15 puzzle game in 3D: Difference between revisions

From Rosetta Code
(Rename Perl 6 -> Raku, alphabetize, minor clean-up)
m (Thundergnat moved page 15 Puzzle Game in 3D to 15 puzzle game in 3D: Follow normal task title capitalization policy)
(No difference)

Revision as of 13:55, 7 November 2020

15 puzzle game in 3D is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.
Task

Create either a 15 puzzle game or an 8 puzzle game in your language using cubes rather than squares to represent the tiles (including the blank tile). The 'cuboid look' may be simulated rather than using actual 3D graphics and the cubes may either rotate or remain static.

This should be a playable game as opposed to a program which automatically attempts to find a solution without user intervention.

References

Go

Library: raylib-go


Despite the name of the task, it appears that the author's Ring entry is actually producing an '8 puzzle' game and that the 3D aspect is handled by replacing the usual squares with colored, numbered cubes which rotate in space.

The following produces instead a '15 puzzle' game and the 3D aspect is again handled by using colored, numbered cubes. However, the cubes do not rotate (I found this very distracting when playing the game) and the 3D look is simulated by drawing regular hexagons with inner lines drawn between the appropriate vertices to make them look like cubes. A white numberless cube represents the blank square in a normal game.

The game is controlled by the arrow keys (mouse movement is not supported) which move the white cube left, right, up or down exchanging positions with the colored cube already occupying that position. The number of moves is continually updated and, if the player is eventually successful in assembling the cubes in order, an appropriate message is displayed, the white cube changes to dark green and displays the number 16. <lang go>package main

import (

   "fmt"
   "github.com/gen2brain/raylib-go/raylib"
   "math"
   "math/rand"
   "strconv"
   "time"

)

var palette = []rl.Color{

   rl.Blue,
   rl.Green,
   rl.Red,
   rl.SkyBlue,
   rl.Magenta,
   rl.Gray,
   rl.Lime,
   rl.Purple,
   rl.Violet,
   rl.Pink,
   rl.Gold,
   rl.Orange,
   rl.Maroon,
   rl.Beige,
   rl.Brown,
   rl.RayWhite,

}

var (

   screenWidth  = int32(960)
   screenHeight = int32(840)
   radius       = screenHeight / 14
   fontSize     = 2 * radius / 5
   angle        = math.Pi / 6
   incr         = 2 * angle
   blank        = 15
   moves        = 0
   gameOver     = false

)

var (

   centers [16]rl.Vector2
   cubes   [16]int

)

func init() {

   for i := 0; i < 16; i++ {
       cubes[i] = i
   }

}

func drawCube(n, pos int) {

   r := float32(radius)
   rl.DrawPoly(centers[pos], 6, r, 0, palette[n])
   cx, cy := centers[pos].X, centers[pos].Y
   for i := 1; i <= 5; i += 2 {
       fi := float64(i)
       vx := int32(r*float32(math.Cos(angle+fi*incr)) + cx)
       vy := int32(r*float32(math.Sin(angle+fi*incr)) + cy)
       rl.DrawLine(int32(cx), int32(cy), vx, vy, rl.Black)
   }
   ns := ""
   if n < 15 || gameOver {
       ns = strconv.Itoa(n + 1)
   }
   hr, er, tqr := r/2, r/8, 0.75*r
   rl.DrawText(ns, int32(cx+hr-er), int32(cy), fontSize, rl.RayWhite)
   rl.DrawText(ns, int32(cx-hr-er), int32(cy), fontSize, rl.RayWhite)
   rl.DrawText(ns, int32(cx-er), int32(cy-tqr), fontSize, rl.RayWhite)

}

func updateGame() {

   if gameOver {
       return
   } else if rl.IsKeyPressed(rl.KeyLeft) {
       if blank%4 != 0 {
           cubes[blank], cubes[blank-1] = cubes[blank-1], cubes[blank]
           blank--
           moves++
       }
   } else if rl.IsKeyPressed(rl.KeyRight) {
       if (blank+1)%4 != 0 {
           cubes[blank], cubes[blank+1] = cubes[blank+1], cubes[blank]
           blank++
           moves++
       }
   } else if rl.IsKeyPressed(rl.KeyUp) {
       if blank > 3 {
           cubes[blank], cubes[blank-4] = cubes[blank-4], cubes[blank]
           blank -= 4
           moves++
       }
   } else if rl.IsKeyPressed(rl.KeyDown) {
       if blank < 12 {
           cubes[blank], cubes[blank+4] = cubes[blank+4], cubes[blank]
           blank += 4
           moves++
       }
   }

}

func completed() bool {

   for i := 0; i < 16; i++ {
       if cubes[i] != i {
           return false
       }
   }
   palette[15] = rl.DarkGreen
   gameOver = true
   return true

}

func main() {

   rand.Seed(time.Now().UnixNano())
   rand.Shuffle(15, func(i, j int) {
       cubes[i], cubes[j] = cubes[j], cubes[i]
   })
   rl.InitWindow(screenWidth, screenHeight, "15-puzzle game using 3D cubes")
   rl.SetTargetFPS(60)
   var x, y = float32(screenWidth) / 10, float32(radius)
   for i := 0; i < 4; i++ {
       cx := 2 * x * float32(i+1)
       for j := 0; j < 4; j++ {
           cy := (x + y) * float32(j+1)
           centers[j*4+i] = rl.NewVector2(cx, cy)
       }
   }
   for !rl.WindowShouldClose() {
       rl.BeginDrawing()
       rl.ClearBackground(rl.Black)
       for i := 0; i < 16; i++ {
           drawCube(cubes[i], i)
       }
       if !completed() {
           m := fmt.Sprintf("Moves = %d", moves)
           rl.DrawText(m, 4*int32(x), 13*int32(y), fontSize, rl.RayWhite)
       } else {
           m := fmt.Sprintf("You've completed the puzzle in %d moves!", moves)
           rl.DrawText(m, 3*int32(x), 13*int32(y), fontSize, rl.RayWhite)
       }
       rl.EndDrawing()
       updateGame()
   }
   rl.CloseWindow()

}</lang>

Ring

<lang ring> /*

    1. Project : 15 Puzzle Game in 3D
  • /
  1. Load Libraries

load "gamelib.ring" # RingAllegro Library load "opengl21lib.ring" # RingOpenGL Library

butSize = 3 texture = list(9) cube = list(9) rnd = list(9) rndok = 0

for n=1 to 9

    rnd[n] = 0

next

for n=1 to 9

    while true
              rndok = 0
              ran = random(8) + 1
              for nr=1 to 9
                    if rnd[nr] = ran
                       rndok = 1
                    ok
              next  
              if rndok = 0
                 rnd[n] = ran
                 exit
              ok 
    end

next

for n=1 to 9

    if rnd[n] = 9
       empty = n
    ok

next

  1. ==============================================================
  2. To Support MacOS X

al_run_main() func al_game_start # Called by al_run_main() main() # Now we call our main function

  1. ==============================================================

func main new TicTacToe3D { start() }

class TicTacToe3D from GameLogic

FPS = 60 TITLE = "CalmoSoft Fifteen Puzzle Game 3D"

oBackground = new GameBackground oGameSound = new GameSound oGameCube = new GameCube oGameInterface = new GameInterface

func loadresources oGameSound.loadresources() oBackGround.loadresources() oGameCube.loadresources()

func drawScene oBackground.update() oGameInterface.update(self)

func MouseClickEvent oGameInterface.MouseClickEvent(self)

class GameInterface

func Update oGame prepare() cubes(oGame)

