16 puzzle game

From Rosetta Code
Revision as of 05:47, 26 July 2018 by rosettacode>Gerard Schildberger (→‎{{header|REXX}}: added comments to the REXX section header.)
16 puzzle game 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 16 Puzzle Game.


See details: 16 Puzzle Game


Video: 16 Puzzle Game

REXX

This REXX version allows the user to choose the grid size for the   16   game (puzzle), as well as the difficulity of the puzzle.
The user's responses may have optional whitespace in the answer, and the answer can be in any case (lower or uppercase).
Not all errors are checked for to keep the program simpler. <lang rexx>/*REXX pgm implements the 16 game; displays game grid, prompts for a move, game won? */ sep= copies('─',8); pad=left(,1+length(sep) ) /*pad=9 blanks. SEP is used for msgs.*/ parse arg N hard seed . /*obtain optional arguments from the CL*/ er= '***error***' /*literal used to indicate an error msg*/ if N== | N=="," then N= 4 /*Not specified? Then use the default.*/ if hard== | hard=="," then hard= 2 /* " " " " " " */ if \isInt(N) then do; say sep er "grid size isn't an integer: " N; exit 1; end if N<2 | N>9 then do; say sep er "grid size is out of range: " N; exit 1; end if isInt(seed) then call random , , seed /*use repeatability seed for RANDOM BIF*/ say sep 'Playing a ' N*N " game with a difficulity level of: " hard

  1. =0
        do   r=1  for N                         /* [◄]  build a solution for testing.  */
          do c=1  for N;   #= #+1;    @.r.c= #  /*bump number (count), define a cell.  */
          end   /*c*/
        end     /*r*/
                                                /* [↓]  HARD  is the puzzle difficulity*/
    do hard;     row= random(1)                 /*scramble the grid  HARD   # of times.*/
    if row  then call move random(1,N)substr('LR', random(1, 2), 1)   /* ◄── move row. */
            else call move substr('abcdefghi',random(1,N), 1)substr('+-',random(1,2),1)
    end   /*hard*/                                                    /* [↓]  move col.*/
                                                /*play 16─game until  solved  or  quit.*/
  do  until done()                              /*perform moves until puzzle is solved.*/
  call move                                     /*get user's move(s)  and  validate it.*/
  if errMsg\==  then do;  say sep er errMsg".";  iterate; end   /*possible error msg?*/
  end   /*until*/

call show; say sep 'Congratulations! The' N**2"─puzzle is solved." exit /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ done: #=0; do r=1 to N; do c=1 to N; #=#+1; if @.r.c\==# then return 0; end; end; return 1 isInt: return datatype( arg(1), 'W') /*return 1 if arg is a whole number. */ ghost: do r=1 for n; do c=1 for n;  !.r.c= @.r.c; end /*r*/; end /*c*/; return /*──────────────────────────────────────────────────────────────────────────────────────*/ move: arg x /*obtain optional move from ARG or ask.*/

     ask1= sep 'Please enter a     row  number    followed by a   L   or   R,       or'
     ask2= sep '       enter a   column letter    followed by a   +   or   -'   @quit
     @quit= '      (or Quit):'
     if x==  then do
                    if queued()==0  then do;   say;   call show;    say ask1;    say ask2
                                         end
                    pull x;  x= space(x, 0)     /*obtain a response;  elide whitespace.*/
                    end
     y= left(x, 1);          d= right(x, 1)     /*get a number or letter, and also a ± */
     num= isInt(d);        let= datatype(y,'U') /*get direction to shift, based on type*/
     if abbrev('QUIT', x, 1)  then do;  say;  say;  say sep  "quitting.";    exit;    end
              select
              when x ==                     then errMsg= "nothing entered"
              when length(x)>2                then errMsg= "improper response:  "       x
              when num  &  (y <1   | y >N  )  then errMsg= "row isn't in range: "       y
              when num  &  (d\="L" & d\='R')  then errMsg= "row shift isn't L or R: "   d
              when let  &  (y <"A" | y >HI )  then errMsg= "col isn't in range: "       y
              when let  &  (d\="+" & d\='-')  then errMsg= "col shift isn't + or -: "   d
              otherwise                            errMsg=
              end   /*select*/                  /* [↑]  verify the human entered data. */
     call ghost;    yn= pos(y, 'ABCDEFGHI')     /*create a ghost grid for easy moving. */
     if isInt(y)  then if d=='R'  then  do c=1  for N;  cm= c-1;  if c==1  then cm= c+N-1
                                                        @.y.c= !.y.cm
                                        end
                                  else  do c=1  for N;  cp= c+1;  if c==N  then cp= 1
                                                        @.y.c= !.y.cp
                                        end
                  else if d=='-'  then  do r=1  for N;  rm= r-1;  if r==1  then rm= r+N-1
                                                        @.r.yn= !.rm.yn
                                        end
                                  else  do r=1  for N;  rp= r+1;  if r==N  then rp= 1
                                                        @.r.yn= !.rp.yn
                                        end
     return

