"Tag" i Java - faʻafefea ona atiaʻe se taʻaloga atoatoa
“Sefululima” po o le “Sefululima” o se faʻataʻitaʻiga sili ona lelei o se taʻaloga faʻaoga faigofie e lauiloa i le lalolagi atoa. Ina ia mafai ona foia le paso, e tatau ona e faatulaga sikuea ma numera i le faasologa, mai le laʻititi i le tele. E le faigofie, ae manaia.
I le aʻoaʻoga i aso nei matou te faʻaali atu ia te oe pe faʻapefea ona atiaʻe le sefululima i Java 8 ma Eclipse. Ina ia atiaʻe le UI o le a matou faʻaogaina le Swing API.
Matou te faʻamanatu atu ia te oe:mo tagata faitau uma o le "Habr" - o se faʻaitiitiga o 10 rubles pe a lesitala i soʻo se vasega Skillbox e faʻaaoga ai le code promotional "Habr".
I lenei laasaga e tatau ona e faʻamalamalamaina meatotino:
Tele - tele o le malae taalo;
nbTiles - numera o pine i le fanua. nbTiles = lapopoa*tele - 1;
Tiles o se fa'ailoga o se fa'asologa o numera tasi-itu. O faʻailoga taʻitasi o le a maua se tau faʻapitoa i le laina [0, nbTiles]. O le Zero e fa'aalia ai se sikuea gaogao;
blankPos - tulaga o le sikuea avanoa.
Taaloga ta'aloga
Matou te manaʻomia le faʻamalamalamaina o se auala toe faʻaaogaina e amata ai se tulaga taʻaloga fou. O le auala lea matou te setiina ai se tau mo elemene taʻitasi o faʻasologa o pine. Ia, ona matou tuʻuina lea o blankPos i le tulaga mulimuli o le laina.
Matou te manaʻomia foʻi se auala faʻafefe e faʻafefe ai le faʻasologa o pine. Matou te le fa'aofiina le fa'ailoga gaogao i le fa'agasologa o le su'ega ina ia tu'u ai i le tulaga lava e tasi.
Talu ai e na'o le afa o avanoa amata o le paso o lo'o i ai se fofo, e tatau ona e siaki le taunuuga o le shuffle ina ia mautinoa o le faatulagaga o loʻo i ai nei e mafai ona foia. Ina ia faia lenei mea, matou te faʻamatalaina le auala isSolvable.
Afai o se pine faʻapitoa e muamua i se pine e maualuga lona tau, e taʻua o se fesuiaiga. A o'o i le nofoaga gaogao, e tatau ona tutusa le numera o feli'ua'iga mo le paso ina ia mafai ona fofo. O lea matou te faitauina le numera o feliuliuaʻi ma toe faʻafoʻi saʻo pe afai o le numera e tutusa.
E taua tele le faʻamalamalamaina o le auala isSolved e siaki ai pe ua foia le matou Taaloga O le sefululima faʻatulagaina. Muamua tatou te tilotilo i le mea o iai le nofoaga avanoa. Afai i le tulaga muamua, o lona uiga o le alignment o loʻo i ai nei e fou, e leʻi filifilia muamua. Ona matou toe faʻataʻitaʻi lea i totonu o taʻavale i le faʻasologa faʻasolosolo, ma afai o le tau o le tag e ese mai le faasino igoa +1, matou te toe faʻafoʻi sese. A leai, i le faaiuga o le metotia ua oʻo i le taimi e toe faʻafoʻi ai moni aua ua uma ona foia le paso.
O le isi metotia e manaʻomia ona faʻamalamalamaina o le newGame. E mana'omia le faia o se fa'ata'ita'iga fou o le ta'aloga. Ina ia faia lenei mea, matou te toe setiina le malae taʻalo, ona sosolo lea ma faʻaauau pea seʻia oʻo ina faʻaleleia le tulaga taʻalo.
O se faʻataʻitaʻiga code faʻatasi ma le faʻaoga autu o le 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;
}
Ma le mea mulimuli, e tatau ona e faʻapipiʻiina le gaioiga o faʻailoga i le laina. O lenei code o le a vala'au mulimuli ane e ala i le toe fo'i mai e tali atu ai i le fa'agaioiga o le fa'ai. O la matou ta'aloga o le a lagolagoina le tele o ta'aloga i le taimi e tasi. O le mea lea, a uma ona matou liua le tulaga oomi i luga o le lau i se pine, matou te maua le tulaga o le tag avanoa ma vaavaai mo se itu o le gaioiga e lagolago ai le tele o ana gaioiga i le taimi e tasi.
O se faʻataʻitaʻiga code:
// 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;
Matou te atiaeina le UI e faʻaaoga ai le Swing API
Ua oo i le taimi e galue ai i luga o le atinaʻe. Muamua matou te ave le vasega Jpanel. Ona matou tusia lea o pine i luga o le fanua - e faʻatatau le tele o mea taʻitasi, matou te faʻaogaina faʻamatalaga faʻamaonia i le taʻaloga taʻaloga taʻaloga:
O le margin o se parakalafa ua setiina i le fausiaina o taaloga.
Ole taimi nei e tatau ona tatou faʻamalamalamaina le auala drawGrid e tusi ai le faʻasologa ma togi i luga o le lau. Matou te suʻesuʻeina le faʻasologa o faʻailoga ma faʻaliliu faʻatasi i faʻaoga faʻaoga faʻaoga. Ona tusi lea o nofoaga taitasi ma le numera tutusa i le ogatotonu:
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);
}
}
Mulimuli ane, seʻi o tatou faʻamalo le paintComponent method, lea e maua mai le vasega JPane. Ona matou faʻaogaina lea o le auala drawGrid, sosoo ai ma le auala drawStartMessage e faʻaalia ai se feʻau e faʻaosofia ai i matou e kiliki e amata le taʻaloga:
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);
}
Tali i gaioiga a tagata fa'aoga ile UI
Ina ia faʻagasolo le taʻaloga i lona ala, e manaʻomia le faʻaogaina o gaioiga faʻaoga i le UI. Ina ia faia lenei mea, faʻaopoopo le faʻatinoga o MouseListener i luga o le Jpanel ma le code mo le faʻaogaina o nofoaga, ua uma ona faʻaalia i luga:
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();
}
});
Matou te tuʻuina le code i le fausiaina o le vasega GameOfFifteen. I le faaiuga lava, matou te taʻua le fouGame method e amata ai se taʻaloga fou.
Ta'aloga ta'aloga atoa
O le laasaga mulimuli aʻo leʻi vaʻai i le taʻaloga o loʻo faʻaogaina o le tuʻufaʻatasia uma o elemene code. O le mea lenei e tupu:
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);
});
}
}
Mulimuli ane, ta taaalo!
Ua oo i le taimi e amata ai le taaloga ma faataitai i le faatinoga. O le fanua e tatau ona pei o lenei:
Tatou taumafai e foia le paso. Afai na lelei mea uma, matou te mauaina lenei: