How to resolve the algorithm Honeycombs step by step in the Ruby programming language
How to resolve the algorithm Honeycombs step by step in the Ruby programming language
Table of Contents
Problem Statement
The task is to produce a matrix of 20 hexagon shaped widgets in a honeycomb arrangement. The matrix should be arranged in such a manner that there are five columns of four hexagons. The hexagons in columns one, three and five are aligned horizontally, whereas the hexagons in columns two and four occupy a lower position within the arrangement. Each hexagon should be the same colour, and should display a unique randomly selected single capital letter on the front. The application should now wait for the user to select a hexagon, either by using a pointing device, or by pressing a key that carries a corresponding letter on a hexagon. For platforms that support pointing devices and keyboards, the application should support both methods of selection. A record of the chosen letters should be maintained and the code should be suitably commented, at the point where the the selected letter has been determined. The selected hexagon should now change colour on the display. The cycle repeats until the user has chosen all of the letters. Note that each letter can only be selected once and previously selected hexagons retain their colour after selection. The program terminates when all letters have been chosen. Optionally: output the list of selected letters and show the last selected letter, cater for a different number of columns or a different number of hexagons in each column, cater for two players, (turns alternate and the hexagons change a different colour depending on whether they were selected by player one or player two and records of both players selections are maintained.)
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Honeycombs step by step in the Ruby programming language
The provided code is a Ruby program that uses the Shoes gem to create a graphical user interface (GUI) for a game called "Honeycombs". The game involves selecting hexagons on a grid to form words. Here's a detailed explanation of the code:
- The program starts by creating a new Shoes application with the title "Honeycombs" and dimensions of 700 pixels in height and width:
Shoes.app(title: "Honeycombs", height: 700, width: 700) do
- It calculates some constants used for drawing the hexagons:
C
andS
are constants used in calculating the coordinates of the hexagon vertices.Radius
is the radius of the hexagons.
- It defines a list of lists of letters that will be placed on the hexagons:
letters = [
%w[L A R N D 1 2],
%w[G U I Y T 3 4],
%w[P C F E B 5 6],
%w[V S O M K 7 8],
%w[Q X J Z H 9 0],
]
- It defines three methods:
highlight(hexagon)
: This method highlights a hexagon by changing its fill color to magenta.unhighlight(hexagon)
: This method unhighlights a hexagon by changing its fill color to yellow.choose(hexagon)
: This method marks a hexagon as chosen, highlights it, and updates the@chosen
paragraph to display the list of chosen letters and the last chosen letter.
-
It calculates the width and height of the GUI based on the number of letters and the size of the hexagons.
-
It creates a stack layout for the GUI and adds a paragraph (
@chosen
) to display information about the chosen letters. -
It iterates over the list of letters and draws hexagons with the given letters on them. Each hexagon is assigned an
x
andy
coordinate and is added to the@hexagons
array. A hashmap (letter_to_hex
) is also created to map each letter to its corresponding hexagon. -
It adds a motion listener to the GUI to highlight the hexagon under the mouse cursor.
-
It adds a click listener to the GUI to handle mouse clicks. When a hexagon is clicked, it calls the
choose
method to mark it as chosen and update the GUI accordingly. -
It adds a keypress listener to the GUI to handle keystrokes. It checks if the pressed key is a letter and, if so, chooses the corresponding hexagon. It also provides a way to exit the application by pressing Control-Q.
In summary, this code creates a GUI for a game where players can click on hexagons to form words. The hexagons can be highlighted with the mouse cursor, and chosen by clicking on them. The GUI also displays information about the chosen letters and the last chosen letter.
Source code in the ruby programming language
Shoes.app(title: "Honeycombs", height: 700, width: 700) do
C = Math::cos(Math::PI/3)
S = Math::sin(Math::PI/3)
Radius = 60.0
letters = [
%w[L A R N D 1 2],
%w[G U I Y T 3 4],
%w[P C F E B 5 6],
%w[V S O M K 7 8],
%w[Q X J Z H 9 0],
]
def highlight(hexagon)
hexagon.style(fill: magenta)
end
def unhighlight(hexagon)
hexagon.style(fill: yellow)
end
def choose(hexagon)
hexagon.choose
highlight hexagon
chosen = @hexagons.find_all {|h| h.chosen?}.map {|h| h.letter}
if chosen.size == @hexagons.size
@chosen.text = 'Every hexagon has been chosen.'
else
@chosen.text = "Chosen: #{chosen.sort.join(',')}\n" +
"Last Chosen: #{hexagon.letter}"
end
end
width = 20 + (Radius*(7*letters[0].size - 3)/4.0).ceil
height = 60 + (Radius*(1 + 2*S*letters.size)).ceil
@hexagons = []
letter_to_hex = {}
# create the GUI
stack(height: height, width: width) do
@chosen = para("Chosen:\nLast chosen:")
# draw the hexagrams
letters.each_index do |row|
letters[0].each_index do |column|
x = 60 + column * Radius * 0.75 + (1-S) * Radius
y = 80 + row * S * Radius + (column.odd? ? S * Radius * 0.5 : 0)
h = shape(x-Radius, y-S*Radius) do
strokewidth 3
move_to(x-C*Radius, y-S*Radius)
line_to(x+C*Radius, y-S*Radius)
line_to(x+Radius, y)
line_to(x+C*Radius, y+S*Radius)
line_to(x-C*Radius, y+S*Radius)
line_to(x-Radius, y)
line_to(x-C*Radius, y-S*Radius)
end
# add some attributes and methods to the shape
class << h
attr_accessor :x, :y, :state, :letter
def chosen?
not @state.nil?
end
def choose
@state = :chosen
end
def contains?(px, py)
if @x-Radius < px and px <= @x-C*Radius
ratio = (px - @x + Radius)/(Radius*(1-C))
@y - ratio*S*Radius < py and py <= @y + ratio*S*Radius
elsif @x-C*Radius < px and px <= @x+C*Radius
@y - S*Radius < py and py < @y + S*Radius
elsif @x+C*Radius < px and px <= @x+Radius
ratio = (@x + Radius - px)/(Radius*(1-C))
@y - ratio*S*Radius < py and py <= @y + ratio*S*Radius
else
false
end
end
def inspect
%q(<%s,"%s",%s,%d@%d>) % [self.class, letter, chosen?, x, y]
end
end
h.x = x + x - Radius
h.y = y + y - S*Radius
h.letter = letters[row][column]
unhighlight h
@hexagons << h
letter_to_hex[h.letter.downcase] = h
letter_to_hex[h.letter.upcase] = h
# add the letter to the hexagon
para(h.letter).style(size:56, stroke:red) \
.move(h.x - C*Radius, h.y - S*Radius)
end
end
# highlight the hexagon under the mouse
hex_over = nil
motion do |x, y|
hex = @hexagons.find {|h| h.contains?(x,y)}
unless hex.nil? or hex.chosen?
highlight hex
end
unless hex_over == hex or hex_over.nil? or hex_over.chosen?
unhighlight hex_over
end
hex_over = hex
end
# handle mouse clicks
click do |button, x, y|
info("button #{button} clicked at (#{x}, #{y})")
hexagon = @hexagons.find {|h| h.contains?(x,y)}
if hexagon
info("clicked hexagon #{hexagon}")
choose hexagon
end
end
# handle keystrokes
keypress do |key|
if key == "\x11" # control-Q
exit
elsif key == "?"
info @hexagons.collect {|h| h.inspect}.join("\n")
elsif letter_to_hex.has_key?(key)
info("pressed key #{key} -> #{letter_to_hex[key]}")
choose letter_to_hex[key]
end
end
end
end
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