"Tag" dina Java - kumaha carana ngamekarkeun kaulinan full-fledged
"Lima belas" atawa "Lima belas" mangrupa conto alus teuing tina kaulinan logika basajan nu populér di sakuliah dunya. Pikeun ngajawab teka-teki, anjeun kedah nyusun kuadrat sareng nomer dina urutan, ti pangleutikna dugi ka pangageungna. Ieu teu gampang, tapi éta metot.
Dina tutorial dinten ieu kami nunjukkeun kumaha ngamekarkeun Fifteen di Java 8 sareng Eclipse. Pikeun ngembangkeun UI kami bakal nganggo Swing API.
Kami ngingetan:pikeun sakabéh pamiarsa "Habr" - diskon 10 rubles nalika enrolling dina sagala Tangtu Skillbox ngagunakeun "Habr" kode promosi.
nbTiles - jumlah tag dina widang. nbTiles = ukuran * ukuran - 1;
Kotak mangrupikeun tag anu mangrupikeun susunan hiji-diménsi integer. Unggal tag bakal nampi nilai unik dina rentang [0, nbTiles]. Nol nunjukkeun kuadrat kosong;
blankPos - posisi kuadrat kosong.
Logika kaulinan
Urang kudu nangtukeun metoda reset dipaké pikeun initialize posisi kaulinan anyar. Ku cara kieu urang nyetel nilai pikeun tiap elemen tina Asép Sunandar Sunarya tag. Nya, teras urang nempatkeun blankPos dina posisi terakhir tina array.
Urang ogé peryogi metode acak pikeun ngacak susunan tag. Kami henteu ngalebetkeun tag kosong dina prosés shuffling supados tetep dina posisi anu sami.
Kusabab ngan ukur satengah tina kamungkinan posisi awal teka-teki anu gaduh solusi, anjeun kedah parios hasil ngacak anu hasilna pikeun mastikeun yén perenah ayeuna tiasa leyur. Jang ngalampahkeun ieu, urang nangtukeun metoda isSolvable.
Lamun tag tinangtu dimimitian ku tag kalawan nilai luhur, éta dianggap inversion. Nalika tempat kosong aya di tempat, jumlah inversions kudu malah keur teka-teki jadi solvable. Janten urang ngitung jumlah inversions sareng uih deui leres upami jumlahna sami.
Teras penting pikeun ngartikeun metode isSolved pikeun mariksa naha perenah Game Of Fifteen kami direngsekeun. Mimiti urang tingali dimana tempat kosong. Lamun dina posisi awal, teras alignment ayeuna anyar, teu saméméhna mutuskeun. Urang lajeng iterate ngaliwatan Kotak dina urutan sabalikna, sarta lamun nilai tag mah béda ti indéks pakait +1, urang balik palsu. Upami teu kitu, dina ahir metode éta waktuna pikeun uih deui leres sabab teka-teki parantos direngsekeun.
Métode séjén anu kedah dihartikeun nyaéta newGame. Ieu diperlukeun pikeun nyieun hiji conto anyar game. Jang ngalampahkeun ieu, urang ngareset widang maén, lajeng acak eta terus nepi ka posisi maén téh resolvable.
Ieu conto kode sareng logika konci 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;
}
Tungtungna, anjeun kedah program gerakan tag dina Asép Sunandar Sunarya. Kode ieu bakal disebut engké via callback pikeun ngabales gerakan kursor. Kaulinan urang bakal ngadukung sababaraha gerakan ubin dina waktos anu sami. Janten, saatos urang ngarobih posisi anu dipencet dina layar janten tag, urang nampi posisi tag kosong sareng milarian arah gerakan pikeun ngadukung sababaraha gerakanna dina waktos anu sami.
Ieu 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;
Urang ngamekarkeun UI maké Swing API
Waktosna pikeun ngerjakeun antarmuka. Mimiti urang nyandak kelas Jpanel. Teras urang ngagambar tag dina lapangan - pikeun ngitung ukuran masing-masing, kami bakal ngagunakeun data anu dijelaskeun dina parameter konstruktor kaulinan:
Margin ogé parameter diatur dina constructor kaulinan.
Ayeuna urang kedah ngartikeun metode drawGrid pikeun ngagambar grid sareng bintik dina layar. Kami nganalisis susunan tag sareng ngarobih koordinat kana koordinat antarmuka pangguna. Teras tarik unggal titik kalayan nomer anu aya di 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);
}
}
Tungtungna, hayu urang override metoda paintComponent, nu asalna tina kelas JPane. Urang teras nganggo metode drawGrid, dituturkeun ku metode drawStartMessage pikeun nampilkeun pesen anu ngajak urang klik pikeun ngamimitian kaulinan:
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);
}
Réaksi kana tindakan pangguna dina UI
Dina raraga kaulinan pikeun ngajalankeun tangtu na, perlu pikeun ngolah lampah pamaké dina UI. Jang ngalampahkeun ieu, tambahkeun palaksanaan MouseListener dina Jpanel sareng kode pikeun pindah tempat, anu parantos dipidangkeun di luhur:
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();
}
});
Urang nempatkeun kode dina constructor kelas GameOfFifteen. Di tungtung pisan, urang nelepon metoda newGame pikeun ngamimitian kaulinan anyar.
Kode kaulinan pinuh
Léngkah terakhir saencan ningali game dina aksi nyaéta nempatkeun sadaya elemen kode babarengan. Ieu naon anu lumangsung:
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);
});
}
}
Tungtungna, hayu urang maénkeun!
Waktosna pikeun ngaluncurkeun kaulinan sareng nguji éta dina aksi. Widang kedah sapertos kieu:
Hayu urang cobaan pikeun ngajawab teka. Upami sadayana lancar, urang nampi ieu:
Éta hungkul. Naha anjeun ngarepkeun langkung seueur? 🙂