"Tag" a cikin Java - yadda ake haɓaka cikakken wasa

"Tag" a cikin Java - yadda ake haɓaka cikakken wasa

"Sha biyar" ko "Goma sha biyar" kyakkyawan misali ne na wasan dabaru mai sauƙi wanda ya shahara a duk faɗin duniya. Domin warware wasanin gwada ilimi, kuna buƙatar shirya murabba'ai tare da lambobi cikin tsari, daga ƙarami zuwa babba. Ba shi da sauƙi, amma yana da ban sha'awa.

A cikin koyawa ta yau za mu nuna muku yadda ake haɓaka goma sha biyar a Java 8 tare da Eclipse. Don haɓaka UI za mu yi amfani da Swing API.

Muna tunatarwa: ga duk masu karatu na "Habr" - rangwame na 10 rubles lokacin yin rajista a kowane kwas na Skillbox ta amfani da lambar talla "Habr".

Skillbox yana ba da shawarar: Ilimin kan layi kwas "Sana'ar Java Developer".

Tsarin wasa

A wannan mataki kana buƙatar ayyana kaddarorin:

  • Girman - girman filin wasa;
  • nbTiles - adadin alamun a cikin filin. nbTiles = girman * girman - 1;
  • Fale-falen fale-falen fale-falen fale-falen fale-falen fale-falen fale-falen fale-falen fale-falen fale-falen fale-falen fale-falen fale-falen fale-falen buraka ne mai girman girman lamba daya. Kowace alamar za ta sami ƙima ta musamman a cikin kewayon [0, nbTiles]. Sifili yana nuna murabba'in fanko;
  • blankPos - matsayi na filin banza.

Dabarun wasan

Muna buƙatar ayyana hanyar sake saiti da aka yi amfani da shi don fara sabon matsayi na wasa. Ta wannan hanyar za mu saita ƙima ga kowane kashi na tsararrun tags. Da kyau, to, mun sanya blankPos a cikin matsayi na ƙarshe na tsararru.

Muna kuma buƙatar hanyar shuffle don karkatar da jerin sunayen tags. Ba mu haɗa alamar da ba komai a cikin tsarin shuffing don barin shi a wuri ɗaya.

Tun da kawai rabin yiwuwar farawa na wuyar warwarewa suna da mafita, kuna buƙatar bincika sakamakon shuffle don tabbatar da cewa shimfidar yanzu yana da ma iya warwarewa. Don yin wannan, mun ayyana hanyar isSolvable.

Idan tambarin takamammen ya rigaye ta da alama mai girma, ana ɗaukarsa juzu'i. Lokacin da babu komai ya kasance a wurin, adadin jujjuyawar dole ne ya kasance ma don wuyar warwarewa. Don haka muna ƙididdige adadin jujjuyawar kuma mu dawo da gaskiya idan lambar ta kasance ma.

Don haka yana da mahimmanci a ayyana hanyar isSolved don bincika ko an warware shimfidar Wasan mu na Sha Biyar. Da farko za mu kalli inda babu komai. Idan a cikin matsayi na farko, to, jeri na yanzu sabon abu ne, ba a riga an yanke shawarar ba. Sa'an nan kuma mu sake maimaita ta cikin tayal a cikin tsari na baya, kuma idan darajar alamar ta bambanta da ma'auni mai dacewa +1, muna mayar da karya. In ba haka ba, a ƙarshen hanyar lokaci ya yi da za a dawo da gaskiya saboda an riga an warware wuyar warwarewa.

Wata hanyar da ke buƙatar bayyana ita ce newGame. Ana buƙatar ƙirƙirar sabon misali na wasan. Don yin wannan, za mu sake saita filin wasa, sa'an nan kuma murkushe shi kuma ci gaba har sai an daidaita matsayin wasan.

