"Tag" katika Java - jinsi ya kuendeleza mchezo kamili

"Tag" katika Java - jinsi ya kuendeleza mchezo kamili

"Kumi na tano" au "kumi na tano" ni mfano bora wa mchezo rahisi wa mantiki ambao ni maarufu duniani kote. Ili kutatua fumbo, unahitaji kupanga miraba na nambari kwa mpangilio, kutoka ndogo hadi kubwa. Si rahisi, lakini inavutia.

Katika somo la leo tutakuonyesha jinsi ya kutengeneza Kumi na Tano katika Java 8 na Eclipse. Ili kutengeneza UI tutatumia API ya Swing.

Tunakukumbusha: kwa wasomaji wote wa "Habr" - punguzo la rubles 10 wakati wa kujiandikisha katika kozi yoyote ya Skillbox kwa kutumia msimbo wa uendelezaji wa "Habr".

Skillbox inapendekeza: Kozi ya elimu mtandaoni "Msanidi programu wa Java".

Ubunifu wa mchezo

Katika hatua hii unahitaji kufafanua mali:

  • Ukubwa - ukubwa wa uwanja;
  • nbTiles - idadi ya vitambulisho kwenye uwanja. nbTiles = ukubwa* ukubwa - 1;
  • Vigae ni lebo ambayo ni safu ya pande moja ya nambari kamili. Kila moja ya lebo itapokea thamani ya kipekee katika safu [0, nbTiles]. Zero inaonyesha mraba tupu;
  • blankPos - nafasi ya mraba tupu.

Mantiki ya mchezo

Tunahitaji kufafanua mbinu ya kuweka upya iliyotumiwa kuanzisha nafasi mpya ya mchezo. Kwa njia hii tunaweka thamani kwa kila kipengele cha safu ya vitambulisho. Kweli, basi tunaweka blankPos katika nafasi ya mwisho ya safu.

Tunahitaji pia mbinu ya kuchanganua safu ya lebo. Hatujumuishi lebo tupu katika mchakato wa kuchanganya ili kuiacha katika hali sawa.

Kwa kuwa nusu tu ya nafasi za kuanzia za fumbo zina suluhu, unahitaji kuangalia matokeo ya kuchanganya ili kuhakikisha kuwa mpangilio wa sasa unaweza kutatuliwa. Ili kufanya hivyo, tunafafanua njia ya isSolvable.

Ikiwa lebo fulani inatanguliwa na lebo iliyo na thamani ya juu, inachukuliwa kuwa inversion. Wakati doa tupu iko, idadi ya ubadilishaji lazima iwe sawa ili fumbo liweze kutatuliwa. Kwa hivyo tunahesabu idadi ya ubadilishaji na kurudi kweli ikiwa nambari ni sawa.

Kisha ni muhimu kufafanua njia ya isSolved ili kuangalia ikiwa mpangilio wetu wa Mchezo wa Kumi na Tano umetatuliwa. Kwanza tunaangalia mahali palipo tupu. Ikiwa katika nafasi ya awali, basi usawa wa sasa ni mpya, haujaamuliwa hapo awali. Kisha tunarudia kupitia vigae kwa mpangilio wa nyuma, na ikiwa thamani ya lebo ni tofauti na faharasa inayolingana +1, tunarudi sivyo. Vinginevyo, mwisho wa mbinu ni wakati wa kurejea ukweli kwa sababu fumbo tayari limetatuliwa.

Njia nyingine ambayo inahitaji kufafanuliwa ni newGame. Inahitajika kuunda mfano mpya wa mchezo. Ili kufanya hivyo, tunaweka upya uwanja, kisha uchanganye na uendelee hadi nafasi ya kucheza iweze kutatuliwa.

Hapa kuna nambari ya mfano na mantiki muhimu ya tepe:

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;
}

Hatimaye, unahitaji kupanga harakati za vitambulisho katika safu. Msimbo huu utapigiwa simu baadaye kupitia simu ili kujibu harakati za kishale. Mchezo wetu utasaidia harakati nyingi za tile kwa wakati mmoja. Kwa hivyo, baada ya kugeuza nafasi iliyoshinikizwa kwenye skrini kuwa tepe, tunapata nafasi ya lebo tupu na kutafuta mwelekeo wa harakati ili kusaidia harakati zake kadhaa kwa wakati mmoja.

Hapa kuna mfano wa nambari:

// 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;

Tunatengeneza UI kwa kutumia Swing API

Ni wakati wa kuanza kufanya kazi kwenye kiolesura. Kwanza tunachukua darasa la Jpanel. Kisha tunachora vitambulisho kwenye uwanja - kuhesabu saizi za kila moja, tutatumia data iliyoainishwa kwenye paramu ya mjenzi wa mchezo:

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

Pambizo pia ni kigezo kilichowekwa katika mjenzi wa mchezo.

Sasa tunahitaji kufafanua njia ya drawGrid kuteka gridi na matangazo kwenye skrini. Tunachambua safu ya vitambulisho na kubadilisha viwianishi kuwa viwianishi vya kiolesura cha mtumiaji. Kisha chora kila doa na nambari inayolingana katikati:

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);
  }
}

Mwishowe, wacha tubatilie njia ya RangiComponent, ambayo inatokana na darasa la JPane. Kisha tunatumia mbinu ya drawGrid, ikifuatiwa na njia ya drawStartMessage ili kuonyesha ujumbe unaotuhimiza kubofya ili kuanza mchezo:

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);
}

Kujibu vitendo vya mtumiaji katika UI

Ili mchezo uendeshe mkondo wake, ni muhimu kuchakata vitendo vya mtumiaji katika UI. Ili kufanya hivyo, ongeza utekelezaji wa MouseListener kwenye Jpanel na msimbo wa kusonga matangazo, ambayo tayari yameonyeshwa hapo juu:

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();
  }
});

Tunaweka msimbo katika mjenzi wa darasa la GameOfFifteen. Mwishoni kabisa, tunaita mbinu mpya ya Mchezo ili kuanza mchezo mpya.

Msimbo kamili wa mchezo

Hatua ya mwisho kabla ya kuona mchezo ukiendelea ni kuweka vipengele vyote vya msimbo pamoja. Hiki ndicho kinachotokea:

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);
    });
  }
 
 
}

Hatimaye, wacha tucheze!

Ni wakati wa kuzindua mchezo na kuujaribu kwa vitendo. Shamba inapaswa kuonekana kama hii:

"Tag" katika Java - jinsi ya kuendeleza mchezo kamili

Hebu jaribu kutatua puzzle. Ikiwa kila kitu kilikwenda vizuri, tunapata hii:

"Tag" katika Java - jinsi ya kuendeleza mchezo kamili

Ni hayo tu. Je, ulitarajia zaidi? 🙂

Skillbox inapendekeza:

Chanzo: mapenzi.com

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