func Prepare w = 1024 h = 768 ratio = w / h glViewport(0, 0, w, h) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(-120,ratio,1,120) glMatrixMode(GL_MODELVIEW) glLoadIdentity() glEnable(GL_TEXTURE_2D) glShadeModel(GL_SMOOTH) glClearColor(0.0, 0.0, 0.0, 0.5) glClearDepth(1.0) glEnable(GL_DEPTH_TEST) glEnable(GL_CULL_FACE) glDepthFunc(GL_LEQUAL) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)

func Cubes oGame oGame.oGameCube { aGameMap = oGame.aGameMap

               cube[1] = cube( 5  , -3 , -5  , texture[rnd[1]] )

cube[2] = cube( 0 , -3 , -5 , texture[rnd[2]] ) cube[3] = cube( -5 , -3 , -5 , texture[rnd[3]] ) cube[4] = cube( 5 , 1 , -5 , texture[rnd[4]] ) cube[5] = cube( 0 , 1 , -5 , texture[rnd[5]] ) cube[6] = cube( -5 , 1 , -5 , texture[rnd[6]] ) cube[7] = cube( 5 , 5 , -5 , texture[rnd[7]] ) cube[8] = cube( 0 , 5 , -5 , texture[rnd[8]] ) cube[9] = cube( -5 , 5 , -5 , texture[rnd[9]] )

		rotate()

}

func MouseClickEvent oGame oGame { aBtn = Point2Button(Mouse_X,Mouse_Y)

                       move = 0

nRow = aBtn[1] nCol = aBtn[2]

                       tile = (nRow-1)*3 + nCol
                       up = (empty = (tile - butSize))
                       down = (empty = (tile + butSize))
                       left = ((empty = (tile- 1)) and ((tile % butSize) != 1))
                       right = ((empty = (tile + 1)) and ((tile % butSize) != 0))
                       move = up or down or left  or right
                       if move = 1 
                          temp = rnd[empty]
                          rnd[empty] = rnd[tile] 
                          rnd[tile] = temp
                          empty = tile
                          oGame.oGameCube {

aGameMap = oGame.aGameMap

                                     cube[1] = cube( 5  , -3 , -5  , texture[rnd[1]] )

cube[2] = cube( 0 , -3 , -5 , texture[rnd[2]] ) cube[3] = cube( -5 , -3 , -5 , texture[rnd[3]] ) cube[4] = cube( 5 , 1 , -5 , texture[rnd[4]] ) cube[5] = cube( 0 , 1 , -5 , texture[rnd[5]] ) cube[6] = cube( -5 , 1 , -5 , texture[rnd[6]] ) cube[7] = cube( 5 , 5 , -5 , texture[rnd[7]] ) cube[8] = cube( 0 , 5 , -5 , texture[rnd[8]] ) cube[9] = cube( -5 , 5 , -5 , texture[rnd[9]] )

		                      rotate()

}

                       ok

}

Class GameLogic from GraphicsAppBase

aGameMap = [ [ :n , :n , :n ] , [ :n , :n , :n ] , [ :n , :n , :n ] ]

aGameButtons = [ # x1,y1,x2,y2

		[176,88,375,261],		# [1,1]

[423,88,591,261], # [1,2] [645,88,876,261], # [1,3]

		[176,282,375,428],		# [2,1]

[423,282,591,428], # [2,2] [645,282,876,428], # [2,3]

		[176,454,375,678],		# [3,1]

[423,454,591,678], # [3,2] [645,454,876,678] # [3,3] ]

cActivePlayer = :x

func point2button x,y nRow = 0 nCol = 0 for t = 1 to len(aGameButtons) rect = aGameButtons[t] if x >= rect[1] and x <= rect[3] and y >= rect[2] and y <= rect[4] switch t on 1 nRow = 1 nCol = 1 on 2 nRow = 1 nCol = 2 on 3 nRow = 1 nCol = 3 on 4 nRow = 2 nCol = 1 on 5 nRow = 2 nCol = 2 on 6 nRow = 2 nCol = 3 on 7 nRow = 3 nCol = 1 on 8 nRow = 3 nCol = 2 on 9 nRow = 3 nCol = 3 off exit ok next return [nRow,nCol]

