How to resolve the algorithm 15 puzzle game step by step in the Processing programming language
Published on 12 May 2024 09:40 PM
How to resolve the algorithm 15 puzzle game step by step in the Processing programming language
Table of Contents
Problem Statement
Implement the Fifteen Puzzle Game.
The 15-puzzle is also known as:
Let's start with the solution:
Step by Step solution about How to resolve the algorithm 15 puzzle game step by step in the Processing programming language
Source code in the processing programming language
int number_of_grid_cells = 16; // Set the number of cells of the board here 9, 16, 25 etc
color piece_color = color(255, 175, 0);
color background_color = color(235, 231, 178);
color piece_shadow_dark = color(206, 141, 0);
color piece_shadow_light = color(255, 214, 126);
int z, t, p, piece_number, row_length, piece_side_length;
PuzzlePiece[] piece = new PuzzlePiece[number_of_grid_cells]; // Number of puzzle pieces objects array
void setup() {
size(400, 400); // Window size width and height must be egual
background(200, 50, 0);
row_length = int(sqrt(number_of_grid_cells));
piece_side_length = width/row_length;
textSize(piece_side_length/2.7);
textAlign(CENTER);
PVector[] xy_values = new PVector[number_of_grid_cells]; // Setting the x and y values for each cell on grid
for (int i = 0; i < number_of_grid_cells; i += row_length) { // Values are the top left pixel of the cell
for (int j = 0; j < row_length; j++) {
xy_values[z] = new PVector();
xy_values[z].x = j*piece_side_length;
xy_values[z].y = t*piece_side_length;
z++;
}
t++;
}
int[] place = new int[number_of_grid_cells]; // This array is to help placing the pieces randomly and store values in piece objects array
for (int i = 0; i < number_of_grid_cells; i++) place[i] = 0;
piece_number = 0;
while (piece_number < number_of_grid_cells) { // Placing pieces randomly in grid
p = int(random(0, number_of_grid_cells));
if (place[p] == 0) { // Once placed will be set to 1 to avoid designing again at this location
piece[piece_number] = new PuzzlePiece(piece_number, xy_values[p].x, xy_values[p].y); // Creating the piece objects array
place[p] = 1;
piece[piece_number].design(); // Design newly create piece object
piece_number++;
}
}
}
void draw() {
for (int i = 0; i < number_of_grid_cells; i++) { // Search all piece object indexes and verify which one is mouse pressed in this loop
if (mousePressed == true && mouseX >= piece[i].xPosition() && mouseX <= piece[i].xPosition()+piece_side_length && mouseY >= piece[i].yPosition() && mouseY <= piece[i].yPosition()+piece_side_length && piece[i].pieceNumber() != 15) {
if (pieceMove(piece[number_of_grid_cells-1].xPosition(), piece[number_of_grid_cells-1].yPosition(), piece[i].xPosition(), piece[i].yPosition())) {
float temp_x = piece[number_of_grid_cells-1].xPosition(); // Remember x and y value of final piece index (white piece)
float temp_y = piece[number_of_grid_cells-1].yPosition();
piece[number_of_grid_cells-1].storePos(piece[i].xPosition(), piece[i].yPosition()); // Store clicked x and y value in final index of piece array
piece[i].storePos(temp_x, temp_y); // Store temp x and y value (the last/previous final index values) in current clicked piece index
piece[number_of_grid_cells-1].design(); // draw the final index piece index (only final piece index is painted white)
piece[i].design(); // Draw a numbered piece of current index
}
}
}
}
boolean pieceMove(float final_index_piece_x, float final_index_piece_y, float current_index_x, float current_index_y) {
// If both x values from clicked and white piece have same value meaning in same horizontal column
// AND current clicked y value is equal to white piece y value - piece side lenght OR current clicked y value + piece side lenght is egual to white piece y
if (current_index_x == final_index_piece_x && (current_index_y == final_index_piece_y-piece_side_length || (current_index_y == final_index_piece_y+piece_side_length))) return true;
// If both y values from clicked and white piece have same value meaning in same vertical column
// AND current clicked x value is equal to white piece x value - piece side lenght OR current clicked x value + piece side lenght is egual to white piece x
else if (current_index_y == final_index_piece_y && (current_index_x == final_index_piece_x-piece_side_length || (current_index_x == final_index_piece_x+piece_side_length))) return true;
else return false;
}
class PuzzlePiece {
int piece_number;
float x_pos, y_pos;
PuzzlePiece(int _piece_nr, float _xp, float _yp) {
piece_number = _piece_nr;
x_pos = _xp;
y_pos = _yp;
}
void storePos(float _xp, float _yp) {
x_pos = _xp;
y_pos = _yp;
}
int pieceNumber() {
return piece_number;
}
float xPosition() {
return x_pos;
}
float yPosition() {
return y_pos;
}
void design() {
noStroke();
fill(piece_color);
if (piece_number == number_of_grid_cells-1) fill(background_color);
rect(x_pos+1, y_pos+1, piece_side_length-1, piece_side_length-1);
if (piece_number != number_of_grid_cells-1) {
fill(0); // Black text shadow
text(piece_number+1, x_pos+piece_side_length/2+1, y_pos+piece_side_length/2+textAscent()/2);
fill(255);
text(piece_number+1, x_pos+piece_side_length/2, y_pos+piece_side_length/2+textAscent()/2);
stroke(piece_shadow_dark);
