(col, row) # note col is 1st, than is row
end
end

cell_board.each do |row|
row.each do |element|
if element.is_a?(Cell)
cells << element
end
end
end
end

def live_cells
cells.select { |cell| cell.alive }
end

def dead_cells
cells.select { |cell| cell.alive == false }
end

def live_neighbours_around_cell(cell)
live_neighbours = []
live_cells.each do |live_cell|
# Neighbour to the North
if live_cell.x == cell.x - 1 && live_cell.y == cell.y
live_neighbours << live_cell
end
# Neighbour to the North-East
if live_cell.x == cell.x - 1 && live_cell.y == cell.y + 1
live_neighbours << live_cell
end
# Neighbour to the East
if live_cell.x == cell.x && live_cell.y == cell.y + 1
live_neighbours << live_cell
end
# Neighbour to the South-East
if live_cell.x == cell.x + 1 && live_cell.y == cell.y + 1
live_neighbours << live_cell
end
# Neighbour to the South
if live_cell.x == cell.x + 1 && live_cell.y == cell.y
live_neighbours << live_cell
end
# Neighbour to the South-West
if live_cell.x == cell.x + 1 && live_cell.y == cell.y - 1
live_neighbours << live_cell
end
# Neighbour to the West
if live_cell.x == cell.x && live_cell.y == cell.y - 1
live_neighbours << live_cell
end
# Neighbour to the North-West
if live_cell.x == cell.x - 1 && live_cell.y == cell.y - 1
live_neighbours << live_cell
end
end
live_neighbours
end

def randomly_populate
cells.each do |cell|
cell.alive = [true, false].sample
end
end

end

class Cell
attr_accessor :x, :y, :alive #, :height, :width

def initialize(x=0, y=0)
@x = x
@y = y
@alive = false

# Gosu
# @height = height
# @width = width
end

def alive?
alive
end

def dead?
!alive
end

def die!
@alive = false
end

def revive!
@alive = true # same as > self.alive = true
end
end

这是我的gosu代码

require 'gosu'
require_relative 'gol.rb'

class GameOfLifeWindow < Gosu::Window

def initialize(height=800, width=600)

# Basics
@height = height
@width = width
super height, width, false, 500
self.caption = 'My Game of Life'

# Colors
@white = Gosu::Color.new(0xffededed)
@black = Gosu::Color.new(0xff121212)

# Game world
@rows = height/10
@cols = width/10
world = World.new(@cols, @rows)
@game = Game.new(world)
@row_height = height/@rows
@col_width = width/@cols
@game.world.randomly_populate

@generation = 0
end

def update
# unless @game.world.live_cells.count == 0
# @game.tick!
@generation += 1
# end
end

def draw
@game.world.cells.each do |cell|
if cell.alive?
draw_quad(cell.x * @col_width, cell.y * @row_height, @black,
cell.x * @col_width + @col_width, cell.y * @row_height, @black,
cell.x * @col_width + @col_width, cell.y * @row_height + @row_height, @black,
cell.x * @col_width, cell.y * @row_height + @row_height, @black)
end
end
end

def button_down(id)
case id
when Gosu::KbSpace
@game.world.randomly_populate
when Gosu::KbEscape
close
end
end

def draw_background
draw_quad(0, 0, @white,
width, 0, @white,
width, height, @white,
0, height, @white)
end

end

window = GameOfLifeWindow.new
window.show

最佳答案

好的,我现在知道代码是正确的,只是循环 tick! 方法需要很多时间。

我制作了视频教程,内容涉及使用 Rspec 和 Gosu 游戏库使用 TDD 在 Ruby 中制作生命游戏,您可以在此处查看 > http://svenduplic.com/2013/03/25/conways-game-of-life-in-ruby.html

它们包含从头到尾的游戏制作过程,我对每一行都进行了解释。最后我解释了为什么这里的代码需要很长时间才能完成并适本地优化它。

关于与 Gosu 的 Ruby 生命游戏 - 更新操作不起作用,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/15422642/

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