Anan akwai lambar misali tare da maɓalli na alamar tag:

private void newGame() {
  do {
    reset(); // reset in initial state
    shuffle(); // shuffle
  } while(!isSolvable()); // make it until grid be solvable
 
  gameOver = false;
}
 
private void reset() {
  for (int i = 0; i < tiles.length; i++) {
    tiles[i] = (i + 1) % tiles.length;
  }
 
  // we set blank cell at the last
  blankPos = tiles.length - 1;
}
 
private void shuffle() {
  // don't include the blank tile in the shuffle, leave in the solved position
  int n = nbTiles;
 
  while (n > 1) {
    int r = RANDOM.nextInt(n--);
    int tmp = tiles[r];
    tiles[r] = tiles[n];
    tiles[n] = tmp;
  }
}
 
// Only half permutations of the puzzle are solvable/
// Whenever a tile is preceded by a tile with higher value it counts
// as an inversion. In our case, with the blank tile in the solved position,
// the number of inversions must be even for the puzzle to be solvable
private boolean isSolvable() {
  int countInversions = 0;
 
  for (int i = 0; i < nbTiles; i++) {
    for (int j = 0; j < i; j++) {
      if (tiles[j] > tiles[i])
        countInversions++;
    }
  }
 
  return countInversions % 2 == 0;
}
 
private boolean isSolved() {
  if (tiles[tiles.length - 1] != 0) // if blank tile is not in the solved position ==> not solved
    return false;
 
  for (int i = nbTiles - 1; i >= 0; i--) {
    if (tiles[i] != i + 1)
      return false;
  }
 
  return true;
}

A ƙarshe, kuna buƙatar tsara motsi na alamun a cikin tsararru. Za a kira wannan lambar daga baya ta hanyar sake kira don amsa motsin siginan kwamfuta. Wasan mu zai goyi bayan motsin tayal da yawa a lokaci guda. Don haka, bayan mun canza matsayin da aka danna akan allon zuwa tag, muna samun matsayin alamar mara kyau kuma muna neman hanyar motsi don tallafawa yawancin motsin sa a lokaci guda.

Ga misalin lambar:

// get position of the click
int ex = e.getX() - margin;
int ey = e.getY() - margin;
 
// click in the grid ?
if (ex < 0 || ex > gridSize  || ey < 0  || ey > gridSize)
  return;
 
// get position in the grid
int c1 = ex / tileSize;
int r1 = ey / tileSize;
 
// get position of the blank cell
int c2 = blankPos % size;
int r2 = blankPos / size;
 
// we convert in the 1D coord
int clickPos = r1 * size + c1;
 
int dir = 0;
 
// we search direction for multiple tile moves at once
if (c1 == c2  &&  Math.abs(r1 - r2) > 0)
  dir = (r1 - r2) > 0 ? size : -size;
else if (r1 == r2 && Math.abs(c1 - c2) > 0)
  dir = (c1 - c2) > 0 ? 1 : -1;
 
if (dir != 0) {
  // we move tiles in the direction
  do {
    int newBlankPos = blankPos + dir;
    tiles[blankPos] = tiles[newBlankPos];
    blankPos = newBlankPos;
  } while(blankPos != clickPos);
 
tiles[blankPos] = 0;

Muna haɓaka UI ta amfani da Swing API

Lokaci ya yi da za a yi aiki a kan dubawa. Da farko mun dauki ajin Jpanel. Sa'an nan kuma mu zana alamomi a filin - don ƙididdige girman kowane, za mu yi amfani da bayanan da aka kayyade a cikin sigar maginin wasan:

gridSize = (dim  -  2 * margin);
tileSize = gridSize / size;

Margin kuma siga ce da aka saita a cikin maginin wasan.

Yanzu muna buƙatar ayyana hanyar drawGrid don zana grid da tabo akan allon. Muna nazarin tsararrun tags kuma muna jujjuya masu daidaitawa zuwa madaidaitan mu'amalar mai amfani. Sannan zana kowane tabo tare da madaidaicin lamba a tsakiya:

private void drawGrid(Graphics2D g) {
  for (int i = 0; i < tiles.length; i++) {
    // we convert 1D coords to 2D coords given the size of the 2D Array
    int r = i / size;
    int c = i % size;
    // we convert in coords on the UI
    int x = margin + c * tileSize;
    int y = margin + r * tileSize;
 
    // check special case for blank tile
    if(tiles[i] == 0) {
      if (gameOver) {
        g.setColor(FOREGROUND_COLOR);
        drawCenteredString(g, "u2713", x, y);
      }
 
      continue;
    }
 
    // for other tiles
    g.setColor(getForeground());
    g.fillRoundRect(x, y, tileSize, tileSize, 25, 25);
    g.setColor(Color.BLACK);
    g.drawRoundRect(x, y, tileSize, tileSize, 25, 25);
    g.setColor(Color.WHITE);
 
    drawCenteredString(g, String.valueOf(tiles[i]), x , y);
  }
}

A ƙarshe, bari mu soke hanyar fentiComponent, wanda ya samo daga ajin JPane. Muna amfani da hanyar drawGrid, sannan hanyar drawStartMessage ta biyo baya don nuna saƙon da ke sa mu danna don fara wasan:

private void drawStartMessage(Graphics2D g) {
  if (gameOver) {
    g.setFont(getFont().deriveFont(Font.BOLD, 18));
    g.setColor(FOREGROUND_COLOR);
    String s = "Click to start new game";
    g.drawString(s, (getWidth() - g.getFontMetrics().stringWidth(s)) / 2,
        getHeight() - margin);
  }
}
 
private void drawCenteredString(Graphics2D g, String s, int x, int y) {
  // center string s for the given tile (x,y)
  FontMetrics fm = g.getFontMetrics();
  int asc = fm.getAscent();
  int desc = fm.getDescent();
  g.drawString(s,  x + (tileSize - fm.stringWidth(s)) / 2,
      y + (asc + (tileSize - (asc + desc)) / 2));
}
 
@Override
protected void paintComponent(Graphics g) {
  super.paintComponent(g);
  Graphics2D g2D = (Graphics2D) g;
  g2D.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
  drawGrid(g2D);
  drawStartMessage(g2D);
}

Maida martani ga ayyukan mai amfani a cikin UI

Domin wasan ya ci gaba da tafiyarsa, ya zama dole a aiwatar da ayyukan mai amfani a cikin UI. Don yin wannan, ƙara aiwatar da MouseListener akan Jpanel da lambar don motsi, wanda aka riga aka nuna a sama:

addMouseListener(new MouseAdapter() {
  @Override
  public void mousePressed(MouseEvent e) {
    // used to let users to interact on the grid by clicking
    // it's time to implement interaction with users to move tiles to solve the game !
    if (gameOver) {
      newGame();
    } else {
      // get position of the click
      int ex = e.getX() - margin;
      int ey = e.getY() - margin;
 
      // click in the grid ?
      if (ex < 0 || ex > gridSize  || ey < 0  || ey > gridSize)
        return;
 
      // get position in the grid
      int c1 = ex / tileSize;
      int r1 = ey / tileSize;
 
      // get position of the blank cell
      int c2 = blankPos % size;
      int r2 = blankPos / size;
 
      // we convert in the 1D coord
      int clickPos = r1 * size + c1;
 
      int dir = 0;
 
      // we search direction for multiple tile moves at once
      if (c1 == c2  &&  Math.abs(r1 - r2) > 0)
        dir = (r1 - r2) > 0 ? size : -size;
      else if (r1 == r2 && Math.abs(c1 - c2) > 0)
        dir = (c1 - c2) > 0 ? 1 : -1;
 
      if (dir != 0) {
        // we move tiles in the direction
        do {
          int newBlankPos = blankPos + dir;
          tiles[blankPos] = tiles[newBlankPos];
          blankPos = newBlankPos;
        } while(blankPos != clickPos);
 
        tiles[blankPos] = 0;
      }
 
      // we check if game is solved
      gameOver = isSolved();
    }
 
    // we repaint panel
    repaint();
  }
});

Muna sanya lambar a cikin maginin wasan GameOf Goma sha biyar. A ƙarshe, muna kiran hanyar sabuwarWasan don fara sabon wasa.

