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package assignment5;
import java.awt.Color;
import java.io.File;
import java.io.FileNotFoundException;
import java.util.Objects;
import java.util.Scanner;
import javax.swing.JFileChooser;
import edu.princeton.cs.introcs.StdDraw;
public class ZombieSimulator {
public static final int X = 0;
public static final int Y = 1;
private static final String ZOMBIE_TOKEN_VALUE = "Zombie";
private static final Color ZOMBIE_COLOR = new Color(146, 0, 0);
private static final Color NONZOMBIE_COLOR = new Color(0, 0, 0);
private static final Color TEXT_COLOR = new Color(73, 0, 146);
public static final double ENTITY_RADIUS = 0.008;
public static final double RANDOM_DELTA_HALF_RANGE = 0.006;
//Read entities from a file.
public static void readEntities(Scanner in, boolean[] areZombies, double[][] positions) {
int i = 0;
while (in.hasNext()) {
String entityType = in.next(); // Read "Zombie" or "NonZombie"
double x = in.nextDouble(); // Read the x-coordinate
double y = in.nextDouble(); // Read the y-coordinate
areZombies[i] = Objects.equals(entityType, ZOMBIE_TOKEN_VALUE);
positions[i][X] = x;
positions[i][Y] = y;
i++;
}
}
/**
* Draw all the entities. Zombies are drawn as ZOMBIE_COLOR filled circles of
* radius ENTITY_RADIUS and non-zombies with filled NONZOMBIE_COLOR filled
* circles of radius ENTITY_RADIUS). Further, add feedback for nonzombie count
* (when ready to do so), and any additional desired drawing features.
*
* @param areZombies the zombie state of each entity
* @param positions the (x,y) position of each entity
*/
public static void drawEntities(boolean[] areZombies, double[][] positions) {
StdDraw.clear();
for (int i = 0; i < areZombies.length; i++) {
if (areZombies[i]) {
StdDraw.setPenColor(ZOMBIE_COLOR);
} else {
StdDraw.setPenColor(NONZOMBIE_COLOR);
}
StdDraw.filledCircle(positions[i][X], positions[i][Y], ENTITY_RADIUS);
}
// TODO: Write the loop that displays all the entities
// DONE: Show everything that was drawn (show the updated frame). This should be
// the only "show()" command!
StdDraw.show();
}
/**
* Check if the entity at the given index is touching a zombie. (HINT: You know
* the location of the center of each entity and that they all have a radius of
* ENTITY_RADIUS. If the circles representing two entities overlap they are
* considered to be touching. Consider using the distance formula.)
*
* @param index the index of the entity to check
* @param areZombies the zombie state of each entity
* @param positions the (x,y) position of each entity
* @return true if the entity at index is touching a zombie, false otherwise
*/
public static boolean touchingZombie(int index, boolean[] areZombies, double[][] positions) {
// TODO: Complete this method
for (int i = 0; i < areZombies.length; i++) {
if (areZombies[i] && i != index) { // Check only if the other entity is a zombie
double dx = positions[index][X] - positions[i][X];
double dy = positions[index][Y] - positions[i][Y];
double distance = Math.sqrt(dx * dx + dy * dy);
if (distance <= 2 * ENTITY_RADIUS) {
return true; // Touching a zombie
}
}
}
return false; // FIXME: Replace this so it returns the value of interest
}
/**
* Update the areZombies states and positions of all entities (assume Brownian
* motion).
*
* The rules for an update are:
*
* Each entity should move by a random value between -RANDOM_DELTA_HALF_RANGE
* and +RANDOM_DELTA_HALF_RANGE in both the x and the y coordinates.
*
* Entities should not be able to leave the screen. x and y coordinates should
* be kept between [0-1.0]
*
* If a non-zombie is touching a zombie it should change to a zombie. (HINT: you
* need to check all entities. On each one that is NOT a zombie, you can re-use
* code you've already written to see if it's "touching" a Zombie and, if so,
* change it to a zombie.)
*
* @param areZombies the zombie state of each entity
* @param positions the (x,y) position of each entity
*/
public static void updateEntities(boolean[] areZombies, double[][] positions) {
// TODO: Complete this method: It should update the positions of items in the
// entities array
for (int i = 0; i < areZombies.length; i++) {
// Brownian motion: random change in position
double deltaX = Math.random() * 2 * RANDOM_DELTA_HALF_RANGE - RANDOM_DELTA_HALF_RANGE;
double deltaY = Math.random() * 2 * RANDOM_DELTA_HALF_RANGE - RANDOM_DELTA_HALF_RANGE;
// Update position within bounds
positions[i][X] = Math.min(1.0, Math.max(0.0, positions[i][X] + deltaX));
positions[i][Y] = Math.min(1.0, Math.max(0.0, positions[i][Y] + deltaY));
// If non-zombie, check if it's touching a zombie
if (!areZombies[i] && touchingZombie(i, areZombies, positions)) {
areZombies[i] = true; // Become a zombie
}
}
}
//Return the number of nonzombies remaining
public static int nonzombieCount(boolean[] areZombies) {
int count = 0;
for (boolean isZombie : areZombies) {
if (!isZombie) {
count++;
}
}
return count;
}
// TODO: Change TodoReplaceWithCorrectReturnType to appropriate return type.
// TODO: Change TodoReplaceWithCorrectParameterType to appropriate parameter type.
// TODO: Rename todoRenameMe.
// public static TodoReplaceWithCorrectReturnType nonzombieCount(TodoReplaceWithCorrectParameterType todoRenameMe) {
// TODO: complete this method
// }
//Run the zombie simulation.
private static void runSimulation(Scanner in) {
StdDraw.enableDoubleBuffering(); // reduce unpleasant drawing artifacts, speed things up
int N = in.nextInt(); // Assume the first value is the number of entities
boolean[] areZombies = new boolean[N];
double[][] positions = new double[N][2];
readEntities(in, areZombies, positions);
drawEntities(areZombies, positions);
StdDraw.pause(500);
while (nonzombieCount(areZombies) > 0) {
updateEntities(areZombies, positions);
drawEntities(areZombies, positions);
StdDraw.pause(100); // Slow down the simulation slightly
}
}
public static void main(String[] args) throws FileNotFoundException {
JFileChooser chooser = new JFileChooser("zombieSims");
chooser.showOpenDialog(null);
File f = new File(chooser.getSelectedFile().getPath());
Scanner in = new Scanner(f); //making Scanner with a File
runSimulation(in);
}
}
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