Java/3D/Game
Версия от 18:01, 31 мая 2010; (обсуждение)
A simple shooting game
/*
Essential Java 3D Fast
Ian Palmer
Publisher: Springer-Verlag
ISBN: 1-85233-394-4
*/
import java.awt.AWTEvent;
import java.awt.BorderLayout;
import java.awt.Button;
import java.awt.Frame;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.util.Enumeration;
import javax.media.j3d.Alpha;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.Behavior;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.Bounds;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.Locale;
import javax.media.j3d.Material;
import javax.media.j3d.Node;
import javax.media.j3d.PhysicalBody;
import javax.media.j3d.PhysicalEnvironment;
import javax.media.j3d.PositionInterpolator;
import javax.media.j3d.Switch;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.media.j3d.View;
import javax.media.j3d.ViewPlatform;
import javax.media.j3d.VirtualUniverse;
import javax.media.j3d.WakeupCriterion;
import javax.media.j3d.WakeupOnAWTEvent;
import javax.media.j3d.WakeupOnCollisionEntry;
import javax.media.j3d.WakeupOnElapsedTime;
import javax.media.j3d.WakeupOr;
import javax.vecmath.Color3f;
import javax.vecmath.Matrix3d;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3d;
import javax.vecmath.Vector3f;
import com.sun.j3d.loaders.Scene;
import com.sun.j3d.loaders.objectfile.ObjectFile;
import com.sun.j3d.utils.geometry.Box;
import com.sun.j3d.utils.geometry.Cylinder;
import com.sun.j3d.utils.geometry.Sphere;
/**
* This application demonstrates a number of things in the implementation of a
* simple shooting game. The object of the the game is to shoot a duck that
* repeatedly moves across the screen from left to right. There are two duck
* models, one for the "live" duck and one for the "dead" one. These are loaded
* from "duck.obj" and "deadduck.obj" files. The "gun" is built from primitives.
* The duck and the ball that is used to shoot the duck use interpolators for
* their animation. The gun uses key board input to aim and fire it, and
* collision detection is used to "kill" the duck.
*
* @author I.J.Palmer
* @version 1.0
*/
public class SimpleGame extends Frame implements ActionListener {
protected Canvas3D myCanvas3D = new Canvas3D(null);
protected Button exitButton = new Button("Exit");
protected BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0,
0.0), 100.0);
/** Switch that is used to swap the duck models */
Switch duckSwitch;
/** Alpha used to drive the duck animation */
Alpha duckAlpha;
/** Used to drive the ball animation */
Alpha ballAlpha;
/** Used to move the ball */
PositionInterpolator moveBall;
/** Used to rotate the gun */
TransformGroup gunXfmGrp = new TransformGroup();
/**
* This builds the view branch of the scene graph.
*
* @return BranchGroup with viewing objects attached.
*/
protected BranchGroup buildViewBranch(Canvas3D c) {
BranchGroup viewBranch = new BranchGroup();
Transform3D viewXfm = new Transform3D();
Matrix3d viewTilt = new Matrix3d();
viewTilt.rotX(Math.PI / -6);
viewXfm.set(viewTilt, new Vector3d(0.0, 10.0, 10.0), 1.0);
TransformGroup viewXfmGroup = new TransformGroup(viewXfm);
ViewPlatform myViewPlatform = new ViewPlatform();
PhysicalBody myBody = new PhysicalBody();
PhysicalEnvironment myEnvironment = new PhysicalEnvironment();
viewXfmGroup.addChild(myViewPlatform);
viewBranch.addChild(viewXfmGroup);
View myView = new View();
myView.addCanvas3D(c);
myView.attachViewPlatform(myViewPlatform);
myView.setPhysicalBody(myBody);
myView.setPhysicalEnvironment(myEnvironment);
return viewBranch;
}
/**
* This adds some lights to the content branch of the scene graph.
*
* @param b
* The BranchGroup to add the lights to.
*/
protected void addLights(BranchGroup b) {
Color3f ambLightColour = new Color3f(0.5f, 0.5f, 0.5f);
AmbientLight ambLight = new AmbientLight(ambLightColour);
ambLight.setInfluencingBounds(bounds);
Color3f dirLightColour = new Color3f(1.0f, 1.0f, 1.0f);
Vector3f dirLightDir = new Vector3f(-1.0f, -1.0f, -1.0f);
DirectionalLight dirLight = new DirectionalLight(dirLightColour,
dirLightDir);
dirLight.setInfluencingBounds(bounds);
b.addChild(ambLight);
b.addChild(dirLight);
}
/**
* This builds the gun geometry. It uses box and cylinder primitives and
* sets up a transform group so that we can rotate the gun.
*/
protected BranchGroup buildGun() {
BranchGroup theGun = new BranchGroup();
Appearance gunApp = new Appearance();
Color3f ambientColour = new Color3f(0.5f, 0.5f, 0.5f);
Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f);
Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f);
Color3f diffuseColour = new Color3f(0.5f, 0.5f, 0.5f);
float shininess = 20.0f;
gunApp.setMaterial(new Material(ambientColour, emissiveColour,
diffuseColour, specularColour, shininess));
TransformGroup init = new TransformGroup();
TransformGroup barrel = new TransformGroup();
Transform3D gunXfm = new Transform3D();
Transform3D barrelXfm = new Transform3D();
barrelXfm.set(new Vector3d(0.0, -2.0, 0.0));
barrel.setTransform(barrelXfm);
Matrix3d gunXfmMat = new Matrix3d();
gunXfmMat.rotX(Math.PI / 2);
gunXfm.set(gunXfmMat, new Vector3d(0.0, 0.0, 0.0), 1.0);
init.setTransform(gunXfm);
gunXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
gunXfmGrp.addChild(new Box(1.0f, 1.0f, 0.5f, gunApp));
barrel.addChild(new Cylinder(0.3f, 4.0f, gunApp));
gunXfmGrp.addChild(barrel);
theGun.addChild(init);
init.addChild(gunXfmGrp);
return theGun;
}
/**
* Creates the duck. This loads the two duck geometries from the files
* "duck.obj" and "deadduck.obj" and loads these into a switch. The access
* rights to the switch are then set so we can write to this switch to swap
* between the two duck models. It also creates a transform group and an
* interpolator to move the duck.
*
* @return BranchGroup with content attached.
*/
protected BranchGroup buildDuck() {
BranchGroup theDuck = new BranchGroup();
duckSwitch = new Switch(0);
duckSwitch.setCapability(Switch.ALLOW_SWITCH_WRITE);
ObjectFile f1 = new ObjectFile();
ObjectFile f2 = new ObjectFile();
Scene s1 = null;
Scene s2 = null;
try {
s1 = f1.load("duck.obj");
s2 = f2.load("deadduck.obj");
} catch (Exception e) {
System.exit(1);
}
TransformGroup duckRotXfmGrp = new TransformGroup();
Transform3D duckRotXfm = new Transform3D();
Matrix3d duckRotMat = new Matrix3d();
duckRotMat.rotY(Math.PI / 2);
duckRotXfm.set(duckRotMat, new Vector3d(0.0, 0.0, -30.0), 1.0);
duckRotXfmGrp.setTransform(duckRotXfm);
duckRotXfmGrp.addChild(duckSwitch);
duckSwitch.addChild(s1.getSceneGroup());
duckSwitch.addChild(s2.getSceneGroup());
TransformGroup duckMovXfmGrp = new TransformGroup();
duckMovXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
duckMovXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
duckMovXfmGrp.addChild(duckRotXfmGrp);
duckAlpha = new Alpha(-1, 0, 0, 3000, 0, 0);
Transform3D axis = new Transform3D();
PositionInterpolator moveDuck = new PositionInterpolator(duckAlpha,
duckMovXfmGrp, axis, -30.0f, 30.0f);
moveDuck.setSchedulingBounds(bounds);
theDuck.addChild(moveDuck);
theDuck.addChild(duckMovXfmGrp);
return theDuck;
}
/**
* This builds the ball that acts as the bullet for our gun. The ball is
* created from a sphere primitive, and a transform group and interpolator
* are added so that we can "fire" the bullet.
*
* @return BranchGroup that is the root of the ball branch.
*/
protected BranchGroup buildBall() {
BranchGroup theBall = new BranchGroup();
Appearance ballApp = new Appearance();
Color3f ambientColour = new Color3f(1.0f, 0.0f, 0.0f);
Color3f emissiveColour = new Color3f(0.0f, 0.0f, 0.0f);
Color3f specularColour = new Color3f(1.0f, 1.0f, 1.0f);
Color3f diffuseColour = new Color3f(1.0f, 0.0f, 0.0f);
float shininess = 20.0f;
ballApp.setMaterial(new Material(ambientColour, emissiveColour,
diffuseColour, specularColour, shininess));
Sphere ball = new Sphere(0.2f, ballApp);
TransformGroup ballMovXfmGrp = new TransformGroup();
ballMovXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
ballMovXfmGrp.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
ballMovXfmGrp.addChild(ball);
theBall.addChild(ballMovXfmGrp);
ballAlpha = new Alpha(1, 0, 0, 500, 0, 0);
Transform3D axis = new Transform3D();
axis.rotY(Math.PI / 2);
moveBall = new PositionInterpolator(ballAlpha, ballMovXfmGrp, axis,
0.0f, 50.0f);
moveBall.setSchedulingBounds(bounds);
theBall.addChild(moveBall);
return theBall;
}
/**
* This puts all the content togther. It used the three "build" functions to
* create the duck, the gun and the ball. It also creates the two behaviours
* from the DuckBehaviour and GunBehaviour classes. It then puts all this
* together.
*
* @return BranchGroup that is the root of the content.
*/
protected BranchGroup buildContentBranch() {
BranchGroup contentBranch = new BranchGroup();
Node theDuck = buildDuck();
contentBranch.addChild(theDuck);
Node theBall = buildBall();
contentBranch.addChild(theBall);
DuckBehaviour hitTheDuck = new DuckBehaviour(theDuck, duckSwitch,
duckAlpha, bounds);
GunBehaviour shootTheGun = new GunBehaviour(ballAlpha, moveBall,
gunXfmGrp, bounds);
contentBranch.addChild(hitTheDuck);
contentBranch.addChild(shootTheGun);
contentBranch.addChild(buildGun());
addLights(contentBranch);
return contentBranch;
}
/** Exit the application */
public void actionPerformed(ActionEvent e) {
dispose();
System.exit(0);
}
public SimpleGame() {
VirtualUniverse myUniverse = new VirtualUniverse();
Locale myLocale = new Locale(myUniverse);
myLocale.addBranchGraph(buildViewBranch(myCanvas3D));
myLocale.addBranchGraph(buildContentBranch());
setTitle("Duck Shoot!");
setSize(400, 400);
setLayout(new BorderLayout());
add("Center", myCanvas3D);
exitButton.addActionListener(this);
add("South", exitButton);
setVisible(true);
}
public static void main(String[] args) {
SimpleGame sg = new SimpleGame();
}
}
/**
* This is used in the SimpleGame application. It defines the behaviour for the
* duck, which is the target in the shooting game. If something collides with
* the duck, it swaps a switch value to "kill" the duck The duck is revived when
* it"s alpha value passes through zero.
*
* @author I.J.Palmer
* @version 1.0
*/
class DuckBehaviour extends Behavior {
/** The shape that is being watched for collisions. */
protected Node collidingShape;
/** The separate criteria that trigger this behaviour */
protected WakeupCriterion[] theCriteria;
/** The result of the "OR" of the separate criteria */
protected WakeupOr oredCriteria;
/** The switch that is used to swap the duck shapes */
protected Switch theSwitch;
/** The alpha generator that drives the animation */
protected Alpha theTargetAlpha;
/** Defines whether the duck is dead or alive */
protected boolean dead = false;
/**
* This sets up the data for the behaviour.
*
* @param theShape
* Node that is to be watched for collisions.
* @param sw
* Switch that is used to swap shapes.
* @param a1
* Alpha that drives the duck"s animation.
* @param theBounds
* Bounds that define the active region for this behaviour.
*/
public DuckBehaviour(Node theShape, Switch sw, Alpha a1, Bounds theBounds) {
collidingShape = theShape;
theSwitch = sw;
theTargetAlpha = a1;
setSchedulingBounds(theBounds);
}
/**
* This sets up the criteria for triggering the behaviour. It creates an
* collision crtiterion and a time elapsed criterion, OR"s these together
* and then sets the OR"ed criterion as the wake up condition.
*/
public void initialize() {
theCriteria = new WakeupCriterion[2];
theCriteria[0] = new WakeupOnCollisionEntry(collidingShape);
theCriteria[1] = new WakeupOnElapsedTime(1);
oredCriteria = new WakeupOr(theCriteria);
wakeupOn(oredCriteria);
}
/**
* This is where the work is done. If there is a collision, then if the duck
* is alive we switch to the dead duck. If the duck was already dead then we
* take no action. The other case we need to check for is when the alpha
* value is zero, when we need to set the duck back to the live one for its
* next traversal of the screen. Finally, the wake up condition is set to be
* the OR"ed criterion again.
*/
public void processStimulus(Enumeration criteria) {
while (criteria.hasMoreElements()) {
WakeupCriterion theCriterion = (WakeupCriterion) criteria
.nextElement();
if (theCriterion instanceof WakeupOnCollisionEntry) {
//There"sa collision so if the duck is alive swap
//it to the dead one
if (dead == false) {
theSwitch.setWhichChild(1);
dead = true;
}
} else if (theCriterion instanceof WakeupOnElapsedTime) {
//If there isn"t a collision, then check the alpha
//value and if it"s zero, revive the duck
if (theTargetAlpha.value() < 0.1) {
theSwitch.setWhichChild(0);
dead = false;
}
}
}
wakeupOn(oredCriteria);
}
}
/**
* This is used in the SimpleGame application. It defines a behaviour that
* allows a "gun" to be rotated when left and right cursor keys are pressed and
* then a ball is "fired" when the space bar is pressed. The "firing" is
* achieved by setting the start time of an interpolator to the current time.
*
* @author I.J.Palmer
* @version 1.0
*/
class GunBehaviour extends Behavior {
/** The separate criteria that trigger this behaviour */
protected WakeupCriterion theCriterion;
/** The alpha that is used to "fire" the ball */
protected Alpha theGunAlpha;
/** Used to animate the ball */
protected PositionInterpolator theInterpolator;
/** Used to calculate the current direction of the gun */
protected int aim = 0;
/** This is used to rotate the gun */
protected TransformGroup aimXfmGrp;
/** Used to aim the ball */
protected Matrix3d aimShotMat = new Matrix3d();
/** Used to aim the gun */
protected Matrix3d aimGunMat = new Matrix3d();
/** Used to define the ball"s direction */
protected Transform3D aimShotXfm = new Transform3D();
/** Used to define the gun"s direction */
protected Transform3D aimGunXfm = new Transform3D();
/**
* Set up the data for the behaviour.
*
* @param a1
* Alpha that drives the ball"s animation.
* @param pi
* PositionInterpolator used for the ball.
* @param gunRotGrp
* TransformGroup that is used to rotate the gun.
* @param theBounds
* Bounds that define the active region for this behaviour.
*/
public GunBehaviour(Alpha a1, PositionInterpolator pi,
TransformGroup gunRotGrp, Bounds theBounds) {
theGunAlpha = a1;
theInterpolator = pi;
setSchedulingBounds(theBounds);
aimXfmGrp = gunRotGrp;
}
/**
* This sets up the criteria for triggering the behaviour. We simple want to
* wait for a key to be pressed.
*/
public void initialize() {
theCriterion = new WakeupOnAWTEvent(KeyEvent.KEY_PRESSED);
wakeupOn(theCriterion);
}
/**
* This is where the work is done. This identifies which key has been
* pressed and acts accordingly: left key cursor rotate left, right cursor
* key rotate right, spacebar fire.
*
* @criteria Enumeration that represents the trigger conditions.
*/
public void processStimulus(Enumeration criteria) {
while (criteria.hasMoreElements()) {
WakeupCriterion theCriterion = (WakeupCriterion) criteria
.nextElement();
if (theCriterion instanceof WakeupOnAWTEvent) {
AWTEvent[] triggers = ((WakeupOnAWTEvent) theCriterion)
.getAWTEvent();
//Check if it"s a keyboard event
if (triggers[0] instanceof KeyEvent) {
int keyPressed = ((KeyEvent) triggers[0]).getKeyCode();
if (keyPressed == KeyEvent.VK_LEFT) {
//It"s a left key so move the turret
//and the aim of the gun left unless
//we"re at our maximum angle
if (aim < 8)
aim += 1;
System.out.println("Left " + aim);
aimShotMat.rotY(((aim / 32.0) + 0.5) * Math.PI);
aimGunMat.rotZ(((aim / -32.0)) * Math.PI);
aimShotXfm.setRotation(aimShotMat);
aimGunXfm.setRotation(aimGunMat);
aimXfmGrp.setTransform(aimGunXfm);
theInterpolator.setAxisOfTranslation(aimShotXfm);
} else if (keyPressed == KeyEvent.VK_RIGHT) {
//It"s the right key so do the same but rotate right
if (aim > -8)
aim -= 1;
System.out.println("Right " + aim);
aimShotMat.rotY(((aim / 32.0) + 0.5) * Math.PI);
aimGunMat.rotZ(((aim / -32.0)) * Math.PI);
aimGunXfm.setRotation(aimGunMat);
aimShotXfm.setRotation(aimShotMat);
aimXfmGrp.setTransform(aimGunXfm);
theInterpolator.setAxisOfTranslation(aimShotXfm);
} else if (keyPressed == KeyEvent.VK_SPACE) {
//It"s the spacebar so reset the start time
//of the ball"s animation
theGunAlpha.setStartTime(System.currentTimeMillis());
}
}
}
}
wakeupOn(theCriterion);
}
}
Game: four by four
/*
FourByFour
To run:
appletviewer FourByFour.html
Press the "Instructions" button to get instructions on
how to play FourByFour.
Four By Four
Description:
A three dimensional game of tic-tac-toe on a 4x4x4 cube.
Object:
Be the first to score four in a row.
Instructions:
1. It"s you versus the computer.
2. There are five skill levels. Press the "Skill Level" button to select your level
of play. The program defaults to the hardest level. Changing the skill level in
the middle of a game will force the start of a new game.
3. The screen on the left is a 3D window. A mouse drag in this window will rotate the
view to any desired position.
4. The screen on the right is a 2D window which displays all 18 faces that exist in the
4x4x4 array.
