package comp1110.ass2.gui; import javafx.application.Application; import javafx.event.ActionEvent; import javafx.event.EventHandler; import javafx.geometry.Orientation; import javafx.geometry.Pos; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.control.Button; import javafx.scene.control.Label; import javafx.scene.control.TextField; import javafx.scene.image.ImageView; import javafx.scene.layout.GridPane; import javafx.scene.layout.HBox; import javafx.scene.layout.StackPane; import javafx.scene.layout.TilePane; import javafx.scene.paint.Color; import javafx.scene.shape.Rectangle; import javafx.scene.text.Font; import javafx.scene.text.FontWeight; import javafx.scene.text.Text; import javafx.scene.text.TextAlignment; import javafx.stage.Stage; import javafx.scene.shape.Polygon; import javafx.scene.paint.Paint; import javax.swing.*; import java.awt.*; public class Viewer extends Application { private static final int VIEWER_WIDTH = 1200; private static final int VIEWER_HEIGHT = 700; private final Group root = new Group(); private final Group controls = new Group(); private TextField stateTextField; /** * Given a state string, draw a representation of the state * on the screen. *
* This may prove useful for debugging complex states.
*
* @param stateString a string representing a game state
* The combined game state is made up of the following in order:
*
* 1 Game Arrangement Statement
* 1 Current State Statement
* Many Island Statements (as many as there are Islands on the map) - sorted ascending numerically by the island bonus (ties broken by numerically ascending coordinates)
* 1 Stones Statement
* 1 Unclaimed Resources Statement
* Many Player Statements (as many as there are Players) - sorted ascending numerically by player number
* Formally this is:
*
* gameState = gameArrangementStatement, " ", currentStateStatement, {" ", islandStatement}, " ", stonesStatement, " ", unclaimedResourcesAndStatuettesStatement, {" ", playerStatement}
*
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;
*
* ^ The initial board. Two players, player 0 to start.
*
* [Game statement]
* gameArrangementStatement = "a ", boardHeight, " ", numPlayers, ";"
*
* where boardHeight and numPlayers are both positive integers.
*
* e.g. "a 13 2;"
*
* ^ The standard map layout - 13 high, 2 players
*
* [Current State]
* currentStateStatement = "c ", playerId, " ", phase, ";"
*
* phase = "E" | "S"
*
* and where playerId is a non-negative integer that represents the ID of the current player whose turn it is.
*
* e.g. "c 0 E;"
*
* ^ The current player to move is player 0 in the Exploration phase
*
* [Many Island Statements]
* islandStatement = "i ", bonus, {" ", coordinate}, ";"
*
* where bonus is a non-negative integer.
*
* e.g. "i 6 0,0 0,1 0,2 0,3 1,0 1,1 1,2 1,3 1,4 2,0 2,1;"
*
* ^ The first island (top left) of the standard map
*
* e.g. "i 6 0,5 0,6 0,7 1,6 1,7 1,8 2,6 2,7 2,8 3,7 3,8;"
*
* ^ The second island (top middle) of the standard map
*
* e.g. "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;"
*
* ^ A sequence of three island statements appearing in the standard game string
*
* [Stones Statement]
* There will always be exactly 32 stone circles. Coordinates are sorted in numerically ascending order. hint: parse all island statements before the stones statement
*
* stonesStatement = "s", {" ", coordinate}, ";"
*
* e.g. "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;"
*
* ^ The stone circles on the base map
*
* [Unclaimed Resource statement]
* unclaimedResourcesAndStatuettesStatement = "r C", {" ", coordinate}, " B", {" ", coordinate}, " W", {" ", coordinate}, " P", {" ", coordinate}, " S", {" ", coordinate}, ";"
*
* e.g. "r C 1,1 B 1,2 W P 1,4 S;"
*
* ^ Coconut at 1,1, Bamboo at 1,2, Precious Stone at 1,4. No Water or Statuettes
*
* [Player Statement]
* playerStatement = "p ", playerId, " ", score, " ", coconut, " ", bamboo, " ", water, " ", preciousStone, " ", statuette, " S", {" ", coordinate}, " T", {" ", coordinate}, ";"
*
* where coconut, bamboo, water, preciousStone, statuette are non-negative integers representing the number of each resource or statuettes the player has collected during this phase. score is the total score of the player.
