康威的生命游戏:更改邻居计数function后,单元格更改计算错误

想知道是否有人可以帮助我解决这个小问题。 我写了一个函数来计算康威生命游戏中一个细胞的活着的邻居:

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] == ALIVE){ count++; } } } // subtract 1 so it's not counting it's own cell count--; return count; } 

它将所有单元格的二维数组作为参数,以及我们要检查的单元格的x和y坐标。

当使用此函数运行程序来计算生活邻居时,会导致一些小问题。 这很难描述,所以我将发布一张我最后一个细胞排列的图像:

细胞例子

通常,会有可见的图案,形状和块,但我们只是得到线条。

如果有人能帮助我,那就太好了!

我还会发布完整的代码,以防我错误地识别出问题:

 #include  #include  #include  #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)  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); } } } }