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 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); GridPane viewerGrid = new GridPane(); String[] parts = stateString.split("; ?"); int boardHeight = 0; int boardHeightPx = 0; for ( String part : parts) { String[] parseSplit = part.split(" "); String stateCases = parseSplit[0]; switch (stateCases) { case "a": boardHeight = Integer.parseInt(parseSplit[1]); boardHeightPx = 575; viewerGrid.setPrefWidth(boardHeightPx); viewerGrid.setPrefHeight(boardHeightPx); // row major order for(int i = 0; i < boardHeight; i++){ for(int j = 0; j < boardHeight; j++){ Rectangle boardMap = new Rectangle(boardHeightPx/boardHeight, boardHeightPx/boardHeight, Color.DARKBLUE); viewerGrid.add(boardMap, i, j); } } break; case "c": int playerId = Integer.parseInt(parseSplit[1]); String currentPhase = parseSplit[2]; switch (currentPhase) { case "E": currentPhase = "Exploration"; break; case "S": currentPhase = "Settler"; break; } 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; case "i": for(int i = 2; i < parseSplit.length; i++){ Rectangle island = new Rectangle(boardHeightPx/boardHeight, boardHeightPx/boardHeight, Color.GREEN); String[] coords = parseSplit[i].split(","); int xCoord = Integer.parseInt(coords[0]); int yCoord = Integer.parseInt(coords[1]); viewerGrid.add(island, xCoord, yCoord); } break; case "s": for(int i = 1; i < parseSplit.length; i++){ Rectangle theRock = new Rectangle(boardHeightPx/boardHeight - 15, boardHeightPx/boardHeight - 15, Color.GRAY); String[] coords = parseSplit[i].split(","); theRock.setTranslateX(5); viewerGrid.add(theRock, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); } break; case "r": for(int i = 1; i < parseSplit.length; i++){ switch(parseSplit[i]) { case "C": i++; while(!parseSplit[i].equals("B")){ String[] coords = parseSplit[i].split(","); Rectangle coconut = new Rectangle(boardHeightPx/boardHeight - 15, boardHeightPx/boardHeight - 15, Color.BROWN); coconut.setTranslateX(5); Label coconutLabel = new Label("C"); coconutLabel.setTextFill(Color.WHITE); coconutLabel.setFont(Font.font("Sans Serif", 12)); coconutLabel.setTranslateX(15); viewerGrid.add(coconut, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); viewerGrid.add(coconutLabel, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); i++; } i--; break; case "B": i++; while(!parseSplit[i].equals("W")){ String[] coords = parseSplit[i].split(","); Rectangle bamboo = new Rectangle(boardHeightPx/boardHeight - 15, boardHeightPx/boardHeight - 15, Color.YELLOW); bamboo.setTranslateX(5); Label bambooLabel = new Label("B"); bambooLabel.setTextFill(Color.BLACK); bambooLabel.setFont(Font.font("Sans Serif", 12)); bambooLabel.setTranslateX(15); viewerGrid.add(bamboo, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); viewerGrid.add(bambooLabel, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); i++; } i--; break; case "W": i++; while(!parseSplit[i].equals("P")){ String[] coords = parseSplit[i].split(","); Rectangle water = new Rectangle(boardHeightPx/boardHeight - 15, boardHeightPx/boardHeight - 15, Color.CYAN); water.setTranslateX(5); Label waterLabel = new Label("W"); waterLabel.setTextFill(Color.BLACK); waterLabel.setFont(Font.font("Sans Serif", 12)); waterLabel.setTranslateX(15); viewerGrid.add(water, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); viewerGrid.add(waterLabel, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); i++; } i--; break; case "P": i++; while(!parseSplit[i].equals("S")){ String[] coords = parseSplit[i].split(","); Rectangle precious = new Rectangle(boardHeightPx/boardHeight - 15, boardHeightPx/boardHeight - 15, Color.GOLD); precious.setTranslateX(5); Label preciousLabel = new Label("P"); preciousLabel.setTextFill(Color.BLACK); preciousLabel.setFont(Font.font("Sans