*
* e.g. "p 1 42 1 2 3 4 5 S 5,6 8,7 T 1,2;"
*
* private static final int VIEWER_WIDTH = 1200;
* private static final int VIEWER_HEIGHT = 700;
*
* ^ player 1 with score: 42, coconuts: 1, bamboo: 2, water: 3, precious stone: 4, statuettes: 5, placed settlers at 5,6 and 8,7, placed villages at 1,2
*
* 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
*/
void displayState(String stateString) {
// When refreshing, it clears the whole thing and update it
root.getChildren().clear();
root.getChildren().add(controls);
// Intizialiation of the grid
GridPane viewerGrid = new GridPane();
String[] parts = stateString.split("; ?");
int boardHeight = 0;
int boardHeightPx = 0;
int tileSize = 0;
for ( String part : parts) {
String[] parseSplit = part.split(" ");
String stateCases = parseSplit[0];
// Splitting of the states of the game as per the encoded string
switch (stateCases) {
// Game Arrangement Statement
case "a":
// Settting up the board height value and the tile size
boardHeight = Integer.parseInt(parseSplit[1]);
boardHeightPx = 650;
tileSize = boardHeightPx / boardHeight;
viewerGrid.setPrefWidth(boardHeightPx);
viewerGrid.setPrefHeight(boardHeightPx);
// Generating the water tiles ( the background water map )
for(int i = 0; i < boardHeight; i++){
for(int j = 0; j < boardHeight; j++){
addBoardTile(viewerGrid, boardHeightPx/boardHeight,
String.format("%s,%s", i, j), Color.DARKBLUE);
}
}
break;
// Current state statement
case "c":
// Getting the player ID from the string
int playerId = Integer.parseInt(parseSplit[1]);
// Getting the two mode of current state either Exploration
// or settler
String currentPhase = parseSplit[2];
switch (currentPhase) {
case "E":
currentPhase = "Exploration";
break;
case "S":
currentPhase = "Settler";
break;
}
// Making the Current State Statement text on the window
Text currentStateText = new Text();
currentStateText.setText("The current player to move is player " +
playerId + " in the " + currentPhase +
" phase");
currentStateText.setFont(Font.font("Sans Serif",
FontWeight.BOLD, 20));
currentStateText.setX(VIEWER_WIDTH / boardHeight * 3.5);
currentStateText.setY(50);
currentStateText.setTextAlignment(TextAlignment.CENTER);
root.getChildren().add(currentStateText);
currentStateText.setFill(Color.GREEN);
break;
// Generating the Island tiles from the Island State Statement
case "i":
for(int i = 2; i < parseSplit.length; i++){
addBoardTile(viewerGrid, tileSize, parseSplit[i], Color.GREEN);
}
break;
// Generating the Stone Tiles from the Stone Statement
case "s":
for(int i = 1; i < parseSplit.length; i++){
addStoneTileToBoard(viewerGrid, tileSize, parseSplit[i], Color.GRAY);
}
break;
// Generating the Resources Tiles from the Resource Statement
case "r":
for(int i = 1; i < parseSplit.length; i++){
switch(parseSplit[i]) {
// Generating Resource: Coconut Tiles
case "C":
i++; // To Skip the "C" itself and go to the numbers in the string
while(!parseSplit[i].equals("B")){
// Tile generation
addTileToBoard(viewerGrid, tileSize, parseSplit[i], Color.BROWN);
// Label for the tiles generation
addLabelToTile(viewerGrid,tileSize,parseSplit[i], Color.WHITE, "C");
i++; // To continue the iteration for the while loops
}
i--; // So that i does not go straight to the coords after the letters instead
// i stop at the letter "B"
break;
// Generating Resource: Bamboo Tiles
case "B":
i++; // To Skip the "B" itself and go to the numbers in the string
while(!parseSplit[i].equals("W")){
// Tile generation
addTileToBoard(viewerGrid, tileSize, parseSplit[i], Color.YELLOW);
// Label for the tiles generation
addLabelToTile(viewerGrid,tileSize,parseSplit[i], Color.BLACK, "B");
i++; // To continue the iteration for the while loops
}
i--; // So that i does not go straight to the coords after the letters instead
// i stop at the letter "W"
break;
// Generating Resource: Water tiles
case "W":