5. Click on any of the small gray spheres (in either the 2D or 3D window) to select a position.
6. Positions owned by you will be marked in red. Positions owned by the computer will be
marked in blue.
7. Click the "Undo Move" button to take back a move.
8. Clicking on any of words "Face X" in the 2D window will cause that particular face to highlight
in the 3D window. Clicking the word again will un-highlight the face.
9. The final score is based on skill level, number of moves, and time. Select the button
"High Scores" to see a list of the top 20 scores. There is no penalty for using the
undo button.
10. Good luck.
General Strategy:
1. There are a 64 positions from which to choose. In total, there are 72 possible winning
combinations.
2. The outer four corners and the inner "core" of eight have the most winning combinations,
7 each, and should perhaps be chosen first.
3. Use the 2D window to keep an eye on all the faces.
4. The computer plays well at the highest skill level (the default). There are, however,
faults in it"s logic that can be exploited. Thus the human player can win even at the
highest skill level. In the beginning, however, you may want to start at the lower skill
levels and work your way up.
*/
/*
* @(#)FourByFour.java 1.17 02/10/21 13:39:27
*
* Copyright (c) 1996-2002 Sun Microsystems, Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* - Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any
* kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
* WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY
* EXCLUDED. SUN AND ITS LICENSORS SHALL NOT BE LIABLE FOR ANY DAMAGES
* SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THE SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN
* OR ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR
* FOR DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR
* PUNITIVE DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF
* LIABILITY, ARISING OUT OF THE USE OF OR INABILITY TO USE SOFTWARE,
* EVEN IF SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that Software is not designed,licensed or intended
* for use in the design, construction, operation or maintenance of
* any nuclear facility.
*/
import java.applet.Applet;
import java.awt.AWTEvent;
import java.awt.Button;
import java.awt.Canvas;
import java.awt.Checkbox;
import java.awt.CheckboxGroup;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Label;
import java.awt.Panel;
import java.awt.TextArea;
import java.awt.TextField;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.io.BufferedInputStream;
import java.io.BufferedReader;
import java.io.FileInputStream;
import java.io.FileOutputStream;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.io.OutputStream;
import java.io.OutputStreamWriter;
import java.io.Reader;
import java.io.StreamTokenizer;
import java.net.URL;
import java.util.BitSet;
import java.util.Enumeration;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.Background;
import javax.media.j3d.Behavior;
import javax.media.j3d.BoundingLeaf;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.CapabilityNotSetException;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.Group;
import javax.media.j3d.Material;
import javax.media.j3d.Node;
import javax.media.j3d.PickRay;
import javax.media.j3d.QuadArray;
import javax.media.j3d.SceneGraphPath;
import javax.media.j3d.Shape3D;
import javax.media.j3d.Switch;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.media.j3d.View;
import javax.media.j3d.WakeupCriterion;
import javax.media.j3d.WakeupOnAWTEvent;
import javax.media.j3d.WakeupOr;
import javax.vecmath.Color3f;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3d;
import javax.vecmath.Vector3f;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.geometry.Sphere;
import com.sun.j3d.utils.universe.SimpleUniverse;
/**
* Class FourByFour
*
* Description: High level class for the game FourByFour
*
* Version: 1.2
*
*/
public class FourByFour extends Applet implements ActionListener {
String host; // Host from which this applet came from
int port; // Port number for writing high scores
Image backbuffer2D; // Backbuffer image used for 2D double buffering
int width, height; // Size of the graphics window in pixels
int score; // Final game score
int level_weight; // Weighting factor for skill level
int move_weight; // Weighting factor for number of moves to win
int time_weight; // Weighting factor for amount of time it took to win
int skill_level; // Skill level, 0 - 4
Canvas2D canvas2D; // 2D rendering canvas
Canvas3D canvas3D; // 3D rendering canvas
Board board; // Game board object
Panel b_container; // Container to hold the buttons
Panel c_container; // Container to hold the canvas
Panel l_container; // Container to hold the labels
Panel skill_panel; // Panel to hold skill levels
Panel instruct_panel; // Panel to hold instructions
Panel winner_panel; // Panel to hold winner announcement
Panel high_panel; // Panel to hold high scores
Button instruct_button; // Instructions button
Button new_button; // New Game button
Button skill_button; // Skill Level button
Button high_button; // High Scores button
Button undo_button; // Undo Move button
Label skill_label; // Label on skill panel
Label winner_label; // Label on winner panel
Label winner_score_label; // Score label on winner panel
Label winner_name_label; // Name label on winner panel
Label winner_top_label; // Top 20 label on winner panel
Label high_label; // High score label
Label high_places[]; // Labels to hold places
Label high_names[]; // Labels to hold names
Label high_scores[]; // Labels to hold scores
TextArea instruct_text; // TextArea object that holds instructions
TextArea high_text; // TextArea object that holds top 20 scores
TextField winner_name; // TextField object that holds winner"s name
Button instruct_return_button; // Return button for instruction panel
Button skill_return_button; // Return button for skill level panel
Button winner_return_button; // Return button for winner panel
Button high_return_button; // Return button for high scores panel
CheckboxGroup group; // CheckboxGroup object for skill level panel
InputStream inStream; // Input stream for reading instructions and high
// scores
OutputStream outStream; // Output stream for writing high scores
static boolean appletFlag = true; // Applet flag
boolean winner_flag = false; // Winner flag
byte text[]; // Temporary storage area for reading instructions file
byte outText[]; // Temporary storage area for writing high scores file
String textString; // Storage area for instructions
String scoresString; // String used for writing high scores file
int places[]; // Storage area for high score places
int scores[]; // Storage area for high score scores
String names[]; // Storage area for high score names
Positions positions; // Positions object, used to render player positions
private SimpleUniverse universe = null;
/**
* Initialization
*/
public void init() {
// Set the port number.
port = 4111;
// Set the graphics window size.
width = 350;
height = 350;
// Set the weighting factors used for scoring.
level_weight = 1311;
move_weight = 111;
time_weight = 1000;
// Create the "base" color for the AWT components.
setBackground(new Color(200, 200, 200));
// Read the instructions file.
if (appletFlag) {
// Get the host from which this applet came.
host = getCodeBase().getHost();
try {
inStream = new BufferedInputStream(new URL(getCodeBase(),
"instructions.txt").openStream(), 8192);
text = new byte[5000];
int character = inStream.read();
int count = 0;
while (character != -1) {
text[count++] = (byte) character;
character = inStream.read();
}
textString = new String(text);
inStream.close();
} catch (Exception e) {
System.out.println("Error: " + e.toString());
}
} else {
try {
inStream = new BufferedInputStream(new FileInputStream(
"instructions.txt"));
text = new byte[5000];
int character = inStream.read();
int count = 0;
while (character != -1) {
text[count++] = (byte) character;
character = inStream.read();
}
textString = new String(text);
inStream.close();
} catch (Exception e) {
System.out.println("Error: " + e.toString());
}
}
// Read the high-scores file.
places = new int[20];
scores = new int[20];
names = new String[20];
if (appletFlag) {
try {
inStream = new BufferedInputStream(new URL(getCodeBase(),
"scores.txt").openStream(), 8192);
Reader read = new BufferedReader(
new InputStreamReader(inStream));
StreamTokenizer st = new StreamTokenizer(read);
st.whitespaceChars(32, 44);
st.eolIsSignificant(false);
int count = 0;
int token = st.nextToken();
boolean scoreFlag = true;
String string;
while (count < 20) {
places[count] = (int) st.nval;
string = new String("");
token = st.nextToken();
while (token == StreamTokenizer.TT_WORD) {
string += st.sval;
string += " ";
token = st.nextToken();
}
names[count] = string;
scores[count] = (int) st.nval;
token = st.nextToken();
count++;
}
inStream.close();
} catch (Exception e) {
System.out.println("Error: " + e.toString());
}
} else {
try {
inStream = new BufferedInputStream(new FileInputStream(
"scores.txt"));
Reader read = new BufferedReader(
new InputStreamReader(inStream));
StreamTokenizer st = new StreamTokenizer(read);
st.whitespaceChars(32, 44);
st.eolIsSignificant(false);
int count = 0;
int token = st.nextToken();
boolean scoreFlag = true;
String string;
while (count < 20) {
places[count] = (int) st.nval;
string = new String("");
token = st.nextToken();
while (token == StreamTokenizer.TT_WORD) {
string += st.sval;
string += " ";
token = st.nextToken();
}
names[count] = string;
scores[count] = (int) st.nval;
token = st.nextToken();
count++;
}
inStream.close();
} catch (Exception e) {
System.out.println("Error: " + e.toString());
}
}
// The positions object sets up the switch nodes which
// control the rendering of the player"s positions.
positions = new Positions();
// Create the game board object which is responsible
// for keeping track of the moves on the game board
// and determining what move the computer should make.
board = new Board(this, positions, width, height);
positions.setBoard(board);
// Create a 2D graphics canvas.
canvas2D = new Canvas2D(board);
canvas2D.setSize(width, height);
canvas2D.setLocation(width + 10, 5);
canvas2D.addMouseListener(canvas2D);
board.setCanvas(canvas2D);
// Create the 2D backbuffer
backbuffer2D = createImage(width, height);
canvas2D.setBuffer(backbuffer2D);
// Create a 3D graphics canvas.
canvas3D = new Canvas3D(SimpleUniverse.getPreferredConfiguration());
canvas3D.setSize(width, height);
canvas3D.setLocation(5, 5);
// Create the scene branchgroup.
BranchGroup scene3D = createScene3D();
// Create a universe with the Java3D universe utility.
universe = new SimpleUniverse(canvas3D);
universe.addBranchGraph(scene3D);
// Use parallel projection.
View view = universe.getViewer().getView();
view.setProjectionPolicy(View.PARALLEL_PROJECTION);
// Set the universe Transform3D object.
TransformGroup tg = universe.getViewingPlatform()
.getViewPlatformTransform();
Transform3D transform = new Transform3D();
transform.set(65.f, new Vector3f(0.0f, 0.0f, 400.0f));
tg.setTransform(transform);
// Create the canvas container.
c_container = new Panel();
c_container.setSize(720, 360);
c_container.setLocation(0, 0);
c_container.setVisible(true);
c_container.setLayout(null);
add(c_container);
// Add the 2D and 3D canvases to the container.
c_container.add(canvas2D);
c_container.add(canvas3D);
// Turn off the layout manager, widgets will be sized
// and positioned explicitly.
setLayout(null);
// Create the button container.
b_container = new Panel();
b_container.setSize(720, 70);
b_container.setLocation(0, 360);
b_container.setVisible(true);
b_container.setLayout(null);
// Create the buttons.
instruct_button = new Button("Instructions");
instruct_button.setSize(135, 25);
instruct_button.setLocation(10, 10);
instruct_button.setVisible(true);
instruct_button.addActionListener(this);
new_button = new Button("New Game");
new_button.setSize(135, 25);
new_button.setLocation(150, 10);
new_button.setVisible(true);
new_button.addActionListener(this);
undo_button = new Button("Undo Move");
undo_button.setSize(135, 25);
undo_button.setLocation(290, 10);
undo_button.setVisible(true);
undo_button.addActionListener(this);
skill_button = new Button("Skill Level");
skill_button.setSize(135, 25);
skill_button.setLocation(430, 10);
skill_button.setVisible(true);
skill_button.addActionListener(this);
high_button = new Button("High Scores");
high_button.setSize(135, 25);
high_button.setLocation(570, 10);
high_button.setVisible(true);
high_button.addActionListener(this);
b_container.add(new_button);
b_container.add(undo_button);
b_container.add(skill_button);
b_container.add(high_button);
b_container.add(instruct_button);
// Add the button container to the applet.
add(b_container);
// Create the "Skill Level" dialog box.
skill_panel = new Panel();
skill_panel.setSize(400, 300);
skill_panel.setLocation(200, 20);
skill_panel.setLayout(null);
skill_label = new Label("Pick your skill level:");
skill_label.setSize(200, 25);
skill_label.setLocation(25, 20);
skill_label.setVisible(true);
skill_panel.add(skill_label);
group = new CheckboxGroup();
Checkbox skill_1 = new Checkbox("Babe in the Woods ", group,
false);
Checkbox skill_2 = new Checkbox("Walk and Chew Gum ", group,
false);
Checkbox skill_3 = new Checkbox("Jeopardy Contestant ", group,
false);
Checkbox skill_4 = new Checkbox("Rocket Scientist ", group,
false);
Checkbox skill_5 = new Checkbox("Be afraid, be very afraid", group,
true);
skill_1.setSize(170, 25);
skill_1.setLocation(80, 60);
skill_1.setVisible(true);
skill_2.setSize(170, 25);
skill_2.setLocation(80, 100);
skill_2.setVisible(true);
skill_3.setSize(170, 25);
skill_3.setLocation(80, 140);
skill_3.setVisible(true);
skill_4.setSize(170, 25);
skill_4.setLocation(80, 180);
skill_4.setVisible(true);
skill_5.setSize(170, 25);
skill_5.setLocation(80, 220);
skill_5.setVisible(true);
skill_return_button = new Button("Return");
skill_return_button.setSize(120, 25);
skill_return_button.setLocation(300, 370);
skill_return_button.setVisible(false);
skill_return_button.addActionListener(this);
skill_panel.add(skill_1);
skill_panel.add(skill_2);
skill_panel.add(skill_3);
skill_panel.add(skill_4);
skill_panel.add(skill_5);
skill_panel.setVisible(false);
add(skill_return_button);
add(skill_panel);
// Create the "Instructions" panel.
instruct_return_button = new Button("Return");
instruct_return_button.setLocation(300, 370);
instruct_return_button.setSize(120, 25);
instruct_return_button.setVisible(false);
instruct_return_button.addActionListener(this);
instruct_text = new TextArea(textString, 100, 200,
TextArea.SCROLLBARS_VERTICAL_ONLY);
instruct_text.setSize(715, 350);
instruct_text.setLocation(0, 0);
instruct_text.setVisible(false);
add(instruct_text);
add(instruct_return_button);
high_panel = new Panel();
high_panel.setSize(715, 350);
high_panel.setLocation(0, 0);
high_panel.setVisible(false);
high_panel.setLayout(null);
high_label = new Label("High Scores");
high_label.setLocation(330, 5);
high_label.setSize(200, 30);
high_label.setVisible(true);
high_panel.add(high_label);
high_places = new Label[20];
high_names = new Label[20];
high_scores = new Label[20];
for (int i = 0; i < 20; i++) {
high_places[i] = new Label(Integer.toString(i + 1));
high_places[i].setSize(20, 30);
high_places[i].setVisible(true);
high_names[i] = new Label(names[i]);
high_names[i].setSize(150, 30);
high_names[i].setVisible(true);
high_scores[i] = new Label(Integer.toString(scores[i]));
high_scores[i].setSize(150, 30);
high_scores[i].setVisible(true);
if (i < 10) {
high_places[i].setLocation(70, i * 30 + 40);
high_names[i].setLocation(100, i * 30 + 40);
high_scores[i].setLocation(260, i * 30 + 40);
} else {
high_places[i].setLocation(425, (i - 10) * 30 + 40);
high_names[i].setLocation(455, (i - 10) * 30 + 40);
high_scores[i].setLocation(615, (i - 10) * 30 + 40);
}
high_panel.add(high_places[i]);
high_panel.add(high_names[i]);
high_panel.add(high_scores[i]);
}
high_return_button = new Button("Return");
high_return_button.setSize(120, 25);
high_return_button.setLocation(300, 370);
high_return_button.setVisible(false);
high_return_button.addActionListener(this);
add(high_return_button);
add(high_panel);
// Create the "Winner" dialog box
winner_panel = new Panel();
winner_panel.setLayout(null);
winner_panel.setSize(600, 500);
winner_panel.setLocation(0, 0);
winner_return_button = new Button("Return");
winner_return_button.setSize(120, 25);
winner_return_button.setLocation(300, 360);
winner_return_button.addActionListener(this);
winner_panel.add(winner_return_button);
winner_label = new Label("");
winner_label.setSize(200, 30);
winner_label.setLocation(270, 110);
winner_score_label = new Label("");
winner_score_label.setSize(200, 30);
winner_top_label = new Label("You have a score in the top 20.");
winner_top_label.setSize(200, 25);
winner_top_label.setLocation(260, 185);
winner_top_label.setVisible(false);
winner_name_label = new Label("Enter your name here:");
winner_name_label.setSize(150, 25);
winner_name_label.setLocation(260, 210);
winner_name_label.setVisible(false);
winner_name = new TextField("");
winner_name.setSize(200, 30);
winner_name.setLocation(260, 240);
winner_name.setVisible(false);
winner_panel.add(winner_label);
winner_panel.add(winner_score_label);
winner_panel.add(winner_top_label);
winner_panel.add(winner_name_label);
winner_panel.add(winner_name);
winner_panel.setVisible(false);
add(winner_panel);
}
public void destroy() {
universe.cleanup();
}
/**
* Create the scenegraph for the 3D view.