/*──────────────────────────────────────────────────────────────────────────────────────*/ show: top= '╔'copies( copies("═", 2)'╦', N); top= left( top, length(top) - 1)"╗"

     bar= '╠'copies( copies("═", 2)'╬', N);           bar= left( bar, length(bar) - 1)"╣"
     bot= '╚'copies( copies("═", 2)'╩', N);           bot= left( bot, length(bot) - 1)"╝"
     ind= left(,  3 + length(N) )                              /*compute indentation.*/
     col= ind  ind  ind' '   subword('a- b- c- d- e- f- g- h- i-', 1, n)
     HI= substr('abcdefghi', N, 1);    upper HI
     say col  ind  ind  ind  '-  means shift a column down';            say pad  ind  top
             do    r=1  for N;   z= r'R'    "  ║"                 /*build NxN game grid*/
                do c=1  for N;   z= z || right(@.r.c, 2)'║'       /*build  row by row. */
                end   /*c*/
             z= z   ' '   r"L"                                    /*add rightside info.*/
             if r==1  then z= z  pad'L  means shift a row left'   /* "   1st help info.*/
             if r==2  then z= z  pad'R  means shift a row right'  /* "   2nd   "    "  */
             say pad z;             if r\==N  then say pad  ind  bar
             end     /*r*/
     say pad  ind  bot;             say;
     say translate(col, '+', "-")   ind  ind  ind  '+  means shift a column up';  say
     return</lang>
output   when using the default inputs:
──────── Playing a  16  game with a difficulity level of:  2

                a- b- c- d-                -  means shift a column down
               ╔══╦══╦══╦══╗
          1R   ║ 1║ 2║15║ 4║   1L          L  means shift a row left
               ╠══╬══╬══╬══╣
          2R   ║ 5║ 6║ 3║ 8║   2L          R  means shift a row right
               ╠══╬══╬══╬══╣
          3R   ║12║ 9║ 7║11║   3L
               ╠══╬══╬══╬══╣
          4R   ║13║14║10║16║   4L
               ╚══╩══╩══╩══╝

                a+ b+ c+ d+                +  means shift a column up

──────── Please enter a     row  number    followed by a   L   or   R,       or
────────        enter a   column letter    followed by a   +   or   -       (or Quit):
c +                             ◄■■■■■■■■ user input                                                                                

                a- b- c- d-                -  means shift a column down
               ╔══╦══╦══╦══╗
          1R   ║ 1║ 2║ 3║ 4║   1L          L  means shift a row left
               ╠══╬══╬══╬══╣
          2R   ║ 5║ 6║ 7║ 8║   2L          R  means shift a row right
               ╠══╬══╬══╬══╣
          3R   ║12║ 9║10║11║   3L
               ╠══╬══╬══╬══╣
          4R   ║13║14║15║16║   4L
               ╚══╩══╩══╩══╝

                a+ b+ c+ d+                +  means shift a column up

──────── Please enter a     row  number    followed by a   L   or   R,       or
────────        enter a   column letter    followed by a   +   or   -       (or Quit):
3L                              ◄■■■■■■■■ user input
                a- b- c- d-                -  means shift a column down
               ╔══╦══╦══╦══╗
          1R   ║ 1║ 2║ 3║ 4║   1L          L  means shift a row left
               ╠══╬══╬══╬══╣
          2R   ║ 5║ 6║ 7║ 8║   2L          R  means shift a row right
               ╠══╬══╬══╬══╣
          3R   ║ 9║10║11║12║   3L
               ╠══╬══╬══╬══╣
          4R   ║13║14║15║16║   4L
               ╚══╩══╩══╩══╝

                a+ b+ c+ d+                +  means shift a column up

──────── Congratulations!   The 16─puzzle is solved.