i++; // To Skip the "W" itself and go to the numbers in the string
while(!parseSplit[i].equals("P")){
// Tile Generation
addTileToBoard(viewerGrid,tileSize, parseSplit[i], Color.CYAN);
// Label for the tiles generation
addLabelToTile(viewerGrid,tileSize,parseSplit[i], Color.BLACK, "W");
i++; // To continue the iteration for the while loops
}
i--; // So that i does not go straight to the coords after the letters instead
// i stop at the letter "P"
break;
// Generating Resource: Precious Stone tiles
case "P":
i++; // To Skip the "P" itself and go to the numbers in the string
while(!parseSplit[i].equals("S")){
// Tile Generation
addTileToBoard(viewerGrid,tileSize,parseSplit[i], Color.GOLD);
// Label for the tiles generation
addLabelToTile(viewerGrid, tileSize, parseSplit[i], Color.BLACK, "P");
i++; // To continue the iteration for the while loops
}
i--; // So that i does not go straight to the coords after the letters instead
// i stop at the letter "S"
break;
// Generating Resource: Statuettes tiles
case "S":
i++; // To Skip the "P" itself and go to the numbers in the string
while(i < parseSplit.length){
// Tile Generation
addTileToBoard(viewerGrid, tileSize, parseSplit[i], Color.SILVER);
// Label for the tiles generation
addLabelToTile(viewerGrid, tileSize, parseSplit[i], Color.BLACK, "S");
i++; // To continue the iteration for the while loops
}
break;
}
}
break;
// Player Statement
case "p":
// A container for the String that is printed at the end
String container = "";
container += "player " + parseSplit[1] + " with score: " +
parseSplit[2] + ", coconuts: " + parseSplit[3] +
", bambooo: " + parseSplit[4] + ", water: " +
parseSplit[5] + ", precious stone: " + parseSplit[6] +
", statuettes: " + parseSplit[7] + ", placed settlers at ";
// Setller tile generator
int i = 9;
int counter = 0;
while(!parseSplit[i].equals("T")){
counter++;
String[] coords = parseSplit[i].split(",");
// Tile generator
addStoneTileToBoard(viewerGrid, tileSize, parseSplit[i], Color.PINK);
// Label generator
addSmallLabelToTile(viewerGrid, tileSize, parseSplit[i], Color.BLACK, "Settlers");
// if there's more than 1 settler placed
if(counter > 1) container += " and ";
container += Integer.parseInt(coords[0]) + "," +
Integer.parseInt(coords[1]);
i++; // To iterate the while loop
}
i++; // To continue past the "T" keyword
// Village tile generator
container += ", placed villages at ";
int counterT = 0;
while(i < parseSplit.length){
counterT++;
String[] coords = parseSplit[i].split(",");
// Tile generator
addStoneTileToBoard(viewerGrid, tileSize, parseSplit[i], Color. LIGHTGOLDENRODYELLOW);
// Label generator
addSmallLabelToTile(viewerGrid, tileSize, parseSplit[i], Color.BLACK, "Village");
// If there's more than 1 village placed
if(counterT > 1) container += " and ";
container += Integer.parseInt(coords[0]) + "," +
Integer.parseInt(coords[1]);
i++;
}
// Adding the player Statement Text to the window
Text playerStateText = new Text();
playerStateText.setText(container);
playerStateText.setFont(Font.font("Sans Serif",
FontWeight.BOLD, 15));
playerStateText.setX(125);
playerStateText.setY(600);
playerStateText.setTextAlignment(TextAlignment.CENTER);
root.getChildren().add(playerStateText);
playerStateText.setFill(Color.BLACK);
// }
}
}
// Relocate the grid to be more center
viewerGrid.relocate((VIEWER_WIDTH/2-viewerGrid.getPrefWidth()/2), ((VIEWER_HEIGHT+100)/2-viewerGrid.getPrefHeight()/2));
root.getChildren().add(viewerGrid);
// FIXME Task 5
}
// Generating the big board tiles such as the water tiles and the island tiles
void addBoardTile(GridPane board, int tileSize, String coordString, Color color) {
// If the string empty, stop the function
if (coordString.equals("")) return;
String[] coords = coordString.split(",");
Hexagon hex = new Hexagon(tileSize, color);
// if the row is even, translate the tile to the right by tileSize/2