*/
public BranchGroup createScene3D() {
// Define colors
Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
Color3f red = new Color3f(0.80f, 0.20f, 0.2f);
Color3f ambient = new Color3f(0.25f, 0.25f, 0.25f);
Color3f diffuse = new Color3f(0.7f, 0.7f, 0.7f);
Color3f specular = new Color3f(0.9f, 0.9f, 0.9f);
Color3f ambientRed = new Color3f(0.2f, 0.05f, 0.0f);
Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f);
// Create the branch group
BranchGroup branchGroup = new BranchGroup();
// Create the bounding leaf node
BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
1000.0);
BoundingLeaf boundingLeaf = new BoundingLeaf(bounds);
branchGroup.addChild(boundingLeaf);
// Create the background
Background bg = new Background(bgColor);
bg.setApplicationBounds(bounds);
branchGroup.addChild(bg);
// Create the ambient light
AmbientLight ambLight = new AmbientLight(white);
ambLight.setInfluencingBounds(bounds);
branchGroup.addChild(ambLight);
// Create the directional light
Vector3f dir = new Vector3f(-1.0f, -1.0f, -1.0f);
DirectionalLight dirLight = new DirectionalLight(white, dir);
dirLight.setInfluencingBounds(bounds);
branchGroup.addChild(dirLight);
// Create the pole appearance
Material poleMaterial = new Material(ambient, black, diffuse, specular,
110.f);
poleMaterial.setLightingEnable(true);
Appearance poleAppearance = new Appearance();
poleAppearance.setMaterial(poleMaterial);
// Create the transform group node
TransformGroup transformGroup = new TransformGroup();
transformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
transformGroup.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
branchGroup.addChild(transformGroup);
// Create the poles
Poles poles = new Poles(poleAppearance);
transformGroup.addChild(poles.getChild());
// Add the position markers to the transform group
transformGroup.addChild(positions.getChild());
// Let the positions object know about the transform group
positions.setTransformGroup(transformGroup);
// Create the mouse pick and drag behavior node
PickDragBehavior behavior = new PickDragBehavior(canvas2D, canvas3D,
positions, branchGroup, transformGroup);
behavior.setSchedulingBounds(bounds);
transformGroup.addChild(behavior);
return branchGroup;
}
public void actionPerformed(ActionEvent event) {
Object target = event.getSource();
// Process the button events.
if (target == skill_return_button) {
skill_panel.setVisible(false);
skill_return_button.setVisible(false);
c_container.setVisible(true);
b_container.setVisible(true);
newGame();
} else if (target == winner_return_button) {
if (winner_flag) {
String name = winner_name.getText();
String tmp_name = new String("");
int tmp_score = 0;
boolean insert_flag = false;
winner_flag = false;
for (int i = 0; i < 20; i++) {
if (insert_flag) {
name = names[i];
score = scores[i];
names[i] = tmp_name;
scores[i] = tmp_score;
tmp_name = name;
tmp_score = score;
}
if (!insert_flag && score > scores[i]) {
tmp_name = names[i];
tmp_score = scores[i];
scores[i] = score;
names[i] = name;
insert_flag = true;
}
high_names[i].setText(names[i]);
high_scores[i].setText(Integer.toString(scores[i]));
}
scoresString = new String("");
int place;
for (int i = 0; i < 20; i++) {
place = (int) places[i];
scoresString += Integer.toString(place);
scoresString += "\t";
scoresString += names[i];
scoresString += " ";
scoresString += Integer.toString(scores[i]);
scoresString += "\n";
}
if (appletFlag) {
// Use this section of code when writing the high
// scores file back to a server. Requires the use
// of a deamon on the server to receive the socket
// connection.
//
// Create the output stream.
// try {
// Socket socket = new Socket(host, port);
// outStream = new BufferedOutputStream
// (socket.getOutputStream(), 8192);
// }
// catch(IOException ioe) {
// System.out.println("Error: " + ioe.toString());
// }
// System.out.println("Output stream opened");
//
// Write the scores to the file back on the server.
// outText = scoresString.getBytes();
// try {
// outStream.write(outText);
// outStream.flush();
// outStream.close();
// outStream = null;
// }
// catch (IOException ioe) {
// System.out.println("Error: " + ioe.toString());
// }
// System.out.println("Output stream written");
try {
OutputStreamWriter outFile = new OutputStreamWriter(
new FileOutputStream("scores.txt"));
outFile.write(scoresString);
outFile.flush();
outFile.close();
outFile = null;
} catch (IOException ioe) {
System.out.println("Error: " + ioe.toString());
} catch (Exception e) {
System.out.println("Error: " + e.toString());
}
} else {
try {
OutputStreamWriter outFile = new OutputStreamWriter(
new FileOutputStream("scores.txt"));
outFile.write(scoresString);
outFile.flush();
outFile.close();
outFile = null;
} catch (IOException ioe) {
System.out.println("Error: " + ioe.toString());
}
}
}
winner_panel.setVisible(false);
winner_return_button.setVisible(false);
winner_label.setVisible(false);
winner_score_label.setVisible(false);
winner_name_label.setVisible(false);
winner_top_label.setVisible(false);
winner_name.setVisible(false);
c_container.setVisible(true);
b_container.setVisible(true);
} else if (target == high_return_button) {
high_return_button.setVisible(false);
high_panel.setVisible(false);
c_container.setVisible(true);
b_container.setVisible(true);
} else if (target == instruct_return_button) {
instruct_text.setVisible(false);
instruct_return_button.setVisible(false);
instruct_text.repaint();
c_container.setVisible(true);
b_container.setVisible(true);
} else if (target == undo_button) {
board.undo_move();
canvas2D.repaint();
} else if (target == instruct_button) {
c_container.setVisible(false);
b_container.setVisible(false);
instruct_text.setVisible(true);
instruct_return_button.setVisible(true);
} else if (target == new_button) {
newGame();
} else if (target == skill_button) {
c_container.setVisible(false);
b_container.setVisible(false);
skill_panel.setVisible(true);
skill_return_button.setVisible(true);
} else if (target == high_button) {
// Read the high scores file.
if (appletFlag) {
try {
inStream = new BufferedInputStream(new URL(getCodeBase(),
"scores.txt").openStream(), 8192);
Reader read = new BufferedReader(new InputStreamReader(
inStream));
StreamTokenizer st = new StreamTokenizer(read);
st.whitespaceChars(32, 44);
st.eolIsSignificant(false);
int count = 0;
int token = st.nextToken();
boolean scoreFlag = true;
String string;
while (count < 20) {
places[count] = (int) st.nval;
string = new String("");
token = st.nextToken();
while (token == StreamTokenizer.TT_WORD) {
string += st.sval;
string += " ";
token = st.nextToken();
}
names[count] = string;
scores[count] = (int) st.nval;
token = st.nextToken();
count++;
}
inStream.close();
} catch (Exception ioe) {
System.out.println("Error: " + ioe.toString());
}
} else {
try {
inStream = new BufferedInputStream(new FileInputStream(
"scores.txt"));
Reader read = new BufferedReader(new InputStreamReader(
inStream));
StreamTokenizer st = new StreamTokenizer(read);
st.whitespaceChars(32, 44);
st.eolIsSignificant(false);
int count = 0;
int token = st.nextToken();
boolean scoreFlag = true;
String string;
while (count < 20) {
places[count] = (int) st.nval;
string = new String("");
token = st.nextToken();
while (token == StreamTokenizer.TT_WORD) {
string += st.sval;
string += " ";
token = st.nextToken();
}
names[count] = string;
scores[count] = (int) st.nval;
token = st.nextToken();
count++;
}
inStream.close();
} catch (Exception ioe) {
System.out.println("Error: " + ioe.toString());
}
}
c_container.setVisible(false);
b_container.setVisible(false);
high_panel.setVisible(true);
high_return_button.setVisible(true);
}
Checkbox box = group.getSelectedCheckbox();
String label = box.getLabel();
if (label.equals("Babe in the Woods ")) {
board.set_skill_level(0);
} else if (label.equals("Walk and Chew Gum ")) {
board.set_skill_level(1);
} else if (label.equals("Jeopardy Contestant ")) {
board.set_skill_level(2);
} else if (label.equals("Rocket Scientist ")) {
board.set_skill_level(3);
} else if (label.equals("Be afraid, be very afraid")) {
board.set_skill_level(4);
}
}
public void newGame() {
board.newGame();
canvas2D.repaint();
}
public void start() {
if (appletFlag)
showStatus("FourByFour");
}
public void winner(int player, int level, int nmoves, long time) {
if (player == 1) {
score = level * level_weight + (66 - nmoves) * move_weight
- (int) Math.min(time * time_weight, 5000);
winner_label.setText("Game over, you win!");
winner_label.setLocation(290, 90);
winner_score_label.setText("Score = " + score);
winner_score_label.setVisible(true);
winner_score_label.setLocation(315, 120);
if (score > scores[19]) {
winner_name_label.setVisible(true);
winner_top_label.setVisible(true);
winner_name.setVisible(true);
winner_flag = true;
}
} else {
winner_label.setText("Game over, the computer wins!");
winner_label.setLocation(250, 150);
}
c_container.setVisible(false);
b_container.setVisible(false);
winner_panel.setVisible(true);
winner_label.setVisible(true);
winner_return_button.setVisible(true);
repaint();
}
/**
* Inner class used to "kill" the window when running as an application.
*/
static class killAdapter extends WindowAdapter {
public void windowClosing(WindowEvent event) {
System.exit(0);
}
}
/**
* Main method, only used when running as an application.
*/
public static void main(String[] args) {
FourByFour.appletFlag = false;
new MainFrame(new FourByFour(), 730, 450);
}
}
/**
* Class: Poles
*
* Description: Creates the "poles" in the 3D window.
*
* Version: 1.0
*
*/
class Poles extends Object {
private Group group;
public Poles(Appearance appearance) {
float x = -30.0f;
float z = -30.0f;
group = new Group();
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
Cylinder c = new Cylinder(x, z, 1.0f, 60.0f, 10, appearance);
group.addChild(c.getShape());
x += 20.0f;
}
x = -30.0f;
z += 20.0f;
}
}
public Group getChild() {
return group;
}
}
/**
* Class: Board
*
* Description: Handles all logic with respect to play. Also renders the 2D
* window.
*
* Version: 1.1
*
*/
class Board {
final static int UNOCCUPIED = 0;
final static int HUMAN = 1;
final static int MACHINE = 2;
final static int END = 3;
private int[] moves;
private int[] occupied;
private int[][] combinations;
private int[][] outside_four;
private int[][] inside_four;
private int[][] faces;
private int[][] pos_to_comb;
private int[][] best_picks;
private int num_points;
private int num_balls;
private int num_polygons;
private int num_pt_indexes;
private int num_normal_indexes;
private int pt_start;
private int color_index;
private int width;
private int height;
private int center_x;
private int center_y;
private int player;
private int skill_level;
private int outside_four_index;
private int inside_four_index;
private int face_index;
private int nmoves;
private int current_face;
private int min = 1000;
private int max = 0;
private long[] sort_array;
private long time;
private long beg_time;
private long end_time;
private Color[] color_ramp;
private Color background;
private Color label_color;
private Color red;
private Color blue;
private Color white;
private Color gray;
private Color yellow;
private double max_dist;
private FourByFour panel;
private boolean debug;
private boolean outside_four_flag;
private boolean inside_four_flag;
private boolean face_flag;
private boolean label_flag;
private boolean block_chair_flag;
private boolean undoFlag;
private boolean[] highlight;
private int block_chair_next_move;
private int block_chair_face;
private Positions positions;
private Canvas2D canvas;
Board(FourByFour panel, Positions positions, int width, int height) {
// Set the debug state.
debug = false;
// Store arguments
this.width = width;
this.height = height;
this.panel = panel;
this.positions = positions;
// Initialize flags
label_flag = false;
outside_four_flag = false;
inside_four_flag = false;
block_chair_flag = false;
undoFlag = false;
// Total number of board positions.
num_points = 64;
// Allocate the logic arrays.
moves = new int[64];
occupied = new int[64];
combinations = new int[76][7];
outside_four = new int[18][6];
inside_four = new int[18][6];
faces = new int[18][18];
pos_to_comb = new int[64][8];
best_picks = new int[64][8];
highlight = new boolean[18];
// Initialize the logic arrays.
init_combinations();
init_faces();
init_outside_four();
init_inside_four();
// Set the player with the first move.
player = HUMAN;
// Set the default skill level.
skill_level = 4;
// Initialize the number of moves.
nmoves = 0;
// Define colors
background = new Color(13, 13, 51);
red = new Color(230, 26, 51);
blue = new Color(51, 51, 230);
white = new Color(255, 255, 255);
gray = new Color(240, 240, 240);
yellow = new Color(240, 240, 0);
// Record the start time
beg_time = System.currentTimeMillis();
}
public void setCanvas(Canvas2D canvas) {
this.canvas = canvas;
}
public void init_combinations() {
// The combination array contains all possible winning combinations.
//
// Each combination has the following format:
//
// combinations[x][0] = status: 0 = no player has selected positons in
// this row
// -1 = both players have men in this row
// 1 to 4 = number of positions occupied by player
//
// combinations[x][1] = player who owns this row (valid only if status =
// 1-4)
// combinations[x][2] = postion that define the row
// combinations[x][3] = postion that define the row
// combinations[x][4] = postion that define the row
// combinations[x][5] = postion that define the row
// Horizontal, Z
combinations[0][0] = 0;
combinations[1][0] = 0;
combinations[2][0] = 0;
combinations[3][0] = 0;
combinations[0][1] = 0;
combinations[1][1] = 0;
combinations[2][1] = 0;
combinations[3][1] = 0;
combinations[0][2] = 0;
combinations[1][2] = 4;
combinations[2][2] = 8;
combinations[3][2] = 12;
combinations[0][3] = 1;
combinations[1][3] = 5;
combinations[2][3] = 9;
combinations[3][3] = 13;
combinations[0][4] = 2;
combinations[1][4] = 6;
combinations[2][4] = 10;
combinations[3][4] = 14;
combinations[0][5] = 3;
combinations[1][5] = 7;
combinations[2][5] = 11;
combinations[3][5] = 15;
combinations[4][0] = 0;
combinations[5][0] = 0;
combinations[6][0] = 0;
combinations[7][0] = 0;
combinations[4][1] = 0;
combinations[5][1] = 0;
combinations[6][1] = 0;
combinations[7][1] = 0;
combinations[4][2] = 16;
combinations[5][2] = 20;
combinations[6][2] = 24;
combinations[7][2] = 28;
combinations[4][3] = 17;
combinations[5][3] = 21;
combinations[6][3] = 25;
combinations[7][3] = 29;
combinations[4][4] = 18;
combinations[5][4] = 22;
combinations[6][4] = 26;
combinations[7][4] = 30;
combinations[4][5] = 19;
combinations[5][5] = 23;
combinations[6][5] = 27;
combinations[7][5] = 31;
combinations[8][0] = 0;
combinations[9][0] = 0;
combinations[10][0] = 0;
combinations[11][0] = 0;
combinations[8][1] = 0;
combinations[9][1] = 0;
combinations[10][1] = 0;
combinations[11][1] = 0;
combinations[8][2] = 32;
combinations[9][2] = 36;
combinations[10][2] = 40;
combinations[11][2] = 44;
combinations[8][3] = 33;
combinations[9][3] = 37;
combinations[10][3] = 41;
combinations[11][3] = 45;
combinations[8][4] = 34;
combinations[9][4] = 38;
combinations[10][4] = 42;
combinations[11][4] = 46;
combinations[8][5] = 35;
combinations[9][5] = 39;
combinations[10][5] = 43;
combinations[11][5] = 47;
combinations[12][0] = 0;
combinations[13][0] = 0;
combinations[14][0] = 0;
combinations[15][0] = 0;
combinations[12][1] = 0;
combinations[13][1] = 0;
combinations[14][1] = 0;
combinations[15][1] = 0;
combinations[12][2] = 48;
combinations[13][2] = 52;
combinations[14][2] = 56;
combinations[15][2] = 60;
combinations[12][3] = 49;
combinations[13][3] = 53;
combinations[14][3] = 57;
combinations[15][3] = 61;
combinations[12][4] = 50;
combinations[13][4] = 54;
combinations[14][4] = 58;
combinations[15][4] = 62;
combinations[12][5] = 51;
combinations[13][5] = 55;
combinations[14][5] = 59;
combinations[15][5] = 63;
// Vertical, Z
combinations[16][0] = 0;
combinations[17][0] = 0;
combinations[18][0] = 0;
combinations[19][0] = 0;
combinations[16][1] = 0;
combinations[17][1] = 0;
combinations[18][1] = 0;
combinations[19][1] = 0;
combinations[16][2] = 0;
