game: Added simple functions
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1ad2f6d3f3
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3307b01bf2
@ -89,7 +89,7 @@ public class Coord {
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}
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/**
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* Get a string representation of the coordinate
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* Get a string representation of the coordinate (y,x)
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* @return String representation of the coordinate
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*/
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@Override
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@ -422,8 +422,6 @@ public class State {
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if (player.canPlay(this)) moveLeft = true;
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}
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}
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return !resourcesLeft || !moveLeft;
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}
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@ -597,6 +595,11 @@ public class State {
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// endregion
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// region String conversion
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/**
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* Convert board to stateString format string
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* @return String stateString
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*/
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@Override
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public String toString() {
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String str = "a " + boardHeight + " " + getNumPlayers() + "; c " + getCurrentPlayerID() + " " + getCurrentPhase() + "; ";
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@ -1,25 +1,389 @@
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package comp1110.ass2.gui;
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import comp1110.ass2.Coord;
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import comp1110.ass2.Island;
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import comp1110.ass2.Player;
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import comp1110.ass2.State;
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import javafx.application.Application;
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import javafx.event.ActionEvent;
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import javafx.event.EventHandler;
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import javafx.scene.Group;
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import javafx.scene.Scene;
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import javafx.scene.control.Button;
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import javafx.scene.control.Label;
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import javafx.scene.layout.GridPane;
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import javafx.scene.layout.HBox;
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import javafx.scene.paint.Color;
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import javafx.scene.paint.Paint;
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import javafx.scene.shape.Polygon;
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import javafx.scene.text.Font;
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import javafx.scene.text.FontWeight;
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import javafx.scene.text.Text;
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import javafx.scene.text.TextAlignment;
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import javafx.stage.Stage;
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// FIXME Task 14
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// FIXME Task 15
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public class Game extends Application {
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// region Variables
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private final Group root = new Group();
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private static final int WINDOW_WIDTH = 1200;
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private static final int WINDOW_HEIGHT = 700;
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private final Group controls = new Group();
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State currentGame;
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String message;
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// endregion
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@Override
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public void start(Stage stage) throws Exception {
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message = "Waiting for Move...";
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Scene scene = new Scene(this.root, WINDOW_WIDTH, WINDOW_HEIGHT);
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// From Viewer
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root.getChildren().add(controls);
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makeControls();
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stage.setScene(scene);
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stage.setTitle("Blue Lagoon");
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stage.getIcons().add(new javafx.scene.image.Image(Game.class.getResourceAsStream("favicon.png")));
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stage.setResizable(false);
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stage.show();
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newGame(2);
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}
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/**
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* Create a basic text field for input and a refresh button.
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*/
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private void makeControls() {
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Label newLabel = new Label("New Game:");
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Button twoPlayer = new Button("2 Player");
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Button threePlayer = new Button("3 Player");
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Button fourPlayer = new Button("4 Player");
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Button AIMove = new Button("AI Move");
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twoPlayer.setOnAction(new EventHandler<ActionEvent>() {
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@Override
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public void handle(ActionEvent e) {
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newGame(2);
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}
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});
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threePlayer.setOnAction(new EventHandler<ActionEvent>() {
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@Override
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public void handle(ActionEvent e) {
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newGame(3);
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}
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});