Serif", 12)); preciousLabel.setTranslateX(15); viewerGrid.add(precious, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); viewerGrid.add(preciousLabel, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); i++; } i--; break; // case "S": i++; while(i < parseSplit.length){ String[] coords = parseSplit[i].split(","); Rectangle precious = new Rectangle(boardHeightPx/boardHeight - 15, boardHeightPx/boardHeight - 15, Color.SILVER); precious.setTranslateX(5); Label preciousLabel = new Label("S"); preciousLabel.setTextFill(Color.BLACK); preciousLabel.setFont(Font.font("Sans Serif", 12)); preciousLabel.setTranslateX(15); viewerGrid.add(precious, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); viewerGrid.add(preciousLabel, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); i++; } break; } } break; case "p": String container = ""; container += "player " + parseSplit[1] + " with score: " + parseSplit[2] + ", coconuts: " + parseSplit[3] + ", bambooo: " + parseSplit[4] + ", statuettes: " + parseSplit[5] + ", placed settlers at "; int i = 9; int counter = 0; while(!parseSplit[i].equals("T")){ counter++; String[] coords = parseSplit[i].split(","); Rectangle settlers = new Rectangle(boardHeightPx/boardHeight - 15, boardHeightPx/boardHeight - 15, Color.PINK); settlers.setTranslateX(5); Label settlerLabel = new Label("Settlers"); settlerLabel.setTextFill(Color.BLACK); settlerLabel.setFont(Font.font("Sans Serif", 9)); settlerLabel.setTranslateX(5); viewerGrid.add(settlers, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); viewerGrid.add(settlerLabel, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); if(counter > 1) container += " and "; container += Integer.parseInt(coords[0]) + "," + Integer.parseInt(coords[1]); i++; } i++; container += ", placed villages at "; int counterT = 0; while(i < parseSplit.length){ counter++; String[] coords = parseSplit[i].split(","); Rectangle village = new Rectangle(boardHeightPx/boardHeight - 15, boardHeightPx/boardHeight - 15, Color.LIGHTGOLDENRODYELLOW); village.setTranslateX(5); Label villageLabel = new Label("Village"); villageLabel.setTextFill(Color.BLACK); villageLabel.setFont(Font.font("Sans Serif", 9)); villageLabel.setTranslateX(5); viewerGrid.add(village, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); viewerGrid.add(villageLabel, Integer.parseInt(coords[0]), Integer.parseInt(coords[1])); if(counterT > 1) container += " and "; container += Integer.parseInt(coords[0]) + "," + Integer.parseInt(coords[1]); i++; } Text playerStateText = new Text(); playerStateText.setText(container); playerStateText.setFont(Font.font("Sans Serif", FontWeight.BOLD, 12)); playerStateText.setX(275); playerStateText.setY(645); playerStateText.setTextAlignment(TextAlignment.CENTER); root.getChildren().add(playerStateText); playerStateText.setFill(Color.BLACK); // } } } viewerGrid.relocate((VIEWER_WIDTH/2-viewerGrid.getPrefWidth()/2), (VIEWER_HEIGHT/2-viewerGrid.getPrefHeight()/2)); root.getChildren().add(viewerGrid); // FIXME Task 5 } /** * 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() { @Override public void handle(ActionEvent e) { displayState(stateTextField.getText()); } }); HBox hb = new HBox(); hb.getChildren().addAll(playerLabel, stateTextField, button); hb.setSpacing(10); hb.setLayoutX(50); hb.setLayoutY(VIEWER_HEIGHT - 50); controls.getChildren().add(hb); } @Override public void start(Stage primaryStage) throws Exception { primaryStage.setTitle("Blue Lagoon Viewer"); Scene scene = new Scene(root, VIEWER_WIDTH, VIEWER_HEIGHT); root.getChildren().add(controls); makeControls(); primaryStage.getIcons().add(new javafx.scene.image.Image(Viewer.class.getResourceAsStream("favicon.png"))); primaryStage.setScene(scene); primaryStage.show(); } }