"Lima welas" ing Jawa - carane nggawe game lengkap

"Lima welas" ing Jawa - carane nggawe game lengkap

"Lima welas", utawa "Lima welas" iku conto gedhe saka game logika prasaja sing populer ing saindhenging donya. Kanggo ngrampungake teka-teki, sampeyan kudu ngatur kothak kanthi nomer kanthi urutan, saka sing paling cilik nganti paling gedhe. Iku ora gampang, nanging menarik.

Ing tutorial saiki, kita nuduhake sampeyan carane ngembangake Fifteen in Java 8 karo Eclipse. Kanggo ngembangake UI, kita bakal nggunakake Swing API.

Kita ngelingake: kanggo kabeh sing maca "Habr" - diskon 10 rubel nalika ndhaptar kursus Skillbox nggunakake kode promosi "Habr".

Skillbox nyaranake: Kursus online pendidikan "Profesi Java Developer".

Desain game

Ing tahap iki, sampeyan kudu nemtokake sifat:

  • Ukuran - ukuran lapangan;
  • nbTiles - jumlah tag ing lapangan. nbTiles = ukuran*ukuran - 1;
  • Kothak minangka tag, yaiku array siji-dimensi saka integer. Saben tag bakal nampa nilai unik ing sawetara [0, nbTiles]. Zero nuduhake kothak kosong;
  • blankPos - posisi kothak kosong.

Game logika

We kudu netepake cara reset digunakake kanggo initialize posisi game anyar. Iki carane kita nyetel nilai kanggo saben unsur array tag. Inggih, banjur kita sijine blankPos ing posisi pungkasan array.

Kita uga butuh cara acak kanggo ngacak array tag. Kita ora kalebu tag kosong ing proses shuffling kanggo ninggalake ing posisi asli.

Wiwit mung setengah saka kemungkinan posisi wiwitan teka-teki duwe solusi, asil acak kudu dicenthang kanggo mesthekake yen tata letak saiki umume solvable. Kanggo nindakake iki, kita nemtokake cara isSolvable.

Yen speck tartamtu didhisiki speck karo nilai luwih, iki dianggep inversi. Nalika tag kosong, jumlah inversions kudu malah kanggo teka-teki bisa solvable. Supaya kita ngetung jumlah inversions lan bali bener yen nomer malah.

Sabanjure, penting kanggo nemtokake cara isSolved kanggo mriksa manawa tangan Game Of Fifteen wis dirampungake. Pisanan kita katon ing ngendi tag kosong dumunung. Yen ing posisi wiwitan, banjur tata letak saiki anyar, ora sadurunge ditanggulangi. Kita banjur daur ulang liwat kothak ing urutan mbalikke, lan yen tag Nilai beda saka cocog +1 indeks, kita bali palsu. Yen ora, iku wektu kanggo bali bener ing mburi cara amarga teka-teki wis ditanggulangi.

Cara liya sing kudu ditetepake yaiku newGame. Sampeyan kudu nggawe conto anyar saka game. Kanggo nindakake iki, kita ngreset Papan game, banjur ngacak lan terus nganti posisi game resolvable.

Punika conto kode kanthi logika kunci 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;
}

Pungkasan, sampeyan kudu program gerakan tags ing array. Kode iki bakal diarani mengko liwat callback kanggo nanggapi gerakan kursor. Game kita bakal ndhukung macem-macem gerakan kothak ing wektu sing padha. Mangkono, sawise kita ngowahi posisi sing ditekan ing layar dadi tag, kita entuk posisi tag kosong lan goleki arah gerakan kanggo ndhukung sawetara gerakan ing wektu sing padha.

Punika conto kode:

// 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;

Ngembangake UI karo Swing API

Iku wektu kanggo antarmuka. Pisanan kita njupuk kelas Jpanel. Banjur tarik tag ing lapangan - kanggo ngetung ukuran saben, kita bakal nggunakake data kasebut ing parameter saka konstruktor game:

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

Margin uga nyetel parameter ing konstruktor game.

Saiki kita kudu nemtokake cara drawGrid kanggo nggambar kothak lan bintik-bintik ing layar. Kita nganalisa macem-macem tag lan ngowahi koordinat dadi koordinat antarmuka pangguna. Banjur kita tarik saben tag kanthi nomer sing cocog ing tengah:

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);
  }
}

Pungkasan, kita bakal ngilangi metode paintComponent, sing asale saka kelas JPane. Kita banjur nggunakake cara drawGrid banjur cara drawStartMessage kanggo nampilake pesen sing njaluk kita klik kanggo miwiti game:

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);
}

Nanggapi tumindak pangguna ing UI

Supaya game bisa mlaku, perlu kanggo nangani tumindak pangguna ing UI. Kanggo nindakake iki, kita nambah implementasine MouseListener ing Jpanel lan kode kanggo mindhah tag, sing wis ditampilake ing ndhuwur:

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();
  }
});

Kode diselehake ing konstruktor kelas GameOfFifteen. Ing pungkasan, kita nelpon cara newGame kanggo miwiti game anyar.

Kode game lengkap

Langkah pungkasan sadurunge ndeleng game ing tumindak iku kanggo sijine kabeh bêsik kode bebarengan. Mangkene kedadeyane:

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);
    });
  }
 
 
}

Pungkasane, ayo main!

Iku wektu kanggo miwiti game lan nyoba ing tumindak. Lapangan kudu katon kaya iki:

"Lima welas" ing Jawa - carane nggawe game lengkap

Ayo dadi nyoba kanggo ngatasi teka-teki. Yen kabeh dadi apik, kita entuk iki:

"Lima welas" ing Jawa - carane nggawe game lengkap

Mekaten. Apa sampeyan ngarepake luwih akeh? 🙂

Skillbox nyaranake:

Source: www.habr.com

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