if (Integer.parseInt(coords[0]) % 2 == 0) hex.setTranslateX(tileSize/2);
// Translate the whole tile's Y axis downwards so they connect and there's no gap
hex.setTranslateY(Integer.parseInt(coords[0]) * -0.25 * tileSize);
board.add(hex, Integer.parseInt(coords[1]), Integer.parseInt(coords[0]));
}
// Generating the small tiles such as resources, stones, etc
void addStoneTileToBoard(GridPane board, int tileSize, String coordString, Color color) {
int tileSize2 = tileSize;
tileSize2 -= 15;
// If the string empty, stop the function
if (coordString.equals("")) return;
String[] coords = coordString.split(",");
Hexagon hex = new Hexagon(tileSize2, color);
// if the row is even, translate the tile to the right by tileSize/2
if (Integer.parseInt(coords[0]) % 2 == 0) hex.setTranslateX(tileSize/2);
// Translate the whole tile's Y axis downwards so they connect and there's no gap
hex.setTranslateY(Integer.parseInt(coords[0]) * -0.25 * tileSize);
// Translate the tile so they look center
hex.setTranslateX(7 + hex.getTranslateX());
board.add(hex, Integer.parseInt(coords[1]), Integer.parseInt(coords[0]));
}
void addTileToBoard(GridPane board, int tileSize, String coordString, Color color) {
int tileSize2 = tileSize;
tileSize2 -= 25;
// If the string empty, stop the function
if (coordString.equals("")) return;
String[] coords = coordString.split(",");
Hexagon hex = new Hexagon(tileSize2, color);
// if the row is even, translate the tile to the right by tileSize/2
if (Integer.parseInt(coords[0]) % 2 == 0) hex.setTranslateX(tileSize/2);
// Translate the whole tile's Y axis downwards so they connect and there's no gap
hex.setTranslateY(Integer.parseInt(coords[0]) * -0.25 * tileSize);
// Translate the tile so they look center
hex.setTranslateX(12 + hex.getTranslateX());
board.add(hex, Integer.parseInt(coords[1]), Integer.parseInt(coords[0]));
}
// Adding labels to the resources tiles and stones tiles
void addLabelToTile(GridPane board, int tileSize, String coordString, Color color, String labelName){
// If the string empty, stop the function
if (coordString.equals("")) return;
String[] coords = coordString.split(",");
Label newLabel = new Label(labelName);
newLabel.setTextFill(color);
newLabel.setFont(Font.font("Sans Serif", 12));
// Following the tile's pos format
if (Integer.parseInt(coords[0]) % 2 == 0) newLabel.setTranslateX(tileSize/2);
newLabel.setTranslateY(Integer.parseInt(coords[0]) * -0.25 * tileSize);
// Making the label center
newLabel.setTranslateX(19.5 + newLabel.getTranslateX());
board.add(newLabel, Integer.parseInt(coords[1]), Integer.parseInt(coords[0]));
}
// Adding labels to the villagers and settlers
void addSmallLabelToTile(GridPane board, int tileSize, String coordString, Color color, String labelName){
// If the string empty, stop the function
if (coordString.equals("")) return;
String[] coords = coordString.split(",");
Label newLabel = new Label(labelName);
newLabel.setTextFill(color);
newLabel.setFont(Font.font("Sans Serif", 9));
// Following the tile's pos format
if (Integer.parseInt(coords[0]) % 2 == 0) newLabel.setTranslateX(tileSize/2);
newLabel.setTranslateY(Integer.parseInt(coords[0]) * -0.25 * tileSize);
// Making the label center
newLabel.setTranslateX(11 + newLabel.getTranslateX());
board.add(newLabel, Integer.parseInt(coords[1]), Integer.parseInt(coords[0]));
}
// A hexagon nested class shape
class Hexagon extends Polygon {
public Hexagon(double side, Paint fill) {
super(
0.0, side / 2.0,
side / 2.0, side / 4.0,
side / 2.0, -side / 4.0,
0.0, -side / 2.0,
-side / 2.0, -side / 4.0,
-side / 2.0, side / 4.0
);
this.setFill(fill);
}
}
/**
* Create a basic text field for input and a refresh button.
*/
private void makeControls() {
Label playerLabel = new Label("Game State:");
stateTextField = new TextField();
stateTextField.setPrefWidth(200);
Button button = new Button("Refresh");
button.setOnAction(new EventHandler