class GameCube

bitmap bitmap2 bitmap3 textureX textureO textureN

xrot = 0.0 yrot = 0.0 zrot = 0.0

func loadresources bitmp1 = al_load_bitmap("image/n1.jpg") texture[1] = al_get_opengl_texture(bitmp1) bitmp2 = al_load_bitmap("image/n2.jpg") texture[2] = al_get_opengl_texture(bitmp2) bitmp3 = al_load_bitmap("image/n3.jpg") texture[3] = al_get_opengl_texture(bitmp3) bitmp4 = al_load_bitmap("image/n4.jpg") texture[4] = al_get_opengl_texture(bitmp4) bitmp5 = al_load_bitmap("image/n5.jpg") texture[5] = al_get_opengl_texture(bitmp5) bitmp6 = al_load_bitmap("image/n6.jpg") texture[6] = al_get_opengl_texture(bitmp6) bitmp7 = al_load_bitmap("image/n7.jpg") texture[7] = al_get_opengl_texture(bitmp7) bitmp8 = al_load_bitmap("image/n8.jpg") texture[8] = al_get_opengl_texture(bitmp8) bitmp9 = al_load_bitmap("image/empty.png") texture[9] = al_get_opengl_texture(bitmp9)

func cube(x,y,z,nTexture) glLoadIdentity() glTranslatef(x,y,z) glRotatef(xrot,1.0,0.0,0.0) glRotatef(yrot,0.0,1.0,0.0) glRotatef(zrot,0.0,0.0,1.0) setCubeTexture(nTexture) drawCube()

func setCubeTexture cTexture glBindTexture(GL_TEXTURE_2D, cTexture)

func Rotate xrot += 0.3 * 5 yrot += 0.2 * 5 zrot += 0.4 * 5

func drawcube glBegin(GL_QUADS) // Front Face glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, 1.0) // Back Face glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, -1.0) // Top Face glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) // Bottom Face glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0) glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0)

// Right face glTexCoord2f(1.0, 0.0) glVertex3f( 1.0, -1.0, -1.0) glTexCoord2f(1.0, 1.0) glVertex3f( 1.0, 1.0, -1.0) glTexCoord2f(0.0, 1.0) glVertex3f( 1.0, 1.0, 1.0) glTexCoord2f(0.0, 0.0) glVertex3f( 1.0, -1.0, 1.0)

// Left Face glTexCoord2f(0.0, 0.0) glVertex3f(-1.0, -1.0, -1.0) glTexCoord2f(1.0, 0.0) glVertex3f(-1.0, -1.0, 1.0) glTexCoord2f(1.0, 1.0) glVertex3f(-1.0, 1.0, 1.0) glTexCoord2f(0.0, 1.0) glVertex3f(-1.0, 1.0, -1.0) glEnd()


class GameBackground

nBackX = 0 nBackY = 0 nBackDiffx = -1 nBackDiffy = -1 nBackMotion = 1 aBackMotionList = [ [ -1, -1 ] , # Down - Right [ 0 , 1 ] , # Up [ -1, -1 ] , # Down - Right [ 0 , 1 ] , # Up [ 1 , -1 ] , # Down - Left [ 0 , 1 ] , # Up [ 1 , -1 ] , # Down - Left [ 0 , 1 ] # Up ]

bitmap

func Update draw() motion()

func draw al_draw_bitmap(bitmap,nBackX,nBackY,1)

func motion nBackX += nBackDiffx nBackY += nBackDiffy if (nBackY = -350) or (nBackY = 0) nBackMotion++ if nBackMotion > len(aBackMotionList) nBackMotion = 1 ok nBackDiffx = aBackMotionList[nBackMotion][1] nBackDiffy = aBackMotionList[nBackMotion][2] ok

