Java编程思想第4版[中文版](PDF格式)-第165部分
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import java。awt。*;
import java。awt。event。*;
import java。applet。*;
import java。util。*;
class Beast {
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int
x; y; // Screen position
currentSpeed; // Pixels per second
float currentDirection; // Radians
Color color; // Fill color
FieldOBeasts field; // Where the Beast roams
static final int GSIZE = 10; // Graphic size
public Beast(FieldOBeasts f; int x; int y;
float cD; int cS; Color c) {
field = f;
this。x = x;
this。y = y;
currentDirection = cD;
currentSpeed = cS;
color = c;
}
public void step() {
// You move based on those within your sight:
Vector seen = field。beastListInSector(this);
// If you're not out in front
if(seen。size() 》 0) {
// Gather data on those you see
int totalSpeed = 0;
float totalBearing = 0。0f ;
float distanceToNearest = 100000。0f;
Beast nearestBeast =
(Beast)seen。elementAt(0);
Enumeration e = seen。elements();
while(e。hasMoreElements()) {
Beast aBeast = (Beast) e。nextElement();
totalSpeed += aBeast。currentSpeed;
float bearing =
aBeast。bearingFromPointAlongAxis(
x; y; currentDirection);
totalBearing += bearing;
float distanceToBeast =
aBeast。distanceFromPoint(x; y);
if(distanceToBeast 《 distanceToNearest) {
nearestBeast = aBeast;
distanceToNearest = distanceToBeast;
}
}
// Rule 1: Match average speed of those
// in the list:
currentSpeed = totalSpeed / seen。size();
// Rule 2: Move towards the perceived
// center of gravity of the herd:
currentDirection =
totalBearing / seen。size();
// Rule 3: Maintain a minimum distance
// from those around you:
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if(distanceToNearest field。maxSpeed) {
currentSpeed = field。maxSpeed;
}
}
}
else { // You are in front; so slow down
currentSpeed =
(int)(currentSpeed * field。decayRate);
}
// Make the beast move:
x += (int)(Math。cos(currentDirection)
* currentSpeed);
y += (int)(Math。sin(currentDirection)
* currentSpeed);
x %= field。xExtent;
y %= field。yExtent;
if(x 《 0)
x += field。xExtent;
if(y 《 0)
y += field。yExtent;
}
public float bearingFromPointAlongAxis (
int originX; int originY; float axis) {
// Returns bearing angle of the current Beast
// in the world coordiante system
try {
double bearingInRadians =
Math。atan(
(this。y originY) /
(this。x originX));
// Inverse tan has two solutions; so you
// have to correct for other quarters:
if(x 《 originX) {
if(y 《 originY) {
bearingInRadians += (float)Math。PI;
}
else {
bearingInRadians =
(float)Math。PI bearingInRadians;
}
}
// Just subtract the axis (in radians):
return (float) (axis bearingInRadians);
} catch(ArithmeticException aE) {
// Divide by 0 error possible on this
if(x 》 originX) {
return 0;
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}
else
return (float) Math。PI;
}
}
public float distanceFromPoint(int x1; int y1){
return (float) Math。sqrt(
Math。pow(x1 x; 2) +
Math。pow(y1 y; 2));
}
public Point position() {
return new Point(x; y);
}
// Beasts know how to draw themselves:
public void draw(Graphics g) {
g。setColor(color);
int directionInDegrees = (int)(
(currentDirection * 360) / (2 * Math。PI));
int startAngle = directionInDegrees
FieldOBeasts。halfFieldOfView;
int endAngle = 90;
g。fillArc(x; y; GSIZE; GSIZE;
startAngle; endAngle);
}
}
public class FieldOBeasts extends Applet
