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Double-linked lists in Java

package com.chuckkann.datastructures.indexedlist; import com.chuckkann.datastructures.Collection; import com.chuckkann.datastructures.DataStructureException; import com.chuckkann.datastructures.DsIterator; import com.chuckkann.datastructures.IndexedList; import java.util.Comparator; public class DoubleLinkedList> implements IndexedList { private static final long serialVersionUID = 1L; private int numElements; private DoubleLinkedList.Node head; private DoubleLinkedList.Node tail; /** * Constructor to create an instance of the class. */ public DoubleLinkedList() { numElements = 0; head = null; tail = null; } /* (non-Javadoc) * @see com.chuckkann.datastructures.Collection#size() */ @Override public int size() { return numElements; } /* (non-Javadoc) * @see com.chuckkann.datastructures.Collection#iterator() */ @Override public DsIteratoriterator() { return (DsIterator) new DoubleLinkedList.ListLinkedInArrayIterator(); } /* (non-Javadoc) * @see com.chuckkann.datastructures.Collection#isEmpty() */ @Override public booleanisEmpty() { return (numElements == 0); } /* (non-Javadoc) * @see com.chuckkann.datastructures.Collection#clear() */ @Override public void clear() { numElements = 0; head = null; tail = null; } /* (non-Javadoc) * @see com.chuckkann.datastructures.IndexedList#add(java.lang.Comparable) */ @Override public void add(E element) { add(numElements, element); } /* (non-Javadoc) * @see com.chuckkann.datastructures.IndexedList#add(int, java.lang.Comparable) */ @Override public void add(int index, E element) { // check if index is valid if (index < 0 || index >numElements) throw new ArrayIndexOutOfBoundsException(); // // Add element to the IndexedList // // Add item to list // case 1 : add at start of list if (index == 0) { if (head == null) { // IndexedList is empty tail = head = new DoubleLinkedList.Node(element, null, null); } else { // IndexedList has elements head = new DoubleLinkedList.Node(element, head, null); // set prev pointer of the previous head to current head head.nextPtr.prevPtr = head; } numElements = numElements + 1; } // case 2 : add at end of list else if (index == numElements) { // create node with previous link to current tail DoubleLinkedList.Node next = new DoubleLinkedList.Node(element, null, tail); tail.setNextPtr(next); tail = next; numElements = numElements + 1; } // case 3 : add is in the middle of the list else { // Find the insertion point DoubleLinkedList.NodefoundPtr = findPrevPtr(index); // Insert new Node with element DoubleLinkedList.NodenewPtr = new DoubleLinkedList.Node(element, foundPtr.getNextPtr(), foundPtr); newPtr.getNextPtr().prevPtr = newPtr; foundPtr.setNextPtr(newPtr); numElements = numElements + 1; } } @Override public void add(CollectionelementsCollection) throws DataStructureException { if (this == elementsCollection) throw new DataStructureException("You cannot add a Collection to itself"); add(numElements, elementsCollection); } /* (non-Javadoc) * @see com.chuckkann.datastructures.IndexedList#add(int, com.chuckkann.datastructures.Collection) */ @Override public void add(int index, CollectionelementsCollection) throws DataStructureException { // If the add(index, element) method is called, it requires that the chain is walked // each time to find the insertion point. This is O(m*n), where n is the size // of the original collection, and m is size of the added collection. This // could be O(n^2) if n and m are approximately the same size. Make a better implementation. if (this == elementsCollection) throw new DataStructureException("You cannot add a Collection to itself"); int ip = index; // ip is insertion point for (E element: elementsCollection) { this.add(ip, element); ip = ip + 1; } } @Override public void add(E[] elementsArray) { add(numElements, elementsArray); } /* (non-Javadoc) * @see com.chuckkann.datastructures.IndexedList#add(int, java.lang.Comparable[]) */ @Override public void add(int index, E[] elementsArray) { if (index < 0 || index >numElements) throw new IndexOutOfBoundsException(); // The add(index, element) method is called, it requires that the chain is walked // each time to find the insertion point. This is O(m*n), where n is the size // of the original collection, and m is size of the added collection. This // could be O(n^2) if n and m are approximately the same size. // Make a better implementation. int ip = index; // ip is insertion point for (E element: elementsArray) { this.add(ip, element); ip = ip + 1; } } /* (non-Javadoc) * @see com.chuckkann.datastructures.IndexedList#remove(int) */ @Override public E remove(int index) { // check if index is valid if (index < 0 || index >= numElements) throw new ArrayIndexOutOfBoundsException(); E retVal = null; // First item on the list if (index == 0) { retVal = head.getElement(); head = head.getNextPtr(); //set previous pointer of the new head to null head.prevPtr = null; numElements = numElements - 1; if (head == null) tail = head; } else { // Stop one before the current item to get a pointer to the item to remove // Get the value of the item to return it. DoubleLinkedList.Nodeptr = findPrevPtr(index); retVal = ptr.getNextPtr().getElement(); // Take element out of list // Put free item on free space ptr.setNextPtr(ptr.getNextPtr().getNextPtr()); numElements = numElements - 1; if (index == numElements) { tail = ptr; } else { // set previous pointer of next node to this node ptr.nextPtr.prevPtr = ptr; } } return retVal; } /* (non-Javadoc) * @see com.chuckkann.datastructures.IndexedList#retrieve(int) */ @Override public E retrieve(int index) { // check if index is valid if (index < 0 || index >= numElements) throw new ArrayIndexOutOfBoundsException(); DoubleLinkedList.NodenextPtr = head; for (int i = 0; i< index; i++) { nextPtr = nextPtr.getNextPtr(); } return nextPtr.getElement(); } /* (non-Javadoc) * @see com.chuckkann.datastructures.IndexedList#set(int, java.lang.Comparable) */ @Override public E set(int index, E element) { // check if index is valid if (index < 0 || index >= numElements) throw new ArrayIndexOutOfBoundsException(); DoubleLinkedList.Nodeptr = findPrevPtr(index+1); E retVal = ptr.getElement(); ptr.setValue(element); return retVal; } /* (non-Javadoc) * @see com.chuckkann.datastructures.IndexedList#indexOf(java.lang.Comparable) */ @Override public int indexOf(E element) { return indexOf(0, element, null); } /* (non-Javadoc) * @see com.chuckkann.datastructures.IndexedList#indexOf(int, java.lang.Comparable) */ @Override public int indexOf(int index, E element) { return indexOf(index, element, null); } /* (non-Javadoc) * @see com.chuckkann.datastructures.IndexedList#indexOf(java.lang.Comparable, java.util.Comparator) */ @Override public int indexOf(E element, Comparator comparator) { return indexOf(0, element, comparator); } /* (non-Javadoc) * @see com.chuckkann.datastructures.IndexedList#indexOf(int, java.lang.Comparable, java.util.Comparator) */ @Override public int indexOf(int index, E element, Comparator comparator) { // check if index is valid if (index < 0 || index >numElements) throw new ArrayIndexOutOfBoundsException(); // Ignore all nodes up to the index node DoubleLinkedList.Nodeptr = head; for (int i = 0; i< index; i++) { ptr = ptr.getNextPtr(); } // Loop to find the index of the next element matching // by comparator or comparable. If not found, return -1. for (int i = index; i comparator) { DoubleLinkedList.Nodeptr = tail; for (int i = numElements-1; i>= 0; i--) { if (comparator != null) { if (comparator.compare(ptr.getElement(), element) == 0) return i; } else { if ((ptr.getElement()).compareTo(element) == 0) return i; } ptr = ptr.getPrevPtr(); } return -1; } /** * @param index * @return */ private DoubleLinkedList.NodefindPrevPtr(int index) { DoubleLinkedList.NodenextPtr = head; for (int i = 0; i< (index-1); i++) { nextPtr = nextPtr.getNextPtr(); } return nextPtr; } /** * @author chuck * * @param */ private static class Node> { private E value; private DoubleLinkedList.NodenextPtr; private DoubleLinkedList.NodeprevPtr; public Node(E value, DoubleLinkedList.NodenextPtr, DoubleLinkedList.NodeprevPtr) { this.value = value; this.nextPtr = nextPtr; this.prevPtr = prevPtr; } public DoubleLinkedList.NodegetNextPtr() { return this.nextPtr; } public DoubleLinkedList.NodegetPrevPtr() { return this.prevPtr; } public void setNextPtr(DoubleLinkedList.Node index) { this.nextPtr = index; } public void setPrevPtr(DoubleLinkedList.Node index) { this.prevPtr = index; } public E getElement() { return this.value; } public E setValue(E value) { E retVal = this.value; this.value = value; return retVal; } public String toString() { if (value == null) return "null"; return value.toString(); } } /** * @author chuck * */ private class ListLinkedInArrayIterator implements DsIterator { DoubleLinkedList.NodelastPtr; // lastPtr needed for remove DoubleLinkedList.NodemyPtr; public ListLinkedInArrayIterator() { lastPtr = null; myPtr = head; } @Override public booleanhasNext() { if (myPtr == null) return false; else return true; } @Override public booleanhasPrevious() { if (lastPtr == null) return false; else return true; } @Override public E next() { E retvar = (E)myPtr.getElement(); lastPtr = myPtr; myPtr = myPtr.getNextPtr(); return retvar; } @Override public E previous() { E retvar = (E)lastPtr.getElement(); myPtr = lastPtr; lastPtr = lastPtr.getPrevPtr(); return retvar; } @Override public void setIteratorToStart() { while (hasPrevious()) { previous(); } } @Override public void setIteratorToEnd() { while (hasNext()) { next(); } } @Override public void remove() { if (lastPtr == null) myPtr = null; else { lastPtr.setNextPtr(myPtr.getNextPtr()); myPtr.getNextPtr().prevPtr = lastPtr; myPtr = lastPtr; numElements = numElements - 1; } } } }

Game in Java

import processing.core.*; import java.util.Random; import java.util.Vector; public class Swarm extends PApplet { public static void main(String args[]) { PApplet.main("Swarm"); } // All the creatures (the first is the main one, the children are next) Vector creatures; // The enemy (moves towards the player as it spawns) Enemy enemy; // So we can just use rnd each time Random rnd = new Random(); // Have we collided with the enemy boolean collided; // Delay after colliding before restarting the game int delay; @Override public void settings() { // TODO: Customize screen size and so on here size(900, 900); // An initial size of 20, doing well if we get that many creatures = new Vector<>(20); // Add the initial creature creatures.add(new Creature(1)); //for (int i = 0; i < 170; i++) creatures.add(new Creature(0.3f)); // Create the enemy to move to the middle of the screen initially enemy = new Enemy(width/2,height/2); // Not collided collided = false; // Delay before restart once collided is set delay = 100; } @Override public void setup() { // TODO: Your custom drawing and setup on applet start belongs here clear(); // Makes the art cleaner noStroke(); } @Override public void draw() { // TODO: Do your drawing for each frame here // clear(); // Set the background to a light grey background(51); // Draw all the creatures for (Creature creature : creatures) { // Move towards the mouse position creature.move(mouseX, mouseY); // Draw it creature.draw(); // Did we collide with any collided |= creature.collides(enemy); } // Move the enemy (it respawns once it goes out of range, and returns true to spawn a new creature) if (enemy.move(mouseX, mouseY)) { creatures.add(new Creature(0.3f)); } // Draw the enemy (it changes color to gray once it collides) enemy.draw(collided); // If we collided, then start countdown to reset if (collided) { delay--; if (delay == 0) settings(); } } private class Creature { // The scale of the shape (1 is the base size) private final float scale; float x; float y; float xvel; float yvel; // Offset angle (in radians) float angle; // Distance from origin (x, y) float offset; // Can it collide boolean collides; // Using radius squared means we can avoid doing square root float radius_squared; public Creature(float scale) { this.scale = scale; angle = 0; offset = 0; xvel = 0; yvel = 0; collides = true; // Size is 96 pixels, so radius is 48 radius_squared = 48 * 48; if (scale != 1) { // Distance