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fourPlayer.setOnAction(new EventHandler<ActionEvent>() {
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@Override
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public void handle(ActionEvent e) {
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newGame(4);
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}
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});
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AIMove.setOnAction(new EventHandler<ActionEvent>() {
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@Override
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public void handle(ActionEvent e) {
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doAIMove();
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}
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});
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HBox hb = new HBox();
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hb.getChildren().addAll(newLabel, twoPlayer,threePlayer,fourPlayer,AIMove);
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hb.setSpacing(10);
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hb.setLayoutX(50);
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hb.setLayoutY(WINDOW_HEIGHT - 50);
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controls.getChildren().add(hb);
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}
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/**
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* Start a new game with the given number of players
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* @param numPlayers the number of players
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*/
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private void newGame(int numPlayers) {
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currentGame = new State("a 13 2; c 0 E; i 6 0,0 0,1 0,2 0,3 1,0 1,1 1,2 1,3 1,4 2,0 2,1; i 6 0,5 0,6 0,7 1,6 1,7 1,8 2,6 2,7 2,8 3,7 3,8; i 6 7,12 8,11 9,11 9,12 10,10 10,11 11,10 11,11 11,12 12,10 12,11; i 8 0,9 0,10 0,11 1,10 1,11 1,12 2,10 2,11 3,10 3,11 3,12 4,10 4,11 5,11 5,12; i 8 4,0 5,0 5,1 6,0 6,1 7,0 7,1 7,2 8,0 8,1 8,2 9,0 9,1 9,2; i 8 10,3 10,4 11,0 11,1 11,2 11,3 11,4 11,5 12,0 12,1 12,2 12,3 12,4 12,5; i 10 3,3 3,4 3,5 4,2 4,3 4,4 4,5 5,3 5,4 5,5 5,6 6,3 6,4 6,5 6,6 7,4 7,5 7,6 8,4 8,5; i 10 5,8 5,9 6,8 6,9 7,8 7,9 7,10 8,7 8,8 8,9 9,7 9,8 9,9 10,6 10,7 10,8 11,7 11,8 12,7 12,8; s 0,0 0,5 0,9 1,4 1,8 1,12 2,1 3,5 3,7 3,10 3,12 4,0 4,2 5,9 5,11 6,3 6,6 7,0 7,8 7,12 8,2 8,5 9,0 9,9 10,3 10,6 10,10 11,0 11,5 12,2 12,8 12,11; r C B W P S; p 0 0 0 0 0 0 0 S T; p 1 0 0 0 0 0 0 S T;");
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switch (numPlayers){
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case 3:
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currentGame.addPlayer();
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break;
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case 4:
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currentGame.addPlayer();
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currentGame.addPlayer();
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break;
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default:
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break;
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}
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currentGame.distributeResources();
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refresh();
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}
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// region Game Play
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void doMove(){
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}
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void doAIMove(){
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if (!currentGame.isPhaseOver()){
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currentGame.getCurrentPlayer().doAIMove(currentGame);
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if (currentGame.isPhaseOver()){
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sendMessage("Phase is over");
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}
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refresh();
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}
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else {
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sendMessage("Phase is over. Can't do AI move");
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}
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}
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// endregion
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// region HID
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void sendMessage(String message){
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sendMessage(message, false);
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}
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void sendMessage(String message, boolean error){
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this.message = message;
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refresh();
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}
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// endregion
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// region From Viewer
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void refresh() {
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// When refreshing, it clears the whole thing and update it
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root.getChildren().clear();
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root.getChildren().add(controls);
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// Add the message
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Label messageLabel = new Label(message);
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messageLabel.setLayoutX(50);
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messageLabel.setLayoutY(50);
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messageLabel.setFont(Font.font("Sans Serif",FontWeight.BOLD, 20));
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root.getChildren().add(messageLabel);
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// Intizialiation of the grid
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GridPane viewerGrid = new GridPane();
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String[] parts = currentGame.toString().split("; ?");
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int boardHeight = 0;
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int boardHeightPx = 0;
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int tileSize = 0;
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// Set up the board height value and the tile size
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boardHeight = currentGame.getBoardHeight();
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boardHeightPx = 650;
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tileSize = boardHeightPx / boardHeight;
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viewerGrid.setPrefWidth(boardHeightPx);
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viewerGrid.setPrefHeight(boardHeightPx);
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// Generating the water tiles ( the background water map )
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for(int i = 0; i < boardHeight; i++){
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for(int j = 0; j < boardHeight - (-1 * i % 2 + 1); j++){