Ring

<lang ring>

  1. Project : Sixteen Puzzle Game
  2. Date  : 2018/04/21
  3. Author : Gal Zsolt (~ CalmoSoft ~)
  4. Email  : <calmosoft@gmail.com>


load "guilib.ring" load "stdlib.ring"

app1 = new qapp {

       t1 = 0
       temp = ""
       table = [][]
       movesnr = 0
       button = list(16) 
       begintiles = list(16)
       pReturn = list(4)
       CounterMan = 0
       saveflag = 0
       stylefusionblack()  

       win1 = new qwidget() {
                  move(0,0)
                  resize(360, 600)
                  setwindowtitle("Calmosoft Sixteen Puzzle Game")
                  for n = 1 to 16
                        col = n%4
                        if col = 0 col = 4 ok
                        row = ceil(n/4)
                        button[n] = new qpushbutton(win1)
                        {
                                           setgeometry(60+col*40,60+row*40,40,40)                                            
                                           setstylesheet("color:white")    
                                           setstylesheet("background-color:blue")                                        
                                           settext(string(n))                                                                                        
                         } 
                  next
                 buttonup1 = new qpushbutton(win1)
                 {
                                     setgeometry(100, 60, 40, 40)
                                     settext("up")
                                     setclickevent("up1()")   
                 }
                 buttonup2 = new qpushbutton(win1)
                 {
                                     setgeometry(140, 60, 40, 40)
                                     settext("up")
                                     setclickevent("up2()")   
                 }
                buttonup3 = new qpushbutton(win1)
                 {
                                     setgeometry(180, 60, 40, 40)
                                     settext("up")
                                     setclickevent("up3()")   
                 }
                buttonup4 = new qpushbutton(win1)
                 {
                                     setgeometry(220, 60, 40, 40)
                                     settext("up")
                                     setclickevent("up4()")   
                 }
                 buttondown1 = new qpushbutton(win1)
                 {
                                         setgeometry(100, 260, 40, 40)
                                         settext("down")
                                         setclickevent("down1()")   
                 }
                 buttondown2 = new qpushbutton(win1)
                 {
                                         setgeometry(140, 260, 40, 40)
                                         settext("down")
                                         setclickevent("down2()")   
                 }
                 buttondown3 = new qpushbutton(win1)
                 {
                                         setgeometry(180, 260, 40, 40)
                                         settext("down")
                                         setclickevent("down3()")   
                 }
                buttondown4 = new qpushbutton(win1)
                 {
                                         setgeometry(220, 260, 40, 40)
                                         settext("down")
                                         setclickevent("down4()")   
                 }
                 buttonleft1 = new qpushbutton(win1)
                 {
                                         setgeometry(60, 100, 40, 40)
                                         settext("<<<")
                                         setclickevent("left1()")   
                 }
                 buttonleft2 = new qpushbutton(win1)
                 {
                                         setgeometry(60, 140, 40, 40)
                                         settext("<<<")
                                         setclickevent("left2()")   
                 }
                 buttonleft3 = new qpushbutton(win1)
                 {
                                         setgeometry(60, 180, 40, 40)
                                         settext("<<<")
                                         setclickevent("left3()")   
                 }
                 buttonleft4 = new qpushbutton(win1)
                 {
                                         setgeometry(60, 220, 40, 40)
                                         settext("<<<")
                                         setclickevent("left4()")   
                 }
                 buttonright1 = new qpushbutton(win1)
                 {
                                         setgeometry(260, 100, 40, 40)
                                         settext(">>>")
                                         setclickevent("right1()")   
                 }
                 buttonright2 = new qpushbutton(win1)
                 {
                                         setgeometry(260, 140, 40, 40)
                                         settext(">>>")
                                         setclickevent("right2()")   
                 }
                 buttonright3 = new qpushbutton(win1)
                 {
                                         setgeometry(260, 180, 40, 40)
                                         settext(">>>")
                                         setclickevent("right3()")   
                 }
                 buttonright4 = new qpushbutton(win1)
                 {
                                         setgeometry(260, 220, 40, 40)
                                         settext(">>>")
                                         setclickevent("right4()")   
                 }
                 buttonscramble = new qpushbutton(win1)
                 {
                                            setgeometry(100, 300, 160, 40)
                                            settext("Scarmble")
                                            setclickevent("scramble()")   
                 }
                 buttonreset = new qpushbutton(win1)
                 {
                                       setgeometry(100, 340, 160, 40)
                                       settext("Reset")
                                       setclickevent("reset()")   
                 }
                 buttonsave = new qpushbutton(win1)
                 {
                                  setgeometry(100, 380, 160, 40)
                                  settext("Save Game")
                                  setclickevent("psaveEmpty()")
                 }
                 buttonplay = new qpushbutton(win1)   
                 {
                                setgeometry(100,420,160,40)  
                                settext("Replay Game")  
                                setclickevent("pPlay()")
                 }
                 buttonnr = new qpushbutton(win1)
                 {
                                  setgeometry(100, 460, 160, 40)
                                  settext("Moