"Tag" i Java - faʻafefea ona atiaʻe se taʻaloga atoatoa

"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".

Ua fautuaina e Skillbox: A'oa'oga i luga ole laiga "Profesa Java Developer".

Fuafuaga o taaloga

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:

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

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:

"Tag" i Java - faʻafefea ona atiaʻe se taʻaloga atoatoa

Tatou taumafai e foia le paso. Afai na lelei mea uma, matou te mauaina lenei:

"Tag" i Java - faʻafefea ona atiaʻe se taʻaloga atoatoa

Pau lava lena. Na e fa'amoemoe atili? 🙂

Ua fautuaina e Skillbox:

puna: www.habr.com

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