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addBoardTile(viewerGrid, boardHeightPx/boardHeight,
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String.format("%s,%s", i, j), Color.DARKBLUE);
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}
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}
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// Get current stage
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int playerId = currentGame.getCurrentPlayerID();
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// Getting the two mode of current state either Exploration
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// or settler
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char currentPhaseChar = currentGame.getCurrentPhase();
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String currentPhase = "";
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switch (currentPhaseChar) {
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case 'E':
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currentPhase = "Exploration";
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break;
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case 'S':
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currentPhase = "Settler";
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break;
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}
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// Making the Current State Statement text on the window
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Text currentStateText = new Text();
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currentStateText.setText("The current player to move is player " +
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playerId + " in the " + currentPhase +
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" phase");
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currentStateText.setFont(Font.font("Sans Serif",
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FontWeight.BOLD, 20));
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currentStateText.setX(WINDOW_WIDTH / boardHeight * 3.5);
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currentStateText.setY(50);
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currentStateText.setTextAlignment(TextAlignment.CENTER);
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root.getChildren().add(currentStateText);
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currentStateText.setFill(Color.GREEN);
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// For each island render the island
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for (Island island: currentGame.getIslands()){
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for (Coord c: island.getCoords()){
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addBoardTile(viewerGrid, tileSize, c.toString(), Color.GREEN);
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}
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}
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// Render stone circles
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for (Coord stoneCircle: currentGame.getStones()){
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addStoneTileToBoard(viewerGrid, tileSize, stoneCircle.toString(), Color.GRAY);
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}
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String playerData = "Scores:";
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// For each player add their settlements and roads
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for (int i = 0; i < currentGame.getNumPlayers(); i++){
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Player currentPlayer = currentGame.getPlayer(i);
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// Add the player's score to the playerData string
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playerData += "\nPlayer " + i + ": " + currentPlayer.getScore();
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// Settler tile generator
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for (Coord c: currentPlayer.getSettlers()){
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// Tile generator
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addStoneTileToBoard(viewerGrid, tileSize, c.toString(), Color.PINK);
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// Label generator
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addLabelToTile(viewerGrid, tileSize, c.toString(), Color.BLACK, "P"+i);
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}
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// Village tile generator
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for (Coord c: currentPlayer.getVillages()){
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// Tile generator
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addStoneTileToBoard(viewerGrid, tileSize, c.toString(), Color. LIGHTGOLDENRODYELLOW);
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// Label generator
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addLabelToTile(viewerGrid, tileSize, c.toString(), Color.BLACK, "P"+i);
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}
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}
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// Adding the player Statement Text to the window
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Text playerStateText = new Text();
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playerStateText.setText(playerData);
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playerStateText.setFont(Font.font("Sans Serif",
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FontWeight.BOLD, 15));
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playerStateText.setX(0);
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playerStateText.setY(100);
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playerStateText.setFill(Color.BLACK);
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root.getChildren().add(playerStateText);
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// Relocate the grid to be more center
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viewerGrid.relocate((WINDOW_WIDTH/2-viewerGrid.getPrefWidth()/2), ((WINDOW_HEIGHT+100)/2-viewerGrid.getPrefHeight()/2));
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root.getChildren().add(viewerGrid);
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// Move buttons to front
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controls.toFront();
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}
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// Generating the big board tiles such as the water tiles and the island tiles
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void addBoardTile(GridPane board, int tileSize, String coordString, Color color) {
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// If the string empty, stop the function
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if (coordString.equals("")) return;
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String[] coords = coordString.split(",");
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Hexagon hex = new Hexagon(tileSize, color);
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// if the row is even, translate the tile to the right by tileSize/2
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if (Integer.parseInt(coords[0]) % 2 == 0) hex.setTranslateX(tileSize/2);
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// Translate the whole tile's Y axis downwards so they connect and there's no gap
