Implementing a variation of the Flood Fill algorithm.
I'm trying to use the flood fill algorithm to find all of the similar adjacent objects in a list, to mark them for deletion. I've tried to adapt the pseudo code on Wikipedia, but have gotten stuck.
Each object in the list has an int X value, an int Y value,a Name and a bool to mark for deletion. I want to match on the name.
The program hangs without the try-catch, and just exits with it. It doesn't return an error message. Here's what I have so far, trying to find any objects directly above.
//Find neighbouring bubbles
gameGrid.DetectNeighbours2(gameGrid.planets.Last(), gameGrid.planets.Last().name);
//Flood fill 开发者_如何学编程algorithm to detect all connected planets
internal void DetectNeighbours(Planet p, Planet.Name planetName)
{
try
{
if (p.planet != planetName)
return;
p.deletable = true;
DetectNeighbours(GetTopNode(p), planetName);
}
catch (Exception err)
{
Debug.WriteLine(err.Message);
}
}
internal Planet GetTopNode(Planet b)
{
foreach (Planet gridPlanet in planets)
{
if (gridPlanet .Y == b.Y - 50)
return gridPlanet ;
}
return b; //Don't think this is right, but couldn't think of alternative
}
Or you could rewrite it like this.
gameGrid.DetectNeighbours2(gameGrid.planets.Last());
//Flood fill algorithm to detect all connected planets
internal void DetectNeighbours(Planet p)
{
try
{
if (p == null || p.deletable)
return;
p.deletable = true;
DetectNeighbours(GetTopNode(p));
}
catch (Exception err)
{
Debug.WriteLine(err.Message);
}
}
internal Planet GetTopNode(Planet b)
{
foreach (Planet gridPlanet in planets)
{
if (gridPlanet .Y == b.Y - 50)
return gridPlanet ;
}
return null;
}
First, you should modify this string to this:
if (p.planet != planetName || p.deletable)
return;
so you don't visit the same planet again and again.
It should at least alleviate the hangs (infinite recursion actually).
But anyway, this algorithm shouldn't work as you only decrease the y
value, but you want to try to move in all the directions.
精彩评论