implements Runnable {
private Vector beasts;
static float
fieldOfView =
(float) (Math。PI / 4); // In radians
// Deceleration % per second:
decayRate = 1。0f;
minimumDistance = 10f; // In pixels
static int
halfFieldOfView = (int)(
(fieldOfView * 360) / (2 * Math。PI));
xExtent = 0;
yExtent = 0;
numBeasts = 50;
maxSpeed = 20; // Pixels/second
boolean uniqueColors = true;
Thread thisThread;
int delay = 25;
public void init() {
if (xExtent == 0 && yExtent == 0) {
xExtent = Integer。parseInt(
getParameter(〃xExtent〃));
yExtent = Integer。parseInt(
getParameter(〃yExtent〃));
}
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beasts =
makeBeastVector(numBeasts; uniqueColors);
// Now start the beasts a…rovin':
thisThread = new Thread(this);
thisThread。start();
}
public void run() {
while(true) {
for(int i = 0; i 《 beasts。size(); i++){
Beast b = (Beast) beasts。elementAt(i);
b。step();
}
try {
thisThread。sleep(delay);
} catch(InterruptedException ex){}
repaint(); // Otherwise it won't update
}
}
Vector makeBeastVector(
int quantity; boolean uniqueColors) {
Vector newBeasts = new Vector();
Random generator = new Random();
// Used only if uniqueColors is on:
double cubeRootOfBeastNumber =
Math。pow((double)numBeasts; 1。0 / 3。0);
float colorCubeStepSize =
(float) (1。0 / cubeRootOfBeastNumber);
float r = 0。0f;
float g = 0。0f;
float b = 0。0f;
for(int i = 0; i 《 quantity; i++) {
int x =
(int) (generator。nextFloat() * xExtent);
if(x 》 xExtent Beast。GSIZE)
x …= Beast。GSIZE;
int y =
(int) (generator。nextFloat() * yExtent);
if(y 》 yExtent Beast。GSIZE)
y …= Beast。GSIZE;
float direction = (float)(
generator。nextFloat() * 2 * Math。PI);
int speed = (int)(
generator。nextFloat() * (float)maxSpeed);
if(uniqueColors) {
r += colorCubeStepSize;
if(r 》 1。0) {
r …= 1。0f;
g += colorCubeStepSize;
if( g 》 1。0) {
g …= 1。0f;
b += colorCubeStepSize;
if(b 》 1。0)
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b …= 1。0f;
}
}
}
newBeasts。addElement(
new Beast(this; x; y; direction; speed;
new Color(r;g;b)));
}
return newBeasts;
}
public Vector beastListInSector(Beast viewer) {
Vector output = new Vector();
Enumeration e = beasts。elements();
Beast aBeast = (Beast)beasts。elementAt(0);
int counter = 0;
while(e。hasMoreElements()) {
aBeast = (Beast) e。nextElement();
if(aBeast != viewer) {
Point p = aBeast。position();
Point v = viewer。position();
float bearing =
aBeast。bearingFromPointAlongAxis(
v。x; v。y; viewer。currentDirection);
if(Math。abs(bearing) 《 fieldOfView / 2)
output。addElement(aBeast);
}
}
return output;
}
public void paint(Graphics g) {
Enumeration e = beasts。elements();
while(e。hasMoreElements()) {
((Beast)e。nextElement())。draw(g);
}
}
public static void main(String'' args) {
FieldOBeasts field = new FieldOBeasts();
field。xExtent = 640;
field。yExtent = 480;
Frame frame = new Frame(〃Field 'O Beasts〃);
// Optionally use a mand…line argument
// for the sleep time:
if(args。length 》= 1)
field。delay = Integer。parseInt(args'0');
frame。addWindowListener(
new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System。exit(0);
}
});
frame。add(field; BorderLayout。CENTER);
frame。setSize(640;480);
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field。init();
field。start();
frame。setVisible(true);
}
} ///:~
尽管这并非对Craig Reynold 的“Boids”例子中的行为完美重现,但它却展现出了自己独有的迷人之外。通
过对数字进行调整,即可进行全面的修改。至于与这种群聚行为有关的更多的情况,大家可以访问Craig
Reynol