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hex.setTranslateY(Integer.parseInt(coords[0]) * -0.25 * tileSize);
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board.add(hex, Integer.parseInt(coords[1]), Integer.parseInt(coords[0]));
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}
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// Generating the small tiles such as resources, stones, etc
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void addStoneTileToBoard(GridPane board, int tileSize, String coordString, Color color) {
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int tileSize2 = tileSize;
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tileSize2 -= 15;
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// If the string empty, stop the function
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if (coordString.equals("")) return;
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String[] coords = coordString.split(",");
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Hexagon hex = new Hexagon(tileSize2, color);
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// if the row is even, translate the tile to the right by tileSize/2
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if (Integer.parseInt(coords[0]) % 2 == 0) hex.setTranslateX(tileSize/2);
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// Translate the whole tile's Y axis downwards so they connect and there's no gap
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hex.setTranslateY(Integer.parseInt(coords[0]) * -0.25 * tileSize);
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// Translate the tile so they look center
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hex.setTranslateX(7 + hex.getTranslateX());
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board.add(hex, Integer.parseInt(coords[1]), Integer.parseInt(coords[0]));
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}
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void addTileToBoard(GridPane board, int tileSize, String coordString, Color color) {
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int tileSize2 = tileSize;
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tileSize2 -= 25;
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// If the string empty, stop the function
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if (coordString.equals("")) return;
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String[] coords = coordString.split(",");
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Hexagon hex = new Hexagon(tileSize2, color);
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// if the row is even, translate the tile to the right by tileSize/2
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if (Integer.parseInt(coords[0]) % 2 == 0) hex.setTranslateX(tileSize/2);
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// Translate the whole tile's Y axis downwards so they connect and there's no gap
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hex.setTranslateY(Integer.parseInt(coords[0]) * -0.25 * tileSize);
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// Translate the tile so they look center
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hex.setTranslateX(12 + hex.getTranslateX());
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board.add(hex, Integer.parseInt(coords[1]), Integer.parseInt(coords[0]));
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}
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// Adding labels to the resources tiles and stones tiles
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void addLabelToTile(GridPane board, int tileSize, String coordString, Color color, String labelName){
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// If the string empty, stop the function
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if (coordString.equals("")) return;
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String[] coords = coordString.split(",");
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Label newLabel = new Label(labelName);
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newLabel.setTextFill(color);
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newLabel.setFont(Font.font("Sans Serif", 12));
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// Following the tile's pos format
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if (Integer.parseInt(coords[0]) % 2 == 0) newLabel.setTranslateX(tileSize/2);
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newLabel.setTranslateY(Integer.parseInt(coords[0]) * -0.25 * tileSize);
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// Making the label center
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newLabel.setTranslateX(19.5 + newLabel.getTranslateX());
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board.add(newLabel, Integer.parseInt(coords[1]), Integer.parseInt(coords[0]));
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}
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// Adding labels to the villagers and settlers
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void addSmallLabelToTile(GridPane board, int tileSize, String coordString, Color color, String labelName){
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// If the string empty, stop the function
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if (coordString.equals("")) return;
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String[] coords = coordString.split(",");
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Label newLabel = new Label(labelName);
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newLabel.setTextFill(color);
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newLabel.setFont(Font.font("Sans Serif", 9));
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// Following the tile's pos format
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if (Integer.parseInt(coords[0]) % 2 == 0) newLabel.setTranslateX(tileSize/2);
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newLabel.setTranslateY(Integer.parseInt(coords[0]) * -0.25 * tileSize);
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// Making the label center
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newLabel.setTranslateX(11 + newLabel.getTranslateX());
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board.add(newLabel, Integer.parseInt(coords[1]), Integer.parseInt(coords[0]));
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}
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// A hexagon nested class shape
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class Hexagon extends Polygon {
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public Hexagon(double side, Paint fill) {
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super(
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0.0, side / 2.0,
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side / 2.0, side / 4.0,
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side / 2.0, -side / 4.0,
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0.0, -side / 2.0,
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-side / 2.0, -side / 4.0,
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-side / 2.0, side / 4.0
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);
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this.setFill(fill);
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}
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}
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// endregion
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}
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