combinations[17][2] = 1;
combinations[18][2] = 2;
combinations[19][2] = 3;
combinations[16][3] = 4;
combinations[17][3] = 5;
combinations[18][3] = 6;
combinations[19][3] = 7;
combinations[16][4] = 8;
combinations[17][4] = 9;
combinations[18][4] = 10;
combinations[19][4] = 11;
combinations[16][5] = 12;
combinations[17][5] = 13;
combinations[18][5] = 14;
combinations[19][5] = 15;
combinations[20][0] = 0;
combinations[21][0] = 0;
combinations[22][0] = 0;
combinations[23][0] = 0;
combinations[20][1] = 0;
combinations[21][1] = 0;
combinations[22][1] = 0;
combinations[23][1] = 0;
combinations[20][2] = 16;
combinations[21][2] = 17;
combinations[22][2] = 18;
combinations[23][2] = 19;
combinations[20][3] = 20;
combinations[21][3] = 21;
combinations[22][3] = 22;
combinations[23][3] = 23;
combinations[20][4] = 24;
combinations[21][4] = 25;
combinations[22][4] = 26;
combinations[23][4] = 27;
combinations[20][5] = 28;
combinations[21][5] = 29;
combinations[22][5] = 30;
combinations[23][5] = 31;
combinations[24][0] = 0;
combinations[25][0] = 0;
combinations[26][0] = 0;
combinations[27][0] = 0;
combinations[24][1] = 0;
combinations[25][1] = 0;
combinations[26][1] = 0;
combinations[27][1] = 0;
combinations[24][2] = 32;
combinations[25][2] = 33;
combinations[26][2] = 34;
combinations[27][2] = 35;
combinations[24][3] = 36;
combinations[25][3] = 37;
combinations[26][3] = 38;
combinations[27][3] = 39;
combinations[24][4] = 40;
combinations[25][4] = 41;
combinations[26][4] = 42;
combinations[27][4] = 43;
combinations[24][5] = 44;
combinations[25][5] = 45;
combinations[26][5] = 46;
combinations[27][5] = 47;
combinations[28][0] = 0;
combinations[29][0] = 0;
combinations[30][0] = 0;
combinations[31][0] = 0;
combinations[28][1] = 0;
combinations[29][1] = 0;
combinations[30][1] = 0;
combinations[31][1] = 0;
combinations[28][2] = 48;
combinations[29][2] = 49;
combinations[30][2] = 50;
combinations[31][2] = 51;
combinations[28][3] = 52;
combinations[29][3] = 53;
combinations[30][3] = 54;
combinations[31][3] = 55;
combinations[28][4] = 56;
combinations[29][4] = 57;
combinations[30][4] = 58;
combinations[31][4] = 59;
combinations[28][5] = 60;
combinations[29][5] = 61;
combinations[30][5] = 62;
combinations[31][5] = 63;
// Diagonal, Z
combinations[32][0] = 0;
combinations[33][0] = 0;
combinations[34][0] = 0;
combinations[35][0] = 0;
combinations[32][1] = 0;
combinations[33][1] = 0;
combinations[34][1] = 0;
combinations[35][1] = 0;
combinations[32][2] = 0;
combinations[33][2] = 16;
combinations[34][2] = 32;
combinations[35][2] = 48;
combinations[32][3] = 5;
combinations[33][3] = 21;
combinations[34][3] = 37;
combinations[35][3] = 53;
combinations[32][4] = 10;
combinations[33][4] = 26;
combinations[34][4] = 42;
combinations[35][4] = 58;
combinations[32][5] = 15;
combinations[33][5] = 31;
combinations[34][5] = 47;
combinations[35][5] = 63;
combinations[36][0] = 0;
combinations[37][0] = 0;
combinations[38][0] = 0;
combinations[39][0] = 0;
combinations[36][1] = 0;
combinations[37][1] = 0;
combinations[38][1] = 0;
combinations[39][1] = 0;
combinations[36][2] = 3;
combinations[37][2] = 19;
combinations[38][2] = 35;
combinations[39][2] = 51;
combinations[36][3] = 6;
combinations[37][3] = 22;
combinations[38][3] = 38;
combinations[39][3] = 54;
combinations[36][4] = 9;
combinations[37][4] = 25;
combinations[38][4] = 41;
combinations[39][4] = 57;
combinations[36][5] = 12;
combinations[37][5] = 28;
combinations[38][5] = 44;
combinations[39][5] = 60;
// Horizontal, X
combinations[40][0] = 0;
combinations[41][0] = 0;
combinations[42][0] = 0;
combinations[43][0] = 0;
combinations[40][1] = 0;
combinations[41][1] = 0;
combinations[42][1] = 0;
combinations[43][1] = 0;
combinations[40][2] = 51;
combinations[41][2] = 55;
combinations[42][2] = 59;
combinations[43][2] = 63;
combinations[40][3] = 35;
combinations[41][3] = 39;
combinations[42][3] = 43;
combinations[43][3] = 47;
combinations[40][4] = 19;
combinations[41][4] = 23;
combinations[42][4] = 27;
combinations[43][4] = 31;
combinations[40][5] = 3;
combinations[41][5] = 7;
combinations[42][5] = 11;
combinations[43][5] = 15;
combinations[44][0] = 0;
combinations[45][0] = 0;
combinations[46][0] = 0;
combinations[47][0] = 0;
combinations[44][1] = 0;
combinations[45][1] = 0;
combinations[46][1] = 0;
combinations[47][1] = 0;
combinations[44][2] = 50;
combinations[45][2] = 54;
combinations[46][2] = 58;
combinations[47][2] = 62;
combinations[44][3] = 34;
combinations[45][3] = 38;
combinations[46][3] = 42;
combinations[47][3] = 46;
combinations[44][4] = 18;
combinations[45][4] = 22;
combinations[46][4] = 26;
combinations[47][4] = 30;
combinations[44][5] = 2;
combinations[45][5] = 6;
combinations[46][5] = 10;
combinations[47][5] = 14;
combinations[48][0] = 0;
combinations[49][0] = 0;
combinations[50][0] = 0;
combinations[51][0] = 0;
combinations[48][1] = 0;
combinations[49][1] = 0;
combinations[50][1] = 0;
combinations[51][1] = 0;
combinations[48][2] = 49;
combinations[49][2] = 53;
combinations[50][2] = 57;
combinations[51][2] = 61;
combinations[48][3] = 33;
combinations[49][3] = 37;
combinations[50][3] = 41;
combinations[51][3] = 45;
combinations[48][4] = 17;
combinations[49][4] = 21;
combinations[50][4] = 25;
combinations[51][4] = 29;
combinations[48][5] = 1;
combinations[49][5] = 5;
combinations[50][5] = 9;
combinations[51][5] = 13;
combinations[52][0] = 0;
combinations[53][0] = 0;
combinations[54][0] = 0;
combinations[55][0] = 0;
combinations[52][1] = 0;
combinations[53][1] = 0;
combinations[54][1] = 0;
combinations[55][1] = 0;
combinations[52][2] = 48;
combinations[53][2] = 52;
combinations[54][2] = 56;
combinations[55][2] = 60;
combinations[52][3] = 32;
combinations[53][3] = 36;
combinations[54][3] = 40;
combinations[55][3] = 44;
combinations[52][4] = 16;
combinations[53][4] = 20;
combinations[54][4] = 24;
combinations[55][4] = 28;
combinations[52][5] = 0;
combinations[53][5] = 4;
combinations[54][5] = 8;
combinations[55][5] = 12;
// Diagonal, X
combinations[56][0] = 0;
combinations[57][0] = 0;
combinations[58][0] = 0;
combinations[59][0] = 0;
combinations[56][1] = 0;
combinations[57][1] = 0;
combinations[58][1] = 0;
combinations[59][1] = 0;
combinations[56][2] = 51;
combinations[57][2] = 50;
combinations[58][2] = 49;
combinations[59][2] = 48;
combinations[56][3] = 39;
combinations[57][3] = 38;
combinations[58][3] = 37;
combinations[59][3] = 36;
combinations[56][4] = 27;
combinations[57][4] = 26;
combinations[58][4] = 25;
combinations[59][4] = 24;
combinations[56][5] = 15;
combinations[57][5] = 14;
combinations[58][5] = 13;
combinations[59][5] = 12;
combinations[60][0] = 0;
combinations[61][0] = 0;
combinations[62][0] = 0;
combinations[63][0] = 0;
combinations[60][1] = 0;
combinations[61][1] = 0;
combinations[62][1] = 0;
combinations[63][1] = 0;
combinations[60][2] = 3;
combinations[61][2] = 2;
combinations[62][2] = 1;
combinations[63][2] = 0;
combinations[60][3] = 23;
combinations[61][3] = 22;
combinations[62][3] = 21;
combinations[63][3] = 20;
combinations[60][4] = 43;
combinations[61][4] = 42;
combinations[62][4] = 41;
combinations[63][4] = 40;
combinations[60][5] = 63;
combinations[61][5] = 62;
combinations[62][5] = 61;
combinations[63][5] = 60;
// Diagonal, Y
combinations[64][0] = 0;
combinations[65][0] = 0;
combinations[66][0] = 0;
combinations[67][0] = 0;
combinations[64][1] = 0;
combinations[65][1] = 0;
combinations[66][1] = 0;
combinations[67][1] = 0;
combinations[64][2] = 63;
combinations[65][2] = 59;
combinations[66][2] = 55;
combinations[67][2] = 51;
combinations[64][3] = 46;
combinations[65][3] = 42;
combinations[66][3] = 38;
combinations[67][3] = 34;
combinations[64][4] = 29;
combinations[65][4] = 25;
combinations[66][4] = 21;
combinations[67][4] = 17;
combinations[64][5] = 12;
combinations[65][5] = 8;
combinations[66][5] = 4;
combinations[67][5] = 0;
combinations[68][0] = 0;
combinations[69][0] = 0;
combinations[70][0] = 0;
combinations[71][0] = 0;
combinations[68][1] = 0;
combinations[69][1] = 0;
combinations[70][1] = 0;
combinations[71][1] = 0;
combinations[68][2] = 15;
combinations[69][2] = 11;
combinations[70][2] = 7;
combinations[71][2] = 3;
combinations[68][3] = 30;
combinations[69][3] = 26;
combinations[70][3] = 22;
combinations[71][3] = 18;
combinations[68][4] = 45;
combinations[69][4] = 41;
combinations[70][4] = 37;
combinations[71][4] = 33;
combinations[68][5] = 60;
combinations[69][5] = 56;
combinations[70][5] = 52;
combinations[71][5] = 48;
// Corner to Corner
combinations[72][0] = 0;
combinations[73][0] = 0;
combinations[74][0] = 0;
combinations[75][0] = 0;
combinations[72][1] = 0;
combinations[73][1] = 0;
combinations[74][1] = 0;
combinations[75][1] = 0;
combinations[72][2] = 0;
combinations[73][2] = 3;
combinations[74][2] = 12;
combinations[75][2] = 15;
combinations[72][3] = 21;
combinations[73][3] = 22;
combinations[74][3] = 25;
combinations[75][3] = 26;
combinations[72][4] = 42;
combinations[73][4] = 41;
combinations[74][4] = 38;
combinations[75][4] = 37;
combinations[72][5] = 63;
combinations[73][5] = 60;
combinations[74][5] = 51;
combinations[75][5] = 48;
// Initialize the combination flags to zero.
for (int i = 0; i < 76; i++)
combinations[i][6] = 0;
// Set up the pos_to_comb array to point to every winning combination
// that a given
// position may have.
setup_pos_to_comb();
// Set up the best_picks array.
update_best_picks();
}
/**
* Initialize the "outside four" array.
*/
public void init_outside_four() {
for (int i = 0; i < 18; i++) {
outside_four[i][0] = 0;
outside_four[i][1] = 0;
outside_four[i][2] = faces[i][2];
outside_four[i][3] = faces[i][5];
outside_four[i][4] = faces[i][14];
outside_four[i][5] = faces[i][17];
}
}
/**
* Initialize the "inside four" array.
*/
public void init_inside_four() {
for (int i = 0; i < 18; i++) {
inside_four[i][0] = 0;
inside_four[i][1] = 0;
inside_four[i][2] = faces[i][7];
inside_four[i][3] = faces[i][8];
inside_four[i][4] = faces[i][11];
inside_four[i][5] = faces[i][12];
}
}
/**
* Initialize the "faces" array.
*/
public void init_faces() {
faces[0][0] = 0;
faces[0][1] = 0;
faces[0][2] = 12;
faces[0][6] = 13;
faces[0][10] = 14;
faces[0][14] = 15;
faces[0][3] = 8;
faces[0][7] = 9;
faces[0][11] = 10;
faces[0][15] = 11;
faces[0][4] = 4;
faces[0][8] = 5;
faces[0][12] = 6;
faces[0][16] = 7;
faces[0][5] = 0;
faces[0][9] = 1;
faces[0][13] = 2;
faces[0][17] = 3;
faces[1][0] = 0;
faces[1][1] = 0;
faces[1][2] = 28;
faces[1][6] = 29;
faces[1][10] = 30;
faces[1][14] = 31;
faces[1][3] = 24;
faces[1][7] = 25;
faces[1][11] = 26;
faces[1][15] = 27;
faces[1][4] = 20;
faces[1][8] = 21;
faces[1][12] = 22;
faces[1][16] = 23;
faces[1][5] = 16;
faces[1][9] = 17;
faces[1][13] = 18;
faces[1][17] = 19;
faces[2][0] = 0;
faces[2][1] = 0;
faces[2][2] = 44;
faces[2][6] = 45;
faces[2][10] = 46;
faces[2][14] = 47;
faces[2][3] = 40;
faces[2][7] = 41;
faces[2][11] = 42;
faces[2][15] = 43;
faces[2][4] = 36;
faces[2][8] = 37;
faces[2][12] = 38;
faces[2][16] = 39;
faces[2][5] = 32;
faces[2][9] = 33;
faces[2][13] = 34;
faces[2][17] = 35;
faces[3][0] = 0;
faces[3][1] = 0;
faces[3][2] = 60;
faces[3][6] = 61;
faces[3][10] = 62;
faces[3][14] = 63;
faces[3][3] = 56;
faces[3][7] = 57;
faces[3][11] = 58;
faces[3][15] = 59;
faces[3][4] = 52;
faces[3][8] = 53;
faces[3][12] = 54;
faces[3][16] = 55;
faces[3][5] = 48;
faces[3][9] = 49;
faces[3][13] = 50;
faces[3][17] = 51;
faces[4][0] = 0;
faces[4][1] = 0;
faces[4][2] = 12;
faces[4][6] = 28;
faces[4][10] = 44;
faces[4][14] = 60;
faces[4][3] = 8;
faces[4][7] = 24;
faces[4][11] = 40;
faces[4][15] = 56;
faces[4][4] = 4;
faces[4][8] = 20;
faces[4][12] = 36;
faces[4][16] = 52;
faces[4][5] = 0;
faces[4][9] = 16;
faces[4][13] = 32;
faces[4][17] = 48;
faces[5][0] = 0;
faces[5][1] = 0;
faces[5][2] = 13;
faces[5][6] = 29;
faces[5][10] = 45;
faces[5][14] = 61;
faces[5][3] = 9;
faces[5][7] = 25;
faces[5][11] = 41;
faces[5][15] = 57;
faces[5][4] = 5;
faces[5][8] = 21;
faces[5][12] = 37;
faces[5][16] = 53;
faces[5][5] = 1;
faces[5][9] = 17;
faces[5][13] = 33;
faces[5][17] = 49;
faces[6][0] = 0;
faces[6][1] = 0;
faces[6][2] = 14;
faces[6][6] = 30;
faces[6][10] = 46;
faces[6][14] = 62;
faces[6][3] = 10;
faces[6][7] = 26;
faces[6][11] = 42;
faces[6][15] = 58;
faces[6][4] = 6;
faces[6][8] = 22;
faces[6][12] = 38;
faces[6][16] = 54;
faces[6][5] = 2;
faces[6][9] = 18;
faces[6][13] = 34;
faces[6][17] = 50;
faces[7][0] = 0;
faces[7][1] = 0;
faces[7][2] = 15;
faces[7][6] = 31;
faces[7][10] = 47;
faces[7][14] = 63;
faces[7][3] = 11;
faces[7][7] = 27;
faces[7][11] = 43;
faces[7][15] = 59;
faces[7][4] = 7;
faces[7][8] = 23;
faces[7][12] = 39;
faces[7][16] = 55;
faces[7][5] = 3;
faces[7][9] = 19;
faces[7][13] = 35;
faces[7][17] = 51;
faces[8][0] = 0;
faces[8][1] = 0;
faces[8][2] = 12;
faces[8][6] = 28;
faces[8][10] = 44;
faces[8][14] = 60;
faces[8][3] = 13;
faces[8][7] = 29;
faces[8][11] = 45;
faces[8][15] = 61;
faces[8][4] = 14;
faces[8][8] = 30;
faces[8][12] = 46;
faces[8][16] = 62;
faces[8][5] = 15;
faces[8][9] = 31;
faces[8][13] = 47;
faces[8][17] = 63;
faces[9][0] = 0;
faces[9][1] = 0;
faces[9][2] = 8;
faces[9][6] = 24;
faces[9][10] = 40;
faces[9][14] = 56;
faces[9][3] = 9;
faces[9][7] = 25;
faces[9][11] = 41;
faces[9][15] = 57;
faces[9][4] = 10;
faces[9][8] = 26;
faces[9][12] = 42;
faces[9][16] = 58;
faces[9][5] = 11;
faces[9][9] = 27;
faces[9][13] = 43;
faces[9][17] = 59;
faces[10][0] = 0;
faces[10][1] = 0;
faces[10][2] = 4;
faces[10][6] = 20;
faces[10][10] = 36;
faces[10][14] = 52;
faces[10][3] = 5;
faces[10][7] = 21;
faces[10][11] = 37;
faces[10][15] = 53;
faces[10][4] = 6;
faces[10][8] = 22;
faces[10][12] = 38;
faces[10][16] = 54;
faces[10][5] = 7;
faces[10][9] = 23;
faces[10][13] = 39;
faces[10][17] = 55;
faces[11][0] = 0;
faces[11][1] = 0;
faces[11][2] = 0;
faces[11][6] = 16;
faces[11][10] = 32;
faces[11][14] = 48;
faces[11][3] = 1;
faces[11][7] = 17;
faces[11][11] = 33;
faces[11][15] = 49;
faces[11][4] = 2;
faces[11][8] = 18;
faces[11][12] = 34;
faces[11][16] = 50;
faces[11][5] = 3;
faces[11][9] = 19;
faces[11][13] = 35;
faces[11][17] = 51;
faces[12][0] = 0;
faces[12][1] = 0;
faces[12][2] = 12;
faces[12][6] = 13;
faces[12][10] = 14;
faces[12][14] = 15;
faces[12][3] = 24;
faces[12][7] = 25;
faces[12][11] = 26;
faces[12][15] = 27;
faces[12][4] = 36;
faces[12][8] = 37;
faces[12][12] = 38;
faces[12][16] = 39;
faces[12][5] = 48;
faces[12][9] = 49;
faces[12][13] = 50;
faces[12][17] = 51;
faces[13][0] = 0;
faces[13][1] = 0;
faces[13][2] = 0;
faces[13][6] = 1;
faces[13][10] = 2;
faces[13][14] = 3;
faces[13][3] = 20;
faces[13][7] = 21;
faces[13][11] = 22;
faces[13][15] = 23;
faces[13][4] = 40;
faces[13][8] = 41;
faces[13][12] = 42;
faces[13][16] = 43;
faces[13][5] = 60;
faces[13][9] = 61;
faces[13][13] = 62;
faces[13][17] = 63;
faces[14][0] = 0;
faces[14][1] = 0;
faces[14][2] = 12;
faces[14][6] = 28;
faces[14][10] = 44;
faces[14][14] = 60;
faces[14][3] = 9;
faces[14][7] = 25;
faces[14][11] = 41;
faces[14][15] = 57;
faces[14][4] = 6;
faces[14][8] = 22;
faces[14][12] = 38;
faces[14][16] = 54;
faces[14][5] = 3;
faces[14][9] = 19;
faces[14][13] = 35;
faces[14][17] = 51;
faces[15][0] = 0;
faces[15][1] = 0;
faces[15][2] = 15;
faces[15][6] = 31;
faces[15][10] = 47;
faces[15][14] = 63;
faces[15][3] = 10;
faces[15][7] = 26;
faces[15][11] = 42;
faces[15][15] = 58;
faces[15][4] = 5;
faces[15][8] = 21;
faces[15][12] = 37;
faces[15][16] = 53;
faces[15][5] = 0;
faces[15][9] = 16;
faces[15][13] = 32;
faces[15][17] = 48;
faces[16][0] = 0;
faces[16][1] = 0;
faces[16][2] = 12;
faces[16][6] = 29;
faces[16][10] = 46;
faces[16][14] = 63;
faces[16][3] = 8;
faces[16][7] = 25;
faces[16][11] = 42;
faces[16][15] = 59;
faces[16][4] = 4;
faces[16][8] = 21;
faces[16][12] = 38;
faces[16][16] = 55;
faces[16][5] = 0;
faces[16][9] = 17;
faces[16][13] = 34;
faces[16][17] = 51;
faces[17][0] = 0;
faces[17][1] = 0;
faces[17][2] = 15;
faces[17][6] = 30;
faces[17][10] = 45;
faces[17][14] = 60;
faces[17][3] = 11;
faces[17][7] = 26;
faces[17][11] = 41;
faces[17][15] = 56;
faces[17][4] = 7;
faces[17][8] = 22;
faces[17][12] = 37;
faces[17][16] = 52;
faces[17][5] = 3;
faces[17][9] = 18;
faces[17][13] = 33;
faces[17][17] = 48;
}
/**
* Render the current face set in the 2D window.