line(x_pos+piece_side_length-1, y_pos+1, x_pos+piece_side_length-1, y_pos+piece_side_length-1); // Right side shadow
line(x_pos+2, y_pos+piece_side_length, x_pos+piece_side_length-1, y_pos+piece_side_length); // Bottom side shadow
stroke(piece_shadow_light);
line(x_pos+2, y_pos-1, x_pos+2, y_pos+piece_side_length); // Left bright
line(x_pos+2, y_pos+1, x_pos+piece_side_length-1, y_pos+1); // Upper bright
}
}
}
# Set the number of cells of the board here 9, 16, 25 etc
num_grid_cells = 16
piece_color = color(255, 175, 0)
background_color = color(235, 231, 178)
piece_shadow_dark = color(206, 141, 0)
piece_shadow_light = color(255, 214, 126)
def setup():
global piece, piece_number, row_length, piece_side_length
size(400, 400) # Window size width and height must be egual
background(200, 50, 0)
row_length = int(sqrt(num_grid_cells))
piece_side_length = width / row_length
textSize(piece_side_length / 2.7)
textAlign(CENTER)
# Setting the x and y values for each cell on grid
xy_val = []
t = 0
for i in range(0, num_grid_cells, row_length):
for j in range(row_length):
xy_val.append((j * piece_side_length,
t * piece_side_length))
t += 1
piece = [] # Puzzle piece objects
placed = [False] * num_grid_cells # to help placing the pieces randomly
piece_number = 0
# Placing pieces randomly in grid
while (piece_number < num_grid_cells):
p = int(random(0, num_grid_cells))
# Once placed will be set to True to avoid adding again at this location
if not placed[p]:
# Creating the piece objects list
piece.append(PuzzlePiece(piece_number, xy_val[p][0], xy_val[p][1]))
placed[p] = True
piece[piece_number].design() # Draw newly create piece object
piece_number += 1
def draw():
# Search all piece object indexes and verify which one is mouse pressed
for i in range(num_grid_cells):
if (mousePressed and
piece[i].x <= mouseX <= piece[i].x + piece_side_length and
piece[i].y <= mouseY <= piece[i].y + piece_side_length and
piece[i].piece_number != 15):
if (pieceMove(piece[num_grid_cells - 1].x, piece[num_grid_cells - 1].y, piece[i].x, piece[i].y)):
# Remember x and y value of final piece index (white piece)
temp_x = int(piece[num_grid_cells - 1].x)
temp_y = int(piece[num_grid_cells - 1].y)
# Store clicked x and y value in final index of piece list
piece[num_grid_cells - 1].set_pos(piece[i].x, piece[i].y)
# Store temp x and y value (the last/previous final index
# values) in current clicked piece
piece[i].set_pos(temp_x, temp_y)
# draw the final index piece index (only final piece index is
# painted white)
piece[num_grid_cells - 1].design()
piece[i].design() # Draw a numbered piece of current index
def pieceMove(final_index_piece_x, final_index_piece_y, current_index_x, current_index_y):
# If both x's from clicked and white piece have same value meaning in same horizontal column
# AND current clicked y value is equal to white piece y value - piece side lenght OR
# current clicked y value + piece side lenght is egual to white piece y
if (current_index_x == final_index_piece_x and (current_index_y == final_index_piece_y - piece_side_length or
(current_index_y == final_index_piece_y + piece_side_length))):
return True
# If both y's from clicked and white piece have same value meaning in same vertical column AND current clicked x value
# is equal to white piece x value - piece side lenght OR current clicked x value + piece side lenght is
# egual to white piece x
elif (current_index_y == final_index_piece_y and (current_index_x == final_index_piece_x - piece_side_length or
(current_index_x == final_index_piece_x + piece_side_length))):
return True
else:
return False
class PuzzlePiece:
def __init__(self, pn, xp, yp):
self.piece_number = pn
self.x = xp
self.y = yp
def set_pos(self, xp, yp):
self.x = xp
self.y = yp
def design(self):
noStroke()
fill(piece_color)
if (self.piece_number == num_grid_cells - 1):
fill(background_color)
rect(self.x + 1, self.y + 1,
piece_side_length - 1, piece_side_length - 1)
if (self.piece_number != num_grid_cells - 1):
fill(0) # Black text shadow
text(self.piece_number + 1, self.x + piece_side_length / 2 + 2,
self.y + piece_side_length / 2 + textAscent() / 2)
fill(255)
text(self.piece_number + 1, self.x + piece_side_length / 2,
self.y + piece_side_length / 2 + textAscent() / 2)
stroke(piece_shadow_dark)
line(self.x + piece_side_length - 1, self.y + 1, self.x +
piece_side_length - 1, self.y + piece_side_length - 1) # Right side shadow
line(self.x + 2, self.y + piece_side_length, self.x +
piece_side_length - 1, self.y + piece_side_length) # Bottom side shadow
stroke(piece_shadow_light)
# Left bright
line(self.x + 2, self.y - 1, self.x + 2,
self.y + piece_side_length)
# Upper bright
line(self.x + 2, self.y + 1, self.x +
piece_side_length - 1, self.y + 1)
You may also check:How to resolve the algorithm Comma quibbling step by step in the Eiffel programming language
You may also check:How to resolve the algorithm Draw a pixel step by step in the Java programming language
You may also check:How to resolve the algorithm Dot product step by step in the SPARK programming language
You may also check:How to resolve the algorithm Set right-adjacent bits step by step in the 11l programming language
You may also check:How to resolve the algorithm Doomsday rule step by step in the FOCAL programming language