Cikakken lambar wasan

Mataki na ƙarshe kafin ganin wasan yana aiki shine a haɗa duk abubuwan lambar tare. Ga abin da ya faru:

import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.Random;
 
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
 
// We are going to create a Game of 15 Puzzle with Java 8 and Swing
// If you have some questions, feel free to read comments ;)
public class GameOfFifteen extends JPanel { // our grid will be drawn in a dedicated Panel
 
  // Size of our Game of Fifteen instance
  private int size;
  // Number of tiles
  private int nbTiles;
  // Grid UI Dimension
  private int dimension;
  // Foreground Color
  private static final Color FOREGROUND_COLOR = new Color(239, 83, 80); // we use arbitrary color
  // Random object to shuffle tiles
  private static final Random RANDOM = new Random();
  // Storing the tiles in a 1D Array of integers
  private int[] tiles;
  // Size of tile on UI
  private int tileSize;
  // Position of the blank tile
  private int blankPos;
  // Margin for the grid on the frame
  private int margin;
  // Grid UI Size
  private int gridSize;
  private boolean gameOver; // true if game over, false otherwise
 
  public GameOfFifteen(int size, int dim, int mar) {
    this.size = size;
    dimension = dim;
    margin = mar;
    
    // init tiles
    nbTiles = size * size - 1; // -1 because we don't count blank tile
    tiles = new int[size * size];
    
    // calculate grid size and tile size
    gridSize = (dim - 2 * margin);
    tileSize = gridSize / size;
    
    setPreferredSize(new Dimension(dimension, dimension + margin));
    setBackground(Color.WHITE);
    setForeground(FOREGROUND_COLOR);
    setFont(new Font("SansSerif", Font.BOLD, 60));
    
    gameOver = true;
    
    addMouseListener(new MouseAdapter() {
      @Override
      public void mousePressed(MouseEvent e) {
        // used to let users to interact on the grid by clicking
        // it's time to implement interaction with users to move tiles to solve the game !
        if (gameOver) {
          newGame();
        } else {
          // get position of the click
          int ex = e.getX() - margin;
          int ey = e.getY() - margin;
          
          // click in the grid ?
          if (ex < 0 || ex > gridSize  || ey < 0  || ey > gridSize)
            return;
          
          // get position in the grid
          int c1 = ex / tileSize;
          int r1 = ey / tileSize;
          
          // get position of the blank cell
          int c2 = blankPos % size;
          int r2 = blankPos / size;
          
          // we convert in the 1D coord
          int clickPos = r1 * size + c1;
          
          int dir = 0;
          
          // we search direction for multiple tile moves at once
          if (c1 == c2  &&  Math.abs(r1 - r2) > 0)
            dir = (r1 - r2) > 0 ? size : -size;
          else if (r1 == r2 && Math.abs(c1 - c2) > 0)
            dir = (c1 - c2) > 0 ? 1 : -1;
            
          if (dir != 0) {
            // we move tiles in the direction
            do {
              int newBlankPos = blankPos + dir;
              tiles[blankPos] = tiles[newBlankPos];
              blankPos = newBlankPos;
            } while(blankPos != clickPos);
            
            tiles[blankPos] = 0;
          }
          
          // we check if game is solved
          gameOver = isSolved();
        }
        
        // we repaint panel
        repaint();
      }
    });
    
    newGame();
  }
 
  private void newGame() {
    do {
      reset(); // reset in intial state
      shuffle(); // shuffle
    } while(!isSolvable()); // make it until grid be solvable
    
    gameOver = false;
  }
 
  private void reset() {
    for (int i = 0; i < tiles.length; i++) {
      tiles[i] = (i + 1) % tiles.length;
    }
    
    // we set blank cell at the last
    blankPos = tiles.length - 1;
  }
 
  private void shuffle() {
    // don't include the blank tile in the shuffle, leave in the solved position
    int n = nbTiles;
    
    while (n > 1) {
      int r = RANDOM.nextInt(n--);
      int tmp = tiles[r];
      tiles[r] = tiles[n];
      tiles[n] = tmp;
    }
  }
 