*/
public void render2D(Graphics gc) {
gc.setColor(background);
gc.fillRect(0, 0, width, height);
int id;
int x, y;
float begX;
float begY;
for (int l = 0; l < 3; l++) {
begY = 28.0f + l * (5.f * 23.3f);
for (int k = 0; k < 6; k++) {
begX = 11.65f + k * (5.f * 11.65f);
int count = 0;
int face = l * 6 + k;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
x = (int) begX + i * 12;
y = (int) begY + j * 12;
id = faces[face][count + 2];
if (occupied[id] == HUMAN) {
x -= 2;
y -= 2;
gc.setColor(red);
gc.fillRect(x, y, 5, 5);
} else if (occupied[id] == MACHINE) {
x -= 2;
y -= 2;
gc.setColor(blue);
gc.fillRect(x, y, 5, 5);
} else {
x -= 1;
y -= 1;
gc.setColor(gray);
gc.fillRect(x, y, 2, 2);
}
if (highlight[face]) {
gc.setColor(yellow);
positions.setHighlight(faces[face][count + 2]);
}
count++;
}
}
if (highlight[face])
gc.setColor(yellow);
else
gc.setColor(white);
if ((face + 1) < 10)
gc.drawString("Face " + (face + 1), (int) begX - 2,
(int) begY + 60);
else
gc.drawString("Face " + (face + 1), (int) begX - 4,
(int) begY + 60);
}
}
}
/**
* Determine what position has been selected in the 2D window.
*/
public void checkSelection2D(int x, int y, int player) {
int id;
int posX, posY;
float begX;
float begY;
for (int l = 0; l < 3; l++) {
begY = 28.0f + l * (5.f * 23.3f);
for (int k = 0; k < 6; k++) {
begX = 11.65f + k * (5.f * 11.65f);
int count = 0;
int face = l * 6 + k;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
posX = (int) begX + i * 12;
posY = (int) begY + j * 12;
if (x > posX - 4 && x < posX + 4 && y > posY - 4
&& y < posY + 4) {
id = faces[face][count + 2];
if (occupied[id] == UNOCCUPIED) {
positions.set(id, player);
selection(id, player);
canvas.repaint();
}
return;
}
count++;
}
}
if ((x > begX - 4 && x < begX + 40)
&& (y > begY + 45 && y < begY + 60)) {
count = 0;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (highlight[face])
positions
.clearHighlight(faces[face][count + 2]);
count++;
}
}
if (highlight[face])
highlight[face] = false;
else
highlight[face] = true;
canvas.repaint();
}
}
}
}
/**
* Record the player"s move.
*/
public void selection(int pos, int player) {
int num_combinations;
int comb;
this.player = player;
if (player == HUMAN) {
// If position is already occupied, return.
if (occupied[pos] != 0)
return;
// Mark the position as HUMAN.
occupied[pos] = HUMAN;
// Update the logic arrays.
this.player = update_logic_arrays(pos);
// Have the computer determine its move.
choose_move();
}
}
/**
* Determine the computer"s move.
*/
public void choose_move() {
if (player == MACHINE) {
// Babe in the woods.
if (skill_level == 0) {
if (!block_winning_move()) {
if (!pick_7()) {
if (!check_outside_four()) {
pick_best_position();
}
}
}
}
// Walk and chew gum.
else if (skill_level == 1) {
if (!block_winning_move()) {
if (!block_intersecting_rows()) {
if (!block_inside_four()) {
if (!block_outside_four()) {
pick_best_position();
}
}
}
}
}
// Jeopordy contestant.
else if (skill_level == 2) {
if (!block_winning_move()) {
if (!block_intersecting_rows()) {
if (!block_inside_four()) {
if (!block_outside_four()) {
if (!pick_7()) {
pick_best_position();
}
}
}
}
}
}
// Rocket scientist.
else if (skill_level == 3) {
if (!block_winning_move()) {
if (!block_intersecting_rows()) {
if (!block_chair_move()) {
if (!check_face_three()) {
if (!block_central_four()) {
if (!block_inside_four()) {
if (!block_outside_four()) {
if (!take_inside_four()) {
if (!take_outside_four()) {
if (!pick_7()) {
if (!check_outside_four()) {
pick_best_position();
}
}
}
}
}
}
}
}
}
}
}
}
// Be afraid, be very afraid.
else if (skill_level == 4) {
if (!block_winning_move()) {
if (!block_intersecting_rows()) {
if (!block_chair_move()) {
if (!block_walk_move()) {
if (!block_central_four()) {
if (!block_inside_four()) {
if (!block_outside_four()) {
if (!check_face_three()) {
if (!check_intersecting_rows2()) {
if (!take_inside_four()) {
if (!take_outside_four()) {
if (!pick_7()) {
if (!check_outside_four()) {
pick_best_position();
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
/**
* Check for a winning move.
*/
public boolean block_winning_move() {
// Loop through each combination and see if any player occupies
// three positions. If so, take the last remaining position.
int pos;
for (int i = 0; i < 76; i++) {
if (combinations[i][0] == 3) {
for (int j = 2; j < 6; j++) {
pos = combinations[i][j];
if (occupied[pos] == 0) {
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_winning_move: true");
return true;
}
}
}
}
if (debug)
System.out.println("check_winning_move: false");
return false;
}
/**
* Block outside four
*/
public boolean block_outside_four() {
int pos;
int index = 0;
int max = 0;
// Block the opponent, if necessary.
for (int i = 0; i < 18; i++) {
if (outside_four[i][0] > 0 && outside_four[i][1] == HUMAN) {
if (outside_four[i][0] > max) {
index = i;
max = outside_four[i][0];
}
}
}
if (max > 0) {
for (int j = 2; j < 6; j++) {
pos = outside_four[index][j];
if (occupied[pos] == 0) {
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_outside_four: true");
return true;
}
}
}
if (debug)
System.out.println("block_outside_four: false");
return false;
}
/**
* Block central four
*/
public boolean block_central_four() {
int pos;
int index = 0;
int max = 0;
// Block the opponent, if necessary.
for (int i = 1; i < 3; i++) {
if (inside_four[i][0] > 0 && inside_four[i][1] == HUMAN) {
if (inside_four[i][0] > max) {
index = i;
max = inside_four[i][0];
}
}
}
if (max > 0) {
for (int j = 2; j < 6; j++) {
pos = inside_four[index][j];
if (occupied[pos] == 0) {
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_central_four: true");
return true;
}
}
}
if (debug)
System.out.println("block_central_four: false");
return false;
}
/**
* Check each face for a forced win.
*/
public boolean check_face_three() {
int pos;
int index = 0;
int human = 0;
int machine = 0;
// Block the opponent from a forced win.
for (int i = 0; i < 18; i++) {
if (outside_four[i][0] == -1) {
human = 0;
machine = 0;
for (int j = 2; j < 6; j++) {
if (occupied[outside_four[i][j]] == MACHINE)
machine++;
else if (occupied[outside_four[i][j]] == HUMAN)
human++;
}
if (debug)
System.out.println("machine = " + machine);
if (debug)
System.out.println("human = " + human);
if (human == 3 && machine == 1) {
if (debug)
System.out.println("human == 3 && machine == 1");
for (int j = 2; j < 18; j++) {
pos = faces[i][j];
if (occupied[pos] == 0) {
for (int k = 0; k < 76; k++) {
if (combinations[i][0] == 2
& combinations[i][1] == HUMAN) {
for (int l = 0; l < 4; l++) {
if (combinations[i][l] == pos) {
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out
.println("check_face_three: true");
return true;
}
}
}
}
}
}
}
}
}
if (debug)
System.out.println("check_face_three: false");
return false;
}
/**
* Block inside four
*/
public boolean block_inside_four() {
int pos;
int index = 0;
int max = 0;
// Block the opponent, if necessary.
for (int i = 0; i < 18; i++) {
if (inside_four[i][0] > 0 && inside_four[i][1] == HUMAN) {
if (inside_four[i][0] > max) {
index = i;
max = inside_four[i][0];
}
}
}
if (max > 0) {
for (int j = 2; j < 6; j++) {
pos = inside_four[index][j];
if (occupied[pos] == 0) {
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_inside_four: true");
return true;
}
}
}
if (debug)
System.out.println("block_inside_four: false");
return false;
}
public boolean block_chair_move() {
int pos;
int ncorners = 0; // Number of corners owned by human
int corner = 0; // Corner owned by machine
if (debug)
System.out.println("inside block_chair_move");
// Loop through all of the faces.
for (int i = 0; i < 18; i++) {
// Determine which corners the human owns.
if (occupied[faces[i][2]] == HUMAN)
ncorners++;
else if (occupied[faces[i][2]] == MACHINE)
corner = 2;
if (occupied[faces[i][5]] == HUMAN)
ncorners++;
else if (occupied[faces[i][5]] == MACHINE)
corner = 5;
if (occupied[faces[i][14]] == HUMAN)
ncorners++;
else if (occupied[faces[i][14]] == MACHINE)
corner = 14;
if (occupied[faces[i][17]] == HUMAN)
ncorners++;
else if (occupied[faces[i][17]] == MACHINE)
corner = 17;
// If the human owns three corners, continue with the search.
if (ncorners == 3) {
if (corner == 2) {
if (occupied[faces[i][3]] == HUMAN
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][15]] == 0
&& occupied[faces[i][16]] == 0) {
pos = faces[i][11];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][4]] == HUMAN
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][12]] == 0
&& occupied[faces[i][15]] == 0
&& occupied[faces[i][16]] == 0) {
pos = faces[i][12];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][6]] == HUMAN
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][9]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][13]] == 0) {
pos = faces[i][8];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][10]] == HUMAN
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][9]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][12]] == 0
&& occupied[faces[i][13]] == 0) {
pos = faces[i][11];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][7]] == HUMAN
&& occupied[faces[i][3]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][15]] == 0
&& occupied[faces[i][16]] == 0) {
pos = faces[i][11];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][12]] == HUMAN
&& occupied[faces[i][4]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][15]] == 0
&& occupied[faces[i][16]] == 0) {
pos = faces[i][16];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
} else if (corner == 5) {
if (occupied[faces[i][9]] == HUMAN
&& occupied[faces[i][6]] == 0
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][10]] == 0
&& occupied[faces[i][12]] == 0) {
pos = faces[i][7];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][13]] == HUMAN
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][10]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][12]] == 0) {
pos = faces[i][12];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][4]] == HUMAN
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][12]] == 0
&& occupied[faces[i][15]] == 0
&& occupied[faces[i][16]] == 0) {
pos = faces[i][12];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][3]] == HUMAN
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][12]] == 0
&& occupied[faces[i][15]] == 0
&& occupied[faces[i][16]] == 0) {
pos = faces[i][7];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][8]] == HUMAN
&& occupied[faces[i][4]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][12]] == 0
&& occupied[faces[i][15]] == 0
&& occupied[faces[i][16]] == 0) {
pos = faces[i][12];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][11]] == HUMAN
&& occupied[faces[i][3]] == 0
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][12]] == 0
&& occupied[faces[i][15]] == 0
&& occupied[faces[i][16]] == 0) {
pos = faces[i][7];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
} else if (corner == 14) {
if (occupied[faces[i][6]] == HUMAN
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][9]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][13]] == 0) {
pos = faces[i][7];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][10]] == HUMAN
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][9]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][12]] == 0
&& occupied[faces[i][13]] == 0) {
pos = faces[i][12];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][15]] == HUMAN
&& occupied[faces[i][3]] == 0
&& occupied[faces[i][4]] == 0
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][12]] == 0) {
pos = faces[i][3];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][16]] == HUMAN
&& occupied[faces[i][3]] == 0
&& occupied[faces[i][4]] == 0
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][12]] == 0) {
pos = faces[i][12];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][11]] == HUMAN
&& occupied[faces[i][3]] == 0
&& occupied[faces[i][4]] == 0
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][12]] == 0
&& occupied[faces[i][15]] == 0) {
pos = faces[i][7];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][8]] == HUMAN
&& occupied[faces[i][6]] == 0
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][9]] == 0
&& occupied[faces[i][12]] == 0
&& occupied[faces[i][13]] == 0) {
pos = faces[i][7];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
} else if (corner == 17) {
if (occupied[faces[i][9]] == HUMAN
&& occupied[faces[i][6]] == 0
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][10]] == 0
&& occupied[faces[i][11]] == 0) {
pos = faces[i][8];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][13]] == HUMAN
&& occupied[faces[i][6]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][10]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][12]] == 0) {
pos = faces[i][11];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][15]] == HUMAN
&& occupied[faces[i][3]] == 0
&& occupied[faces[i][4]] == 0
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][11]] == 0) {
pos = faces[i][11];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][16]] == HUMAN
&& occupied[faces[i][3]] == 0
&& occupied[faces[i][4]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][12]] == 0) {
pos = faces[i][8];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][12]] == HUMAN
&& occupied[faces[i][3]] == 0
&& occupied[faces[i][4]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][16]] == 0) {
pos = faces[i][8];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (occupied[faces[i][7]] == HUMAN
&& occupied[faces[i][3]] == 0
&& occupied[faces[i][4]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][15]] == 0) {
pos = faces[i][11];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
}
}
ncorners = 0;
corner = -1;
}
if (debug)
System.out.println("block_chair_move: false");
return false;
}
public boolean block_walk_move() {
int pos;
if (debug)
System.out.println("inside block_walk_move");
// Loop through all of the faces.
for (int i = 0; i < 18; i++) {
// Look for a matching pattern.
if (occupied[faces[i][2]] == HUMAN
&& occupied[faces[i][14]] == HUMAN
&& occupied[faces[i][3]] == HUMAN
&& occupied[faces[i][15]] == HUMAN
&& occupied[faces[i][6]] == 0
&& occupied[faces[i][10]] == 0
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][11]] == 0) {
if (occupied[faces[i][8]] == HUMAN
&& occupied[faces[i][9]] == 0) {
pos = faces[i][6];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
} else if (occupied[faces[i][12]] == HUMAN
&& occupied[faces[i][13]] == 0) {
pos = faces[i][10];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
}
}
// Look for a matching pattern.
if (occupied[faces[i][14]] == HUMAN
&& occupied[faces[i][17]] == HUMAN
&& occupied[faces[i][10]] == HUMAN
&& occupied[faces[i][13]] == HUMAN
&& occupied[faces[i][15]] == 0
&& occupied[faces[i][16]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][12]] == 0) {
if (occupied[faces[i][7]] == HUMAN
&& occupied[faces[i][3]] == 0) {
pos = faces[i][15];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
} else if (occupied[faces[i][8]] == HUMAN
&& occupied[faces[i][4]] == 0) {
pos = faces[i][16];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
}
}
// Look for a matching pattern.
if (occupied[faces[i][4]] == HUMAN
&& occupied[faces[i][16]] == HUMAN
&& occupied[faces[i][5]] == HUMAN
&& occupied[faces[i][17]] == HUMAN
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][12]] == 0
&& occupied[faces[i][9]] == 0
&& occupied[faces[i][13]] == 0) {
if (occupied[faces[i][11]] == HUMAN
&& occupied[faces[i][10]] == 0) {
pos = faces[i][18];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
} else if (occupied[faces[i][7]] == HUMAN
&& occupied[faces[i][6]] == 0) {
pos = faces[i][9];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
}
}
// Look for a matching pattern.
if (occupied[faces[i][6]] == HUMAN
&& occupied[faces[i][9]] == HUMAN
&& occupied[faces[i][2]] == HUMAN
&& occupied[faces[i][5]] == HUMAN
&& occupied[faces[i][7]] == 0 && occupied[faces[i][8]] == 0
&& occupied[faces[i][3]] == 0 && occupied[faces[i][4]] == 0) {
if (occupied[faces[i][11]] == HUMAN
&& occupied[faces[i][15]] == 0) {
pos = faces[i][3];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
} else if (occupied[faces[i][12]] == HUMAN
&& occupied[faces[i][16]] == 0) {
pos = faces[i][4];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
}
}
// Look for a matching pattern.
if (occupied[faces[i][2]] == HUMAN
&& occupied[faces[i][14]] == HUMAN
&& occupied[faces[i][4]] == HUMAN
&& occupied[faces[i][16]] == HUMAN
&& occupied[faces[i][6]] == 0
&& occupied[faces[i][10]] == 0
&& occupied[faces[i][8]] == 0
&& occupied[faces[i][12]] == 0) {
if ((occupied[faces[i][7]] == HUMAN && occupied[faces[i][9]] == 0)
|| (occupied[faces[i][9]] == HUMAN && occupied[faces[i][7]] == 0)) {
pos = faces[i][6];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
} else if ((occupied[faces[i][11]] == HUMAN && occupied[faces[i][13]] == 0)
|| (occupied[faces[i][13]] == HUMAN && occupied[faces[i][11]] == 0)) {
pos = faces[i][10];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
}
}
// Look for a matching pattern.
if (occupied[faces[i][14]] == HUMAN
&& occupied[faces[i][17]] == HUMAN
&& occupied[faces[i][6]] == HUMAN
&& occupied[faces[i][9]] == HUMAN
&& occupied[faces[i][15]] == 0
&& occupied[faces[i][16]] == 0
&& occupied[faces[i][7]] == 0 && occupied[faces[i][8]] == 0) {
if ((occupied[faces[i][11]] == HUMAN && occupied[faces[i][3]] == 0)
|| (occupied[faces[i][3]] == HUMAN && occupied[faces[i][11]] == 0)) {
pos = faces[i][15];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
} else if ((occupied[faces[i][12]] == HUMAN && occupied[faces[i][4]] == 0)
|| (occupied[faces[i][4]] == HUMAN && occupied[faces[i][12]] == 0)) {
pos = faces[i][16];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
}
}
// Look for a matching pattern.
if (occupied[faces[i][3]] == HUMAN
&& occupied[faces[i][15]] == HUMAN
&& occupied[faces[i][5]] == HUMAN
&& occupied[faces[i][17]] == HUMAN
&& occupied[faces[i][7]] == 0
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][9]] == 0
&& occupied[faces[i][13]] == 0) {
if ((occupied[faces[i][6]] == HUMAN && occupied[faces[i][8]] == 0)
|| (occupied[faces[i][8]] == HUMAN && occupied[faces[i][6]] == 0)) {
pos = faces[i][9];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
} else if ((occupied[faces[i][10]] == HUMAN && occupied[faces[i][12]] == 0)
|| (occupied[faces[i][12]] == HUMAN && occupied[faces[i][10]] == 0)) {
pos = faces[i][13];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
}
}
// Look for a matching pattern.