func loadResources bitmap = al_load_bitmap("image/back.jpg")

class GameSound

sample sampleid

func loadresources sample = al_load_sample( "sound/music1.wav" ) sampleid = al_new_allegro_sample_id() al_play_sample(sample, 1.0, 0.0,1.0,ALLEGRO_PLAYMODE_LOOP,sampleid)

class GraphicsAppBase

display event_queue ev timeout timer redraw = true FPS = 60 SCREEN_W = 1024 SCREEN_H = 700 KEY_UP = 1 KEY_DOWN = 2 KEY_LEFT = 3 KEY_RIGHT = 4 Key = [false,false,false,false] Mouse_X = 0 Mouse_Y = 0 TITLE = "Graphics Application" PRINT_MOUSE_XY = False

func start SetUp() loadResources() eventsLoop() destroy()

func setup al_init() al_init_font_addon() al_init_ttf_addon() al_init_image_addon() al_install_audio() al_init_acodec_addon() al_reserve_samples(1) al_set_new_display_flags(ALLEGRO_OPENGL) display = al_create_display(SCREEN_W,SCREEN_H) al_set_window_title(display,TITLE) al_clear_to_color(al_map_rgb(0,0,0)) event_queue = al_create_event_queue() al_register_event_source(event_queue, al_get_display_event_source(display)) ev = al_new_allegro_event() timeout = al_new_allegro_timeout() al_init_timeout(timeout, 0.06) timer = al_create_timer(1.0 / FPS) al_register_event_source(event_queue, al_get_timer_event_source(timer)) al_start_timer(timer) al_install_mouse() al_register_event_source(event_queue, al_get_mouse_event_source()) al_install_keyboard() al_register_event_source(event_queue, al_get_keyboard_event_source())

func eventsLoop while true al_wait_for_event_until(event_queue, ev, timeout) switch al_get_allegro_event_type(ev) on ALLEGRO_EVENT_DISPLAY_CLOSE CloseEvent() on ALLEGRO_EVENT_TIMER redraw = true on ALLEGRO_EVENT_MOUSE_AXES mouse_x = al_get_allegro_event_mouse_x(ev) mouse_y = al_get_allegro_event_mouse_y(ev) if PRINT_MOUSE_XY see "x = " + mouse_x + nl see "y = " + mouse_y + nl ok on ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY mouse_x = al_get_allegro_event_mouse_x(ev) mouse_y = al_get_allegro_event_mouse_y(ev) on ALLEGRO_EVENT_MOUSE_BUTTON_UP MouseClickEvent() on ALLEGRO_EVENT_KEY_DOWN switch al_get_allegro_event_keyboard_keycode(ev) on ALLEGRO_KEY_UP key[KEY_UP] = true on ALLEGRO_KEY_DOWN key[KEY_DOWN] = true on ALLEGRO_KEY_LEFT key[KEY_LEFT] = true on ALLEGRO_KEY_RIGHT key[KEY_RIGHT] = true off on ALLEGRO_EVENT_KEY_UP switch al_get_allegro_event_keyboard_keycode(ev) on ALLEGRO_KEY_UP key[KEY_UP] = false on ALLEGRO_KEY_DOWN key[KEY_DOWN] = false on ALLEGRO_KEY_LEFT key[KEY_LEFT] = false on ALLEGRO_KEY_RIGHT key[KEY_RIGHT] = false on ALLEGRO_KEY_ESCAPE exit off off if redraw and al_is_event_queue_empty(event_queue) redraw = false drawScene() al_flip_display() ok callgc() end

func destroy al_destroy_timer(timer) al_destroy_allegro_event(ev) al_destroy_allegro_timeout(timeout) al_destroy_event_queue(event_queue) al_destroy_display(display) al_exit()

func loadresources

func drawScene

func MouseClickEvent exit # Exit from the Events Loop

func CloseEvent exit # Exit from the Events Loop </lang>