  // Only half permutations of the puzzle are solvable.
  // Whenever a tile is preceded by a tile with higher value it counts
  // as an inversion. In our case, with the blank tile in the solved position,
  // the number of inversions must be even for the puzzle to be solvable
  private boolean isSolvable() {
    int countInversions = 0;
    
    for (int i = 0; i < nbTiles; i++) {
      for (int j = 0; j < i; j++) {
        if (tiles[j] > tiles[i])
          countInversions++;
      }
    }
    
    return countInversions % 2 == 0;
  }
 
  private boolean isSolved() {
    if (tiles[tiles.length - 1] != 0) // if blank tile is not in the solved position ==> not solved
      return false;
    
    for (int i = nbTiles - 1; i >= 0; i--) {
      if (tiles[i] != i + 1)
        return false;      
    }
    
    return true;
  }
 
  private void drawGrid(Graphics2D g) {
    for (int i = 0; i < tiles.length; i++) {
      // we convert 1D coords to 2D coords given the size of the 2D Array
      int r = i / size;
      int c = i % size;
      // we convert in coords on the UI
      int x = margin + c * tileSize;
      int y = margin + r * tileSize;
      
      // check special case for blank tile
      if(tiles[i] == 0) {
        if (gameOver) {
          g.setColor(FOREGROUND_COLOR);
          drawCenteredString(g, "u2713", x, y);
        }
        
        continue;
      }
      
      // for other tiles
      g.setColor(getForeground());
      g.fillRoundRect(x, y, tileSize, tileSize, 25, 25);
      g.setColor(Color.BLACK);
      g.drawRoundRect(x, y, tileSize, tileSize, 25, 25);
      g.setColor(Color.WHITE);
      
      drawCenteredString(g, String.valueOf(tiles[i]), x , y);
    }
  }
 
  private void drawStartMessage(Graphics2D g) {
    if (gameOver) {
      g.setFont(getFont().deriveFont(Font.BOLD, 18));
      g.setColor(FOREGROUND_COLOR);
      String s = "Click to start new game";
      g.drawString(s, (getWidth() - g.getFontMetrics().stringWidth(s)) / 2,
          getHeight() - margin);
    }
  }
 
  private void drawCenteredString(Graphics2D g, String s, int x, int y) {
    // center string s for the given tile (x,y)
    FontMetrics fm = g.getFontMetrics();
    int asc = fm.getAscent();
    int desc = fm.getDescent();
    g.drawString(s,  x + (tileSize - fm.stringWidth(s)) / 2,
        y + (asc + (tileSize - (asc + desc)) / 2));
  }
 
  @Override
  protected void paintComponent(Graphics g) {
    super.paintComponent(g);
    Graphics2D g2D = (Graphics2D) g;
    g2D.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
    drawGrid(g2D);
    drawStartMessage(g2D);
  }
 
  public static void main(String[] args) {
    SwingUtilities.invokeLater(() -> {
      JFrame frame = new JFrame();
      frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
      frame.setTitle("Game of Fifteen");
      frame.setResizable(false);
      frame.add(new GameOfFifteen(4, 550, 30), BorderLayout.CENTER);
      frame.pack();
      // center on the screen
      frame.setLocationRelativeTo(null);
      frame.setVisible(true);
    });
  }
 
 
}

A ƙarshe, bari mu yi wasa!

Lokaci yayi da za a ƙaddamar da wasan kuma a gwada shi a aikace. Filin ya kamata yayi kama da haka:

"Tag" a cikin Java - yadda ake haɓaka cikakken wasa

Bari mu yi kokarin warware wuyar warwarewa. Idan komai ya tafi daidai, muna samun wannan:

"Tag" a cikin Java - yadda ake haɓaka cikakken wasa

Shi ke nan. Shin kun yi tsammanin ƙarin? 🙂

Skillbox yana ba da shawarar:

source: www.habr.com

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