if (occupied[faces[i][10]] == HUMAN
&& occupied[faces[i][13]] == HUMAN
&& occupied[faces[i][2]] == HUMAN
&& occupied[faces[i][5]] == HUMAN
&& occupied[faces[i][11]] == 0
&& occupied[faces[i][12]] == 0
&& occupied[faces[i][3]] == 0 && occupied[faces[i][4]] == 0) {
if ((occupied[faces[i][7]] == HUMAN && occupied[faces[i][15]] == 0)
|| (occupied[faces[i][15]] == HUMAN && occupied[faces[i][7]] == 0)) {
pos = faces[i][3];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
} else if ((occupied[faces[i][8]] == HUMAN && occupied[faces[i][16]] == 0)
|| (occupied[faces[i][16]] == HUMAN && occupied[faces[i][8]] == 0)) {
pos = faces[i][4];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
}
}
}
if (debug)
System.out.println("block_walk_move: false");
return false;
}
public boolean check_chair_move() {
int pos;
// If the "block chair flag" is set, all we need to do is
// block the winning path...
if (block_chair_flag) {
pos = faces[block_chair_face][block_chair_next_move];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: march");
return true;
}
int ncorners = 0; // Number of corners owned by human
int corner = 0; // Corner owned by machine
// Loop through all of the faces.
for (int i = 0; i < 18; i++) {
// Determine which corners the human owns.
if (faces[i][2] == HUMAN)
ncorners++;
else
corner = 2;
if (faces[i][5] == HUMAN)
ncorners++;
else
corner = 5;
if (faces[i][14] == HUMAN)
ncorners++;
else
corner = 14;
if (faces[i][17] == HUMAN)
ncorners++;
else
corner = 17;
// If the human owns three corners, continue with the search.
if (ncorners == 3) {
if (corner == 2) {
if (faces[i][3] == HUMAN && faces[i][7] == 0
&& faces[i][8] == 0 && faces[i][11] == 0
&& faces[i][15] == 0 && faces[i][16] == 0) {
block_chair_flag = true;
block_chair_next_move = 11;
block_chair_face = i;
pos = faces[i][15];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
if (faces[i][4] == HUMAN && faces[i][8] == 0
&& faces[i][11] == 0 && faces[i][12] == 0
&& faces[i][15] == 0 && faces[i][16] == 0) {
block_chair_flag = true;
block_chair_next_move = 16;
block_chair_face = i;
pos = faces[i][8];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("block_chair_move: found");
return true;
}
} else if (corner == 5) {
block_chair_flag = true;
block_chair_next_move = 11;
block_chair_face = i;
pos = faces[i][15];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("check_face_three: true");
return true;
} else if (corner == 14) {
block_chair_flag = true;
block_chair_next_move = 11;
block_chair_face = i;
pos = faces[i][15];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("check_face_three: true");
return true;
} else if (corner == 17) {
block_chair_flag = true;
block_chair_next_move = 11;
block_chair_face = i;
pos = faces[i][15];
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("check_face_three: true");
return true;
}
}
}
return false;
}
/**
* Take inside four
*/
public boolean take_inside_four() {
int pos = 0;
boolean found = false;
if (occupied[21] == 0) {
found = true;
pos = 21;
} else if (occupied[22] == 0) {
found = true;
pos = 22;
} else if (occupied[25] == 0) {
found = true;
pos = 25;
} else if (occupied[26] == 0) {
found = true;
pos = 26;
} else if (occupied[37] == 0) {
found = true;
pos = 37;
} else if (occupied[38] == 0) {
found = true;
pos = 38;
} else if (occupied[41] == 0) {
found = true;
pos = 41;
} else if (occupied[42] == 0) {
found = true;
pos = 42;
}
if (found) {
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("take_inside_four: true");
return true;
}
if (debug)
System.out.println("take_inside_four: false");
return false;
}
/**
* Check occupancy of outside four.
*/
public boolean check_outside_four() {
int pos = 0;
// Finish off the four corner combination.
if (outside_four_flag) {
if (occupied[faces[face_index][7]] == 0) {
pos = faces[face_index][7];
} else if (occupied[faces[face_index][6]] == 0) {
pos = faces[face_index][6];
}
if (occupied[pos] == 0) {
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
return true;
}
}
// Look for a four corner combination.
for (int i = 0; i < 18; i++) {
if (outside_four[i][0] == 4 && outside_four[i][1] == MACHINE) {
if (faces[i][0] > 0 && faces[i][1] == MACHINE) {
if (occupied[faces[i][8]] == 0) {
pos = faces[i][8];
outside_four_flag = true;
face_index = i;
}
if (occupied[pos] == 0) {
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("check_outside_four: true");
return true;
}
}
}
}
// Take the corners, if available.
for (int i = 0; i < 18; i++) {
if (outside_four[i][0] > 0 && outside_four[i][1] == MACHINE) {
if (faces[i][0] > 0 && faces[i][1] == MACHINE) {
for (int j = 2; j < 6; j++) {
pos = outside_four[i][j];
if (occupied[pos] == 0) {
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("check_outside_four: true");
return true;
}
}
}
}
}
// Look for an "outside four" combination in a face in which the
// opponent holds no positions.
for (int i = 0; i < 18; i++) {
if (outside_four[i][0] == 0
|| (outside_four[i][0] > 0 && outside_four[i][1] == MACHINE)) {
if (outside_four[i][1] == MACHINE)
outside_four_flag = true;
for (int j = 2; j < 6; j++) {
pos = outside_four[i][j];
if (occupied[pos] == 0) {
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("check_outside_four: true");
return true;
}
}
}
}
if (debug)
System.out.println("check_outside_four: false");
return false;
}
/**
* Take outside four
*/
public boolean take_outside_four() {
int pos = 0;
boolean found = false;
if (occupied[0] == 0) {
found = true;
pos = 0;
} else if (occupied[3] == 0) {
found = true;
pos = 3;
} else if (occupied[12] == 0) {
found = true;
pos = 12;
} else if (occupied[15] == 0) {
found = true;
pos = 15;
} else if (occupied[48] == 0) {
found = true;
pos = 48;
} else if (occupied[51] == 0) {
found = true;
pos = 51;
} else if (occupied[60] == 0) {
found = true;
pos = 60;
} else if (occupied[63] == 0) {
found = true;
pos = 63;
}
if (found) {
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("take_outside_four: true");
return true;
}
if (debug)
System.out.println("take_outside_four: false");
return false;
}
/**
* Check for a forced win by intersecting rows. Block if necessary.
*/
public boolean block_intersecting_rows() {
int pos;
// Loop through each row and check for rows that have two
// positions occupied by the human and two positions which are empty.
// Make sure that none of the empty positions in this row intersect
// with another row that also contains two positions held by the human.
// If so, block the row by taking the position at the intersection
// of these two row.
// Loop through each row.
for (int i = 0; i < 76; i++) {
// Look for a row that has two positions held by the human.
if (combinations[i][0] == 2 && combinations[i][1] == HUMAN) {
if (debug)
System.out.println(" row " + i
+ "has 2 positions occupied by the human");
// Mark this row with a flag.
combinations[i][6] = 1;
// Check each position in the row.
for (int j = 2; j < 6; j++) {
// Look for the empty positions in the row.
pos = combinations[i][j];
if (occupied[pos] == 0) {
// Loop through the rows again.
for (int k = 0; k < 76; k++) {
if (debug)
System.out.println(" row " + k);
// Look for another row that has two positions held
// by the human (and which is unmarked.) modified
if (combinations[k][0] == 2
&& combinations[k][1] == HUMAN
&& combinations[k][6] == 0) {
if (debug)
System.out
.println("found an intersecting row: row "
+ k);
// Check the positions in this row and see if
// any match the position we"re looking for. If
// we find a match, grab the position and
// return.
for (int l = 2; l < 6; l++) {
if (pos == combinations[k][l]) {
combinations[i][6] = 0;
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out
.println("block_intersecting_rows: true");
return true;
}
}
}
}
}
}
// Unmark the combination before moving on.
combinations[i][6] = 0;
}
}
if (debug)
System.out.println("block_intersecting_rows: false");
return false;
}
/**
* Check for a forced win by intersecting rows. Block if necessary.
*/
public boolean check_intersecting_rows2() {
int pos;
// Loop through each row and check for rows that have two
// positions occupied by the human and two positions which are empty.
// Make sure that none of the empty positions in this row intersect
// with another row that also contains two positions held by the human.
// If so, block the row by taking the position at the intersection
// of these two row.
// Loop through each row.
for (int i = 0; i < 76; i++) {
// Look for a row that has two positions held by the human.
if (combinations[i][0] == 2 && combinations[i][1] == HUMAN) {
if (debug) {
System.out.println(" row " + i
+ "has 2 positions occupied by the human");
}
// Mark this row with a flag.
combinations[i][6] = 1;
// Check each position in the row.
for (int j = 2; j < 6; j++) {
// Look for the empty positions in the row.
pos = combinations[i][j];
if (occupied[pos] == 0) {
// Loop through the rows again.
for (int k = 0; k < 76; k++) {
if (debug)
System.out.println(" row " + k);
// Look for another row that has two positions held
// by the human (and which is unmarked.) modified
if (combinations[k][0] == 1
&& combinations[k][1] == HUMAN
&& combinations[k][6] == 0) {
if (debug)
System.out
.println("found an intersecting row: row "
+ k);
// Check the positions in this row and see if
// any match the position we"re looking for. If
// we find a match, grab the position and
// return.
for (int l = 2; l < 6; l++) {
if (pos == combinations[k][l]) {
combinations[i][6] = 0;
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out
.println("check_intersecting_rows: true");
return true;
}
}
}
}
}
}
// Unmark the combination before moving on.
combinations[i][6] = 0;
}
}
if (debug)
System.out.println("check_intersecting_rows: false");
return false;
}
/**
* Check for a forced win by intersecting rows. Block if necessary.
*/
public boolean check_for_two() {
int pos;
// Loop through the rows.
for (int i = 0; i < 76; i++) {
// Look for a row that has two positions held
// by the human (and which is unmarked.)
if (combinations[i][0] == 2 && combinations[i][1] == HUMAN
&& combinations[i][6] == 0) {
// Take the first available spot.
for (int j = 2; j < 6; j++) {
pos = combinations[i][j];
if (occupied[pos] == 0) {
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
player = update_logic_arrays(pos);
if (debug)
System.out.println("check_for_two: true");
return true;
}
}
}
}
if (debug)
System.out.println("check_for_two: false");
return false;
}
public void undo_move() {
// Return if no moves are recorded
if (nmoves == 0)
return;
// Set the undo flag
undoFlag = true;
// Undo the last two moves
positions.clear(moves[--nmoves]);
positions.clear(moves[--nmoves]);
// Undo the winner flag in the positions object
positions.noWinner();
// Repaint the 2D canvas.
canvas.repaint();
// Reset the inside/outside flags
inside_four_flag = false;
outside_four_flag = false;
block_chair_flag = false;
// Reset the board
for (int i = 0; i < 64; i++) {
occupied[i] = 0;
}
// Reset the inside/outside arrays
for (int i = 0; i < 18; i++) {
inside_four[i][0] = 0;
inside_four[i][1] = 0;
outside_four[i][0] = 0;
outside_four[i][1] = 0;
}
// Reset the faces array
for (int i = 0; i < 18; i++) {
faces[i][0] = 0;
faces[i][1] = 0;
}
// Reset the combinations array
for (int i = 0; i < 76; i++) {
combinations[i][0] = 0;
combinations[i][1] = 0;
}
if (nmoves == 0) {
undoFlag = false;
player = HUMAN;
return;
}
// Update the logic arrays
int pos;
player = HUMAN;
for (int i = 0; i < nmoves; i++) {
pos = moves[i];
occupied[pos] = player;
player = update_logic_arrays(pos);
}
// Reset the "best picks" array
update_best_picks();
// Reset the player and undo flag
player = HUMAN;
undoFlag = false;
}
/**
* Update the logic arrays that keep track of positions and status. If we
* have a winner, stop the game.
*/
public int update_logic_arrays(int pos) {
// Record the move.
if (!undoFlag) {
moves[nmoves++] = pos;
}
// Get the number of combinations that this position has.
int num_combinations = pos_to_comb[pos][0];
// Go through each combination associated with this position
// and update the status. If we have a winner, stop the game.
int comb;
for (int j = 0; j < num_combinations; j++) {
comb = pos_to_comb[pos][j + 1];
if (combinations[comb][1] != player && combinations[comb][1] != 0) {
combinations[comb][0] = -1;
} else {
combinations[comb][0]++;
if (combinations[comb][0] == 4) {
end_time = System.currentTimeMillis();
time = (end_time - beg_time) / 1000;
panel.winner(player, skill_level, nmoves, time);
panel.repaint();
canvas.repaint();
positions.winner();
return END;
} else {
combinations[comb][1] = player;
}
}
}
// Update the best_picks array.
update_best_picks();
// Update the inside_four array.
for (int i = 0; i < 18; i++) {
for (int j = 2; j < 6; j++) {
if (pos == inside_four[i][j]) {
if (inside_four[i][0] == 0) {
inside_four[i][0] = 1;
inside_four[i][1] = player;
} else if (inside_four[i][1] == player) {
inside_four[i][0]++;
inside_four[i][1] = player;
} else {
inside_four[i][0] = -1;
}
}
}
}
// Update the outside_four array.
for (int i = 0; i < 18; i++) {
for (int j = 2; j < 6; j++) {
if (pos == outside_four[i][j]) {
if (outside_four[i][0] == 0) {
outside_four[i][0] = 1;
outside_four[i][1] = player;
} else if (outside_four[i][1] == player) {
outside_four[i][0]++;
outside_four[i][1] = player;
} else {
outside_four[i][0] = -1;
}
}
}
}
// Update the faces array.
for (int i = 0; i < 18; i++) {
for (int j = 2; j < 18; j++) {
if (pos == faces[i][j]) {
if (faces[i][0] == 0) {
faces[i][0] = 1;
faces[i][1] = player;
} else if (faces[i][1] == player) {
faces[i][0]++;
} else {
faces[i][0] = -1;
}
}
}
}
// Switch players.
if (player == HUMAN)
return MACHINE;
else
return HUMAN;
}
/**
* Start a new game.
*/
public void newGame() {
// Initialize the inside/outside flags.
inside_four_flag = false;
outside_four_flag = false;
block_chair_flag = false;
// Initialize the inside/outside arrays.
for (int i = 0; i < 18; i++) {
inside_four[i][0] = 0;
inside_four[i][1] = 0;
outside_four[i][0] = 0;
outside_four[i][1] = 0;
}
// Initialize the faces array.
for (int i = 0; i < 18; i++) {
faces[i][0] = 0;
faces[i][1] = 0;
}
// Initialize the board.
for (int i = 0; i < 64; i++) {
occupied[i] = 0;
}
for (int i = 0; i < 76; i++) {
combinations[i][0] = 0;
combinations[i][1] = 0;
}
// Reset the best_picks array.
update_best_picks();
// Set the player with the first move.
player = HUMAN;
// Initialize the number of moves.
nmoves = 0;
// Reset the playing positions.
positions.newGame();
}
/**
* Set the skill level.
*/
public void set_skill_level(int level) {
skill_level = level;
}
/**
* Set up the pos_to_comb array.
*/
public void setup_pos_to_comb() {
// Set up the pos_to_comb array to point to every winning
// combination a given position may have.
int count;
for (int i = 0; i < 64; i++) {
count = 1;
pos_to_comb[i][0] = 0;
for (int j = 0; j < 76; j++) {
for (int k = 2; k < 6; k++) {
if (combinations[j][k] == i) {
pos_to_comb[i][0]++;
pos_to_comb[i][count++] = j;
}
}
}
}
if (debug) {
for (int i = 0; i < 64; i++) {
System.out.println("");
for (int j = 0; j < 8; j++) {
System.out.println("pos_to_comb[" + i + "][" + j + "] = "
+ pos_to_comb[i][j]);
}
}
}
}
/**
* Update the best_picks array.
*/
public void update_best_picks() {
// Re-calculate the best_picks array to point to every (current) winning
// combination a given position may have.
int count;
for (int i = 0; i < 64; i++) {
count = 1;
best_picks[i][0] = 0;
if (occupied[i] == 0) {
for (int j = 0; j < 76; j++) {
if (combinations[j][0] == 0
|| combinations[j][1] == MACHINE) {
for (int k = 2; k < 6; k++) {
if (combinations[j][k] == i) {
best_picks[i][0]++;
best_picks[i][count++] = j;
}
}
}
}
}
}
if (debug) {
for (int i = 0; i < 64; i++) {
System.out.println("");
for (int j = 0; j < 8; j++) {
System.out.println("best_picks[" + i + "][" + j + "] = "
+ best_picks[i][j]);
}
}
}
}
/**
* Pick the computer"s best possible move based on the number of
* combinations per position. Choose the position with the most
* combinations.
*/
public void pick_best_position() {
int pos = 0;
int max_num = 0;
for (int i = 0; i < 64; i++) {
if (best_picks[i][0] > max_num && occupied[i] == 0) {
pos = i;
max_num = best_picks[i][0];
}
}
// Mark the position as MACHINE.
occupied[pos] = MACHINE;
positions.set(pos, MACHINE);
// Udate the logic arrays and reset the player.
player = update_logic_arrays(pos);
}
public boolean pick_7() {
for (int i = 0; i < 64; i++) {
if (best_picks[i][0] == 7) {
occupied[i] = MACHINE;
positions.set(i, MACHINE);
player = update_logic_arrays(i);
return true;
}
}
return false;
}
public void change_face() {
current_face = ++current_face % 18;
}
public void label() {
label_flag ^= true;
}
public boolean unoccupied(int pos) {
if (occupied[pos] == UNOCCUPIED)
return true;
else
return false;
}
}
/**
* Class: Canvas2D
*
* Description: Used to respond to mouse events in the 2D window.
*
* Version: 1.0
*
*/
class Canvas2D extends Canvas implements MouseListener {
Image backbuffer; // Backbuffer image
Graphics gc; // Graphics context of backbuffer
Board board; // Game board
Canvas2D(Board board) {
this.board = board;
}
public void setBuffer(Image backbuffer) {
this.backbuffer = backbuffer;
gc = backbuffer.getGraphics();
}
public void update(Graphics g) {
paint(g);
}
public void paint(Graphics g) {
if (board != null) {
board.render2D(gc);
g.drawImage(backbuffer, 0, 0, this);
}
}
public void mousePressed(MouseEvent e) {
board.checkSelection2D(e.getX(), e.getY(), 1);
repaint();
}
public void mouseClicked(MouseEvent e) {
}
public void mouseReleased(MouseEvent e) {
}
public void mouseEntered(MouseEvent e) {
}
public void mouseExited(MouseEvent e) {
}
}
class Cube extends Object {
private Shape3D shape3D;
private static final float[] verts = {
// Front Face
1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f,
-1.0f, 1.0f,
// Back Face
-1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f,
-1.0f, -1.0f,
// Right Face
1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,
// Left Face
-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
-1.0f, -1.0f,
// Top Face
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
1.0f, 1.0f,
// Bottom Face
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, };
private static final float[] normals = {
// Front Face
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f,
// Back Face
0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f,
0.0f, -1.0f,
// Right Face
1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f,
// Left Face
-1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f,
0.0f, 0.0f,
// Top Face
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.0f,
// Bottom Face
0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, };
public Cube(Appearance appearance) {
QuadArray quadArray = new QuadArray(24, QuadArray.COORDINATES
| QuadArray.NORMALS | QuadArray.TEXTURE_COORDINATE_2);
quadArray.setCoordinates(0, verts);
quadArray.setNormals(0, normals);
shape3D = new Shape3D(quadArray, appearance);
shape3D.setCapability(Shape3D.ALLOW_GEOMETRY_READ);
shape3D.setCapability(Shape3D.ALLOW_GEOMETRY_WRITE);
shape3D.setCapability(Shape3D.ALLOW_APPEARANCE_READ);
shape3D.setCapability(Shape3D.ALLOW_APPEARANCE_WRITE);
}
public Cube(Appearance appearance, float size) {
QuadArray quadArray = new QuadArray(24, QuadArray.COORDINATES
| QuadArray.NORMALS);
for (int i = 0; i < 72; i++)
verts[i] *= size;
quadArray.setCoordinates(0, verts);
quadArray.setNormals(0, normals);
shape3D = new Shape3D(quadArray, appearance);
shape3D.setCapability(Shape3D.ALLOW_GEOMETRY_READ);
shape3D.setCapability(Shape3D.ALLOW_GEOMETRY_WRITE);
shape3D.setCapability(Shape3D.ALLOW_APPEARANCE_READ);
shape3D.setCapability(Shape3D.ALLOW_APPEARANCE_WRITE);
}
public Shape3D getChild() {
return shape3D;
}
}
/**
* Class BigCube
*
* Description: Creates the "big" cube used to mark the computer"s position.
*
* Version: 1.0
*
* Copyright (C) 1998 Sun Microsystems, Inc. All Rights Reserved.
*/
class BigCube extends Object {
private Shape3D shape3D;
private static final float[] verts = {
// Front Face
5.0f, -5.0f, 5.0f, 5.0f, 5.0f, 5.0f, -5.0f, 5.0f, 5.0f, -5.0f,
-5.0f, 5.0f,
// Back Face
-5.0f, -5.0f, -5.0f, -5.0f, 5.0f, -5.0f, 5.0f, 5.0f, -5.0f, 5.0f,
-5.0f, -5.0f,
// Right Face
5.0f, -5.0f, -5.0f, 5.0f, 5.0f, -5.0f, 5.0f, 5.0f, 5.0f, 5.0f,
-5.0f, 5.0f,
// Left Face
-5.0f, -5.0f, 5.0f, -5.0f, 5.0f, 5.0f, -5.0f, 5.0f, -5.0f, -5.0f,
-5.0f, -5.0f,
// Top Face
5.0f, 5.0f, 5.0f, 5.0f, 5.0f, -5.0f, -5.0f, 5.0f, -5.0f, -5.0f,
5.0f, 5.0f,
// Bottom Face
-5.0f, -5.0f, 5.0f, -5.0f, -5.0f, -5.0f, 5.0f, -5.0f, -5.0f, 5.0f,
-5.0f, 5.0f, };
private static final float[] normals = {
// Front Face
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
1.0f,
// Back Face
0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f,
0.0f, -1.0f,
// Right Face
1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.0f,
// Left Face
-1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f,
0.0f, 0.0f,
// Top Face
0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.0f,
// Bottom Face
0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, };
public BigCube(Appearance appearance) {
QuadArray quadArray = new QuadArray(24, QuadArray.COORDINATES
| QuadArray.NORMALS);
quadArray.setCoordinates(0, verts);
quadArray.setNormals(0, normals);
shape3D = new Shape3D(quadArray, appearance);
shape3D.setCapability(Shape3D.ALLOW_GEOMETRY_READ);
shape3D.setCapability(Shape3D.ALLOW_GEOMETRY_WRITE);
shape3D.setCapability(Shape3D.ALLOW_APPEARANCE_READ);
shape3D.setCapability(Shape3D.ALLOW_APPEARANCE_WRITE);
}
public BigCube(Appearance appearance, float size) {
QuadArray quadArray = new QuadArray(24, QuadArray.COORDINATES
| QuadArray.NORMALS);
for (int i = 0; i < 72; i++)
verts[i] *= size;
quadArray.setCoordinates(0, verts);
quadArray.setNormals(0, normals);
shape3D = new Shape3D(quadArray, appearance);
shape3D.setCapability(Shape3D.ALLOW_GEOMETRY_READ);
shape3D.setCapability(Shape3D.ALLOW_GEOMETRY_WRITE);
shape3D.setCapability(Shape3D.ALLOW_APPEARANCE_READ);
shape3D.setCapability(Shape3D.ALLOW_APPEARANCE_WRITE);
}
public Shape3D getChild() {
return shape3D;
}
}
/**
* Class: Positions
*
* Description: Creates the position markers.
*
* Version: 1.0
*
*/
class Positions extends Object {
final static int UNOCCUPIED = 0;
final static int HUMAN = 1;
final static int MACHINE = 2;
final static int END = 3;
private Vector3f point[];
private Switch posSwitch;
private Switch humanSwitch;
private Switch machineSwitch;
private BitSet posMask;
private BitSet humanMask;
private BitSet machineMask;
private Group group;
private Material redMat;
private Material blueMat;
private Material yellowMat;
private Material whiteMat;
private Appearance redApp;
private Appearance blueApp;
private Appearance yellowApp;
private Appearance whiteApp;
private Board board;
private Sphere posSphere[];
private BigCube cube[];
private TransformGroup tgroup;
private boolean winnerFlag = false;
public Positions() {
// Define colors for lighting
Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
Color3f red = new Color3f(0.9f, 0.1f, 0.2f);
Color3f blue = new Color3f(0.3f, 0.3f, 0.8f);
Color3f yellow = new Color3f(1.0f, 1.0f, 0.0f);
Color3f ambRed = new Color3f(0.3f, 0.03f, 0.03f);
Color3f ambBlue = new Color3f(0.03f, 0.03f, 0.3f);
Color3f ambYellow = new Color3f(0.3f, 0.3f, 0.03f);
Color3f ambWhite = new Color3f(0.3f, 0.3f, 0.3f);
Color3f specular = new Color3f(1.0f, 1.0f, 1.0f);
// Create the red appearance node
redMat = new Material(ambRed, black, red, specular, 100.f);
redMat.setLightingEnable(true);
redApp = new Appearance();
redApp.setMaterial(redMat);
// Create the blue appearance node
blueMat = new Material(ambBlue, black, blue, specular, 100.f);
blueMat.setLightingEnable(true);
blueApp = new Appearance();
blueApp.setMaterial(blueMat);
// Create the yellow appearance node
yellowMat = new Material(ambYellow, black, yellow, specular, 100.f);
yellowMat.setLightingEnable(true);
yellowApp = new Appearance();
yellowApp.setMaterial(yellowMat);
// Create the white appearance node
whiteMat = new Material(ambWhite, black, white, specular, 100.f);
whiteMat.setLightingEnable(true);
whiteApp = new Appearance();
whiteApp.setMaterial(whiteMat);
// Load the point array with the offset (coordinates) for each of
// the 64 positions.
point = new Vector3f[64];
int count = 0;
for (int i = -30; i < 40; i += 20) {
for (int j = -30; j < 40; j += 20) {
for (int k = -30; k < 40; k += 20) {
point[count] = new Vector3f((float) k, (float) j, (float) i);
count++;
}
}
}
// Create the switch nodes
posSwitch = new Switch(Switch.CHILD_MASK);
humanSwitch = new Switch(Switch.CHILD_MASK);
machineSwitch = new Switch(Switch.CHILD_MASK);
// Set the capability bits
posSwitch.setCapability(Switch.ALLOW_SWITCH_READ);
posSwitch.setCapability(Switch.ALLOW_SWITCH_WRITE);
humanSwitch.setCapability(Switch.ALLOW_SWITCH_READ);
humanSwitch.setCapability(Switch.ALLOW_SWITCH_WRITE);
machineSwitch.setCapability(Switch.ALLOW_SWITCH_READ);
machineSwitch.setCapability(Switch.ALLOW_SWITCH_WRITE);
// Create the bit masks
posMask = new BitSet();
humanMask = new BitSet();
machineMask = new BitSet();
// Create the small white spheres that mark unoccupied
// positions.
posSphere = new Sphere[64];
for (int i = 0; i < 64; i++) {
Transform3D transform3D = new Transform3D();
transform3D.set(point[i]);
TransformGroup transformGroup = new TransformGroup(transform3D);
posSphere[i] = new Sphere(2.0f, Sphere.GENERATE_NORMALS
| Sphere.ENABLE_APPEARANCE_MODIFY, 12, whiteApp);
Shape3D shape = posSphere[i].getShape();
ID id = new ID(i);
shape.setUserData(id);
transformGroup.addChild(posSphere[i]);
posSwitch.addChild(transformGroup);
posMask.set(i);
}
// Create the red spheres that mark the user"s positions.
for (int i = 0; i < 64; i++) {
Transform3D transform3D = new Transform3D();
transform3D.set(point[i]);
TransformGroup transformGroup = new TransformGroup(transform3D);
transformGroup.addChild(new Sphere(7.0f, redApp));
humanSwitch.addChild(transformGroup);
humanMask.clear(i);
}
// Create the blue cubes that mark the computer"s positions.
for (int i = 0; i < 64; i++) {
Transform3D transform3D = new Transform3D();
transform3D.set(point[i]);
TransformGroup transformGroup = new TransformGroup(transform3D);
BigCube cube = new BigCube(blueApp);
transformGroup.addChild(cube.getChild());
machineSwitch.addChild(transformGroup);
machineMask.clear(i);
}
// Set the positions mask
posSwitch.setChildMask(posMask);
humanSwitch.setChildMask(humanMask);
machineSwitch.setChildMask(machineMask);
// Throw everything into a single group
group = new Group();
group.addChild(posSwitch);
group.addChild(humanSwitch);
group.addChild(machineSwitch);
}
public void setTransformGroup(TransformGroup transformGroup) {
tgroup = transformGroup;
}
public Group getChild() {
return group;
}
public void setBoard(Board board) {
this.board = board;
}
public void winner() {
winnerFlag = true;
}
public void noWinner() {
winnerFlag = false;
}
public void setHighlight(int pos) {
posSphere[pos].setAppearance(yellowApp);
}
public void clearHighlight(int pos) {
posSphere[pos].setAppearance(whiteApp);
}
public void newGame() {
// Clear the board
for (int i = 0; i < 64; i++) {
posMask.set(i);
humanMask.clear(i);
machineMask.clear(i);
}
posSwitch.setChildMask(posMask);
humanSwitch.setChildMask(humanMask);
machineSwitch.setChildMask(machineMask);
// The following three lines fix a bug in J3D
Transform3D t = new Transform3D();
tgroup.getTransform(t);
tgroup.setTransform(t);
// Reset the winner flag
winnerFlag = false;
}
public void set(int pos, int player) {
// Stop accepting selections when the game
// is over.
if (winnerFlag)
return;
// Make sure the position is not occupied.
if (player == HUMAN)
if (!board.unoccupied(pos))
return;
// Turn off the position marker for the given position
posMask.clear(pos);
posSwitch.setChildMask(posMask);
// Turn on the player marker
if (player == Positions.HUMAN) {
humanMask.set(pos);
humanSwitch.setChildMask(humanMask);
board.selection(pos, Positions.HUMAN);
} else {
machineMask.set(pos);
machineSwitch.setChildMask(machineMask);
}
// The following three lines fix a bug in J3D
Transform3D t = new Transform3D();
tgroup.getTransform(t);
tgroup.setTransform(t);
}
public void clear(int pos) {
// Turn on the position marker
posMask.set(pos);
posSwitch.setChildMask(posMask);
// Turn off the player marker
humanMask.clear(pos);
humanSwitch.setChildMask(humanMask);
machineMask.clear(pos);
machineSwitch.setChildMask(machineMask);
// The following three lines are a workaround for a bug
// in dev09 in which the transform3D of certain items are
// not updated properly. Scheduled to be fixed in dev10
Transform3D t = new Transform3D();
tgroup.getTransform(t);
tgroup.setTransform(t);
}
}
/**
* Class: PickDragBehavior
*
* Description: Used to respond to mouse pick and drag events in the 3D window.
*
* Version: 1.0
*
*/
class PickDragBehavior extends Behavior {
WakeupCriterion[] mouseEvents;
WakeupOr mouseCriterion;
int x, y;
int x_last, y_last;
double x_angle, y_angle;
double x_factor, y_factor;
Transform3D modelTrans;
Transform3D transformX;
Transform3D transformY;
TransformGroup transformGroup;
BranchGroup branchGroup;
Canvas2D canvas2D;
Canvas3D canvas3D;
Positions positions;
PickRay pickRay = new PickRay();
SceneGraphPath sceneGraphPath[];
Appearance highlight;
boolean parallel;
PickDragBehavior(Canvas2D canvas2D, Canvas3D canvas3D, Positions positions,
BranchGroup branchGroup, TransformGroup transformGroup) {
this.canvas2D = canvas2D;
this.canvas3D = canvas3D;
this.positions = positions;
this.branchGroup = branchGroup;
this.transformGroup = transformGroup;
modelTrans = new Transform3D();
transformX = new Transform3D();
transformY = new Transform3D();
Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
Color3f green = new Color3f(0.0f, 1.0f, 0.0f);
highlight = new Appearance();
highlight.setMaterial(new Material(green, black, green, white, 80.f));
parallel = true;
}
public void initialize() {
x = 0;
y = 0;
x_last = 0;
y_last = 0;
x_angle = 0;
y_angle = 0;
x_factor = .02;
y_factor = .02;
mouseEvents = new WakeupCriterion[2];
mouseEvents[0] = new WakeupOnAWTEvent(MouseEvent.MOUSE_DRAGGED);
mouseEvents[1] = new WakeupOnAWTEvent(MouseEvent.MOUSE_PRESSED);
mouseCriterion = new WakeupOr(mouseEvents);
wakeupOn(mouseCriterion);
}
public void processStimulus(Enumeration criteria) {
WakeupCriterion wakeup;
AWTEvent[] event;
int id;
int dx, dy;
while (criteria.hasMoreElements()) {
wakeup = (WakeupCriterion) criteria.nextElement();
if (wakeup instanceof WakeupOnAWTEvent) {
event = ((WakeupOnAWTEvent) wakeup).getAWTEvent();
for (int i = 0; i < event.length; i++) {
id = event[i].getID();
if (id == MouseEvent.MOUSE_DRAGGED) {
x = ((MouseEvent) event[i]).getX();
y = ((MouseEvent) event[i]).getY();
dx = x - x_last;
dy = y - y_last;
x_angle = dy * y_factor;
y_angle = dx * x_factor;
transformX.rotX(x_angle);
transformY.rotY(y_angle);
modelTrans.mul(transformX, modelTrans);
modelTrans.mul(transformY, modelTrans);
transformGroup.setTransform(modelTrans);
x_last = x;
y_last = y;
} else if (id == MouseEvent.MOUSE_PRESSED) {
x = x_last = ((MouseEvent) event[i]).getX();
y = y_last = ((MouseEvent) event[i]).getY();
Point3d eyePos = new Point3d();
canvas3D.getCenterEyeInImagePlate(eyePos);
Point3d mousePos = new Point3d();
canvas3D.getPixelLocationInImagePlate(x, y, mousePos);
Transform3D transform3D = new Transform3D();
canvas3D.getImagePlateToVworld(transform3D);
transform3D.transform(eyePos);
transform3D.transform(mousePos);
Vector3d mouseVec;
if (parallel) {
mouseVec = new Vector3d(0.f, 0.f, -1.f);
} else {
mouseVec = new Vector3d();
mouseVec.sub(mousePos, eyePos);
mouseVec.normalize();
}
pickRay.set(mousePos, mouseVec);
sceneGraphPath = branchGroup.pickAllSorted(pickRay);
if (sceneGraphPath != null) {
for (int j = 0; j < sceneGraphPath.length; j++) {
if (sceneGraphPath[j] != null) {
Node node = sceneGraphPath[j].getObject();
if (node instanceof Shape3D) {
try {
ID posID = (ID) node.getUserData();
if (posID != null) {
int pos = posID.get();
positions.set(pos,
Positions.HUMAN);
canvas2D.repaint();
break;
}
} catch (CapabilityNotSetException e) {
// Catch all CapabilityNotSet
// exceptions and
// throw them away, prevents
// renderer from
// locking up when encountering
// "non-selectable"
// objects.