from the center (increases as the number of creatures increases) offset = 70 + rnd.nextInt(70 + creatures.size()); // Initial angle (approximately 0 - pi) angle = rnd.nextInt(3141) / 1000f; // Can't be hit (until it starts getting close) collides = false; // The size to collide with radius_squared = (48 * scale) * (48 * scale); } } // Move towards x, y public boolean move(int x, int y) { // The difference between x positions float dx = x - this.x; // Is it close, then rapidly adjust velocity if (dx < 32 && dx > -32) { if (dx > 0.25 && xvel > 0) { xvel -= 0.5f; } if (dx < -0.25 && xvel < 0) { xvel += 0.5f; } } else { // Accelerate to left or right depending on direction if (dx > 0) { if (xvel < 5) xvel += 0.25; } else { if (xvel > -5) xvel -= 0.25; } } this.x += xvel; float dy = y - this.y; // Is it close, then rapidly adjust velocity if (dy < 32 && dy > -32) { if (dy > 0.25 && yvel > 0) { yvel -= 0.5f; } if (dy < -0.25 && yvel < 0) { yvel += 0.5f; } } else { // Accelerate vertically depending on direction if (dy > 0) { if (yvel < 5) yvel += 0.25; } else { if (yvel > -5) yvel -= 0.25; } } this.y += yvel; // Once it gets close, make it so it can collide if (dx < 10 && dx > -10 && dy < 10 && dy > -10) { collides = true; } return false; } public void draw() { // Light grey fill(192); // Position to display at float cx = x + offset * sin(angle); float cy = y + offset * cos(angle); // Main circle ellipse(cx, cy, 96 * scale, 96 * scale); // Black eyes fill(30); ellipse(cx - 30 * scale, cy - 30 * scale, 32 * scale, 32 * scale); ellipse(cx + 30 * scale, cy - 30 * scale, 32 * scale, 32 * scale); // Eye balls fill(200); ellipse(cx - 25 * scale, cy - 35 * scale, 12 * scale, 12 * scale); ellipse(cx + 25 * scale, cy - 35 * scale, 12 * scale, 12 * scale); // Mouth fill(30); triangle(cx - 35 * scale, cy + 10 * scale, cx + 35 * scale, cy + 10 * scale, cx, cy + 30 * scale); // Orbit around the main angle += offset / 10000; } public boolean collides(Creature other) { // If it can't collide, then exit if (!collides) return false; // Calculate the screen position float cx = x + offset * sin(angle); float cy = y + offset * cos(angle); // Get the delta x squared float xd = (cx - other.x) * (cx - other.x); // Get the delta y squared float yd = (cy - other.y) * (cy - other.y); // Rather than sqrt(xd+yd) < radius we can just compared the radius squared with distance squared return (xd + yd < radius_squared + other.radius_squared); } } private class Enemy extends Creature { public Enemy(int targetX, int targetY) { super(1); // Head towards targetX, targetY reset(targetX, targetY); } private void reset(int targetX, int targetY) { // Randomly pick an edge to start on switch (rnd.nextInt(3)) { case 0: y = -50; x = rnd.nextInt(width); break; case 1: y = height+50; x = rnd.nextInt(width); break; case 2: x = -50; y = rnd.nextInt(height); break; case 3: x = width+50; y = rnd.nextInt(height); break; } // Move towards player (speeds up based on the number of creatures) int spd = 175 - creatures.size(); if (spd < 50) spd = 50; xvel = (targetX - x) / spd; yvel = (targetY - y) / spd; } public boolean move(int targetX, int targetY) { // Move towards original player position x += xvel; y += yvel; // Offscreen so reset if (x > width + 100 || x < - 100) { reset(targetX, targetY); return true; } // Offscreen so reset if (y > height + 100 || y < - 100) { reset(targetX, targetY); return true; } // Not offscreen return false; } public void draw(boolean collides) { // Once it has collided, display in grey if (collides) { fill(144); } else { // Make it an angry red fill(180, 40, 40); } // Squarish shape (rounded corners) rect(x - 40, y - 40, 80, 80, 25); fill(30); // Draw 3 fangs for (int i = 0; i < 3; i++) { triangle(x - 30 + i * 20, y + 20, x - 10 + i * 20, y + 20, x - 20 + i * 20, y + 30); } // Draw eyes fill(196); ellipse(x - 30, y - 30, 30, 30); ellipse(x + 30, y - 30, 30, 30); // Draw eye balls, that indicate the direction it is heading in fill(30); ellipse(x - 30 + xvel * 3, y - 30 + yvel * 3, 10, 10); ellipse(x + 30 + xvel * 3, y - 30 + yvel * 3, 10, 10); } } }