}
}
}
}
}
}
}
}
}
wakeupOn(mouseCriterion);
}
}
class ID {
int id;
public ID(int id) {
this.id = id;
}
public int get() {
return id;
}
public void set(int id) {
this.id = id;
}
}
class Cylinder {
float verts[];
float normals[];
QuadArray quad = null;
float div = 3.0f;
Shape3D shape;
public Cylinder(float x, float z, float radius, float length, int quality,
Appearance a) {
if (quality < 3)
quality = 3;
div = (float) quality;
verts = new float[quality * 12];
normals = new float[quality * 12];
double inc = 2.0 * Math.PI / (double) div;
for (int i = 0; i < quality; i++) {
float z1 = radius * (float) Math.sin((double) i * inc) + z;
float x1 = radius * (float) Math.cos((double) i * inc) + x;
float z2 = radius * (float) Math.sin((double) (i + 1) * inc) + z;
float x2 = radius * (float) Math.cos((double) (i + 1) * inc) + x;
verts[12 * i] = x1;
verts[12 * i + 1] = -length / 2.f;
verts[12 * i + 2] = z1;
verts[12 * i + 3] = x1;
verts[12 * i + 4] = length / 2.f;
verts[12 * i + 5] = z1;
verts[12 * i + 6] = x2;
verts[12 * i + 7] = length / 2.f;
verts[12 * i + 8] = z2;
verts[12 * i + 9] = x2;
verts[12 * i + 10] = -length / 2.f;
verts[12 * i + 11] = z2;
float nz1 = (float) Math.sin((double) i * inc);
float nx1 = (float) Math.cos((double) i * inc);
float nz2 = (float) Math.sin((double) (i + 1) * inc);
float nx2 = (float) Math.cos((double) (i + 1) * inc);
normals[12 * i] = nx1;
normals[12 * i + 1] = 0.0f;
normals[12 * i + 2] = nz1;
normals[12 * i + 3] = nx1;
normals[12 * i + 4] = 0.0f;
normals[12 * i + 5] = nz1;
normals[12 * i + 6] = nx2;
normals[12 * i + 7] = 0.0f;
normals[12 * i + 8] = nz2;
normals[12 * i + 9] = nx2;
normals[12 * i + 10] = 0.0f;
normals[12 * i + 11] = nz2;
}
quad = new QuadArray(quality * 4, QuadArray.COORDINATES
| QuadArray.NORMALS);
quad.setCoordinates(0, verts);
quad.setNormals(0, normals);
shape = new Shape3D(quad, a);
}
Shape3D getShape() {
return shape;
}
}
Tick Tock Picking
/*
* @(#)TickTockPicking.java 1.28 02/10/21 13:58:21
*
* Copyright (c) 1996-2002 Sun Microsystems, Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* - Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* - Redistribution in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* Neither the name of Sun Microsystems, Inc. or the names of contributors may
* be used to endorse or promote products derived from this software without
* specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING ANY
* IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR
* NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN AND ITS LICENSORS SHALL NOT BE
* LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING
* OR DISTRIBUTING THE SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR ITS
* LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT,
* INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER
* CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF
* OR INABILITY TO USE SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE POSSIBILITY
* OF SUCH DAMAGES.
*
* You acknowledge that Software is not designed,licensed or intended for use in
* the design, construction, operation or maintenance of any nuclear facility.
*/
import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.GraphicsConfiguration;
import javax.media.j3d.Alpha;
import javax.media.j3d.AmbientLight;
import javax.media.j3d.Appearance;
import javax.media.j3d.Background;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.Bounds;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.ColoringAttributes;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.Geometry;
import javax.media.j3d.Group;
import javax.media.j3d.Material;
import javax.media.j3d.PointAttributes;
import javax.media.j3d.PolygonAttributes;
import javax.media.j3d.QuadArray;
import javax.media.j3d.RotationInterpolator;
import javax.media.j3d.Shape3D;
import javax.media.j3d.TextureAttributes;
import javax.media.j3d.Transform3D;
import javax.media.j3d.TransformGroup;
import javax.media.j3d.TransparencyAttributes;
import javax.media.j3d.TriangleArray;
import javax.vecmath.Color3f;
import javax.vecmath.Point3d;
import javax.vecmath.Point3f;
import javax.vecmath.TexCoord2f;
import javax.vecmath.Vector3d;
import javax.vecmath.Vector3f;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.image.TextureLoader;
import com.sun.j3d.utils.picking.PickResult;
import com.sun.j3d.utils.picking.PickTool;
import com.sun.j3d.utils.picking.behaviors.PickMouseBehavior;
import com.sun.j3d.utils.universe.SimpleUniverse;
public class TickTockPicking extends Applet {
// path the the texture map image
private java.net.URL texImage = null;
private SimpleUniverse u = null;
public BranchGroup createSceneGraph(Canvas3D c) {
// Create the root of the branch graph
BranchGroup objRoot = new BranchGroup();
// Create a Transformgroup to scale all objects so they
// appear in the scene.
TransformGroup objScale = new TransformGroup();
Transform3D t3d = new Transform3D();
t3d.setScale(0.4);
objScale.setTransform(t3d);
objRoot.addChild(objScale);
// Create a bounds for the background and behaviors
BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
100.0);
// Set up the background
Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f);
Background bg = new Background(bgColor);
bg.setApplicationBounds(bounds);
objScale.addChild(bg);
// Set up the global lights
Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f);
Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f);
Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f);
AmbientLight aLgt = new AmbientLight(alColor);
aLgt.setInfluencingBounds(bounds);
DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1);
lgt1.setInfluencingBounds(bounds);
objScale.addChild(aLgt);
objScale.addChild(lgt1);
// Create a pair of transform group nodes and initialize them to
// identity. Enable the TRANSFORM_WRITE capability so that
// our behaviors can modify them at runtime. Add them to the
// root of the subgraph.
TransformGroup objTrans1 = new TransformGroup();
objTrans1.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
objScale.addChild(objTrans1);
TransformGroup objTrans2 = new TransformGroup();
objTrans2.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
objTrans1.addChild(objTrans2);
// Create the positioning and scaling transform group node.
Transform3D t = new Transform3D();
t.set(0.3, new Vector3d(0.0, -1.5, 0.0));
TransformGroup objTrans3 = new TransformGroup(t);
objTrans2.addChild(objTrans3);
// Create a simple shape leaf node, set it"s appearance, and
// add it to the scene graph.
Shape3D shape = new Cube();
Appearance a = new Appearance();
Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f);
a.setMaterial(new Material(objColor, black, objColor, white, 80.0f));
shape.setAppearance(a);
shape.setCapability(shape.ALLOW_APPEARANCE_READ);
shape.setCapability(shape.ALLOW_APPEARANCE_WRITE);
objTrans3.addChild(shape);
// Create a new Behavior object that will perform the desired
// rotation on the specified transform object and add it into
// the scene graph.
Transform3D yAxis1 = new Transform3D();
yAxis1.rotX(Math.PI / 2.0);
Alpha tickTockAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE
| Alpha.DECREASING_ENABLE, 0, 0, 5000, 2500, 200, 5000, 2500,
200);
RotationInterpolator tickTock = new RotationInterpolator(tickTockAlpha,
objTrans1, yAxis1, -(float) Math.PI / 2.0f,
(float) Math.PI / 2.0f);
tickTock.setSchedulingBounds(bounds);
objTrans2.addChild(tickTock);
// Create a new Behavior object that will perform the desired
// rotation on the specified transform object and add it into
// the scene graph.
Transform3D yAxis2 = new Transform3D();
Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0,
4000, 0, 0, 0, 0, 0);
RotationInterpolator rotator = new RotationInterpolator(rotationAlpha,
objTrans2, yAxis2, 0.0f, (float) Math.PI * 2.0f);
rotator.setSchedulingBounds(bounds);
objTrans2.addChild(rotator);
// Now create the simple picking behavior
PickHighlightBehavior pickBeh = new PickHighlightBehavior(c, objRoot,
bounds);
// Create a bunch of objects with a behavior and add them
// into the scene graph.
int row, col;
Appearance[][] app = new Appearance[3][3];
for (row = 0; row < 3; row++)
for (col = 0; col < 3; col++)
app[row][col] = createAppearance(row * 3 + col);
for (int i = 0; i < 3; i++) {
double ypos = (double) (i - 1) * 1.5;
for (int j = 0; j < 3; j++) {
double xpos = (double) (j - 1) * 1.5;
objScale.addChild(createObject(app[i][j], 0.3, xpos, ypos));
}
}
// Have Java 3D perform optimizations on this scene graph.
objRoot.rupile();
return objRoot;
}
private Appearance createAppearance(int idx) {
Appearance app = new Appearance();
// Globally used colors
Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
switch (idx) {
// Unlit solid
case 0: {
// Set up the coloring properties
Color3f objColor = new Color3f(1.0f, 0.2f, 0.4f);
ColoringAttributes ca = new ColoringAttributes();
ca.setColor(objColor);
app.setColoringAttributes(ca);
break;
}
// Unlit wire frame
case 1: {
// Set up the coloring properties
Color3f objColor = new Color3f(1.0f, 0.4f, 0.0f);
ColoringAttributes ca = new ColoringAttributes();
ca.setColor(objColor);
app.setColoringAttributes(ca);
// Set up the polygon attributes
PolygonAttributes pa = new PolygonAttributes();
pa.setPolygonMode(pa.POLYGON_LINE);
pa.setCullFace(pa.CULL_NONE);
app.setPolygonAttributes(pa);
break;
}
// Unlit points
case 2: {
// Set up the coloring properties
Color3f objColor = new Color3f(1.0f, 1.0f, 0.0f);
ColoringAttributes ca = new ColoringAttributes();
ca.setColor(objColor);
app.setColoringAttributes(ca);
// Set up the polygon attributes
PolygonAttributes pa = new PolygonAttributes();
pa.setPolygonMode(pa.POLYGON_POINT);
pa.setCullFace(pa.CULL_NONE);
app.setPolygonAttributes(pa);
// Set up point attributes
PointAttributes pta = new PointAttributes();
pta.setPointSize(5.0f);
app.setPointAttributes(pta);
break;
}
// Lit solid
case 3: {
// Set up the material properties
Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f);
app.setMaterial(new Material(objColor, black, objColor, white,
80.0f));
break;
}
// Texture mapped, lit solid
case 4: {
// Set up the texture map
TextureLoader tex = new TextureLoader(texImage, this);
app.setTexture(tex.getTexture());
TextureAttributes texAttr = new TextureAttributes();
texAttr.setTextureMode(TextureAttributes.MODULATE);
app.setTextureAttributes(texAttr);
// Set up the material properties
app.setMaterial(new Material(white, black, white, black, 1.0f));
break;
}
// Transparent, lit solid
case 5: {
// Set up the transparency properties
TransparencyAttributes ta = new TransparencyAttributes();
ta.setTransparencyMode(ta.BLENDED);
ta.setTransparency(0.6f);
app.setTransparencyAttributes(ta);
// Set up the polygon attributes
PolygonAttributes pa = new PolygonAttributes();
pa.setCullFace(pa.CULL_NONE);
app.setPolygonAttributes(pa);
// Set up the material properties
Color3f objColor = new Color3f(0.7f, 0.8f, 1.0f);
app
.setMaterial(new Material(objColor, black, objColor, black,
1.0f));
break;
}
// Lit solid, no specular
case 6: {
// Set up the material properties
Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f);
app.setMaterial(new Material(objColor, black, objColor, black,
80.0f));
break;
}
// Lit solid, specular only
case 7: {
// Set up the material properties
Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f);
app.setMaterial(new Material(black, black, black, white, 80.0f));
break;
}
// Another lit solid with a different color
case 8: {
// Set up the material properties
Color3f objColor = new Color3f(0.8f, 0.8f, 0.0f);
app.setMaterial(new Material(objColor, black, objColor, white,
80.0f));
break;
}
default: {
ColoringAttributes ca = new ColoringAttributes();
ca.setColor(new Color3f(0.0f, 1.0f, 0.0f));
app.setColoringAttributes(ca);
}
}
return app;
}
private Group createObject(Appearance app, double scale, double xpos,
double ypos) {
// Create a transform group node to scale and position the object.
Transform3D t = new Transform3D();
t.set(scale, new Vector3d(xpos, ypos, 0.0));
TransformGroup objTrans = new TransformGroup(t);
// Create a second transform group node and initialize it to the
// identity. Enable the TRANSFORM_WRITE capability so that
// our behavior code can modify it at runtime.
TransformGroup spinTg = new TransformGroup();
spinTg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
spinTg.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
// Create a simple shape leaf node and set the appearance
Shape3D shape = new Tetrahedron();
shape.setAppearance(app);
shape.setCapability(shape.ALLOW_APPEARANCE_READ);
shape.setCapability(shape.ALLOW_APPEARANCE_WRITE);
// add it to the scene graph.
spinTg.addChild(shape);
// Create a new Behavior object that will perform the desired
// operation on the specified transform object and add it into
// the scene graph.
Transform3D yAxis = new Transform3D();
Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0,
5000, 0, 0, 0, 0, 0);
RotationInterpolator rotator = new RotationInterpolator(rotationAlpha,
spinTg, yAxis, 0.0f, (float) Math.PI * 2.0f);
BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0),
100.0);
rotator.setSchedulingBounds(bounds);
// Add the behavior and the transform group to the object
objTrans.addChild(rotator);
objTrans.addChild(spinTg);
return objTrans;
}
public TickTockPicking() {
}
public TickTockPicking(java.net.URL url) {
texImage = url;
}
public void init() {
if (texImage == null) {
// the path to the image for an applet
try {
texImage = new java.net.URL(getCodeBase().toString()
+ "/apimage.jpg");
} catch (java.net.MalformedURLException ex) {
System.out.println(ex.getMessage());
System.exit(1);
}
}
setLayout(new BorderLayout());
GraphicsConfiguration config = SimpleUniverse
.getPreferredConfiguration();
Canvas3D c = new Canvas3D(config);
add("Center", c);
// Create a simple scene and attach it to the virtual universe
BranchGroup scene = createSceneGraph(c);
u = new SimpleUniverse(c);
// This will move the ViewPlatform back a bit so the
// objects in the scene can be viewed.
u.getViewingPlatform().setNominalViewingTransform();
u.addBranchGraph(scene);
}
public void destroy() {
u.cleanup();
}
//
// The following allows TickTockPicking to be run as an application
// as well as an applet
//
public static void main(String[] args) {
// the path the the texture map for an application
java.net.URL url = null;
try {
url = new java.net.URL("file:apimage.jpg");
} catch (java.net.MalformedURLException ex) {
System.out.println(ex.getMessage());
System.exit(1);
}
new MainFrame(new TickTockPicking(url), 700, 700);
}
}
class Tetrahedron extends Shape3D {
private static final float sqrt3 = (float) Math.sqrt(3.0);
private static final float sqrt3_3 = sqrt3 / 3.0f;
private static final float sqrt24_3 = (float) Math.sqrt(24.0) / 3.0f;
private static final float ycenter = 0.5f * sqrt24_3;
private static final float zcenter = -sqrt3_3;
private static final Point3f p1 = new Point3f(-1.0f, -ycenter, -zcenter);
private static final Point3f p2 = new Point3f(1.0f, -ycenter, -zcenter);
private static final Point3f p3 = new Point3f(0.0f, -ycenter, -sqrt3
- zcenter);
private static final Point3f p4 = new Point3f(0.0f, sqrt24_3 - ycenter,
0.0f);
private static final Point3f[] verts = { p1, p2, p4, // front face
p1, p4, p3, // left, back face
p2, p3, p4, // right, back face
p1, p3, p2, // bottom face
};
private TexCoord2f texCoord[] = { new TexCoord2f(0.0f, 0.0f),
new TexCoord2f(1.0f, 0.0f), new TexCoord2f(0.5f, sqrt3 / 2.0f), };
public Tetrahedron() {
int i;
TriangleArray tetra = new TriangleArray(12, TriangleArray.COORDINATES
| TriangleArray.NORMALS | TriangleArray.TEXTURE_COORDINATE_2);
tetra.setCoordinates(0, verts);
for (i = 0; i < 12; i++) {
tetra.setTextureCoordinate(0, i, texCoord[i % 3]);
}
int face;
Vector3f normal = new Vector3f();
Vector3f v1 = new Vector3f();
Vector3f v2 = new Vector3f();
Point3f[] pts = new Point3f[3];
for (i = 0; i < 3; i++)
pts[i] = new Point3f();
for (face = 0; face < 4; face++) {
tetra.getCoordinates(face * 3, pts);
v1.sub(pts[1], pts[0]);
v2.sub(pts[2], pts[0]);
normal.cross(v1, v2);
normal.normalize();
for (i = 0; i < 3; i++) {
tetra.setNormal((face * 3 + i), normal);
}
}
tetra.setCapability(Geometry.ALLOW_INTERSECT);
this.setGeometry(tetra);
this.setAppearance(new Appearance());
}
}
class Cube extends Shape3D {
private static final float[] verts = {
// front face
1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f,
-1.0f, 1.0f,
// back face
-1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f,
-1.0f, -1.0f,
// right face
1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,
// left face
-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
-1.0f, -1.0f,
// top face
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
1.0f, 1.0f,
// bottom face
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, };
private static final Vector3f[] normals = { new Vector3f(0.0f, 0.0f, 1.0f), // front
// face
new Vector3f(0.0f, 0.0f, -1.0f), // back face
new Vector3f(1.0f, 0.0f, 0.0f), // right face
new Vector3f(-1.0f, 0.0f, 0.0f), // left face
new Vector3f(0.0f, 1.0f, 0.0f), // top face
new Vector3f(0.0f, -1.0f, 0.0f), // bottom face
};
public Cube() {
super();
int i;
QuadArray cube = new QuadArray(24, QuadArray.COORDINATES
| QuadArray.NORMALS);
cube.setCoordinates(0, verts);
for (i = 0; i < 24; i++) {
cube.setNormal(i, normals[i / 4]);
}
cube.setCapability(Geometry.ALLOW_INTERSECT);
setGeometry(cube);
setAppearance(new Appearance());
}
}
class PickHighlightBehavior extends PickMouseBehavior {
Appearance savedAppearance = null;
Shape3D oldShape = null;
Appearance highlightAppearance;
public PickHighlightBehavior(Canvas3D canvas, BranchGroup root,
Bounds bounds) {
super(canvas, root, bounds);
this.setSchedulingBounds(bounds);
root.addChild(this);
Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
Color3f highlightColor = new Color3f(0.0f, 1.0f, 0.0f);
Material highlightMaterial = new Material(highlightColor, black,
highlightColor, white, 80.0f);
highlightAppearance = new Appearance();
highlightAppearance.setMaterial(new Material(highlightColor, black,
highlightColor, white, 80.0f));
pickCanvas.setMode(PickTool.BOUNDS);
}
public void updateScene(int xpos, int ypos) {
PickResult pickResult = null;
Shape3D shape = null;
pickCanvas.setShapeLocation(xpos, ypos);
pickResult = pickCanvas.pickClosest();
if (pickResult != null) {
shape = (Shape3D) pickResult.getNode(PickResult.SHAPE3D);
}
if (oldShape != null) {
oldShape.setAppearance(savedAppearance);
}
if (shape != null) {
savedAppearance = shape.getAppearance();
oldShape = shape;
shape.setAppearance(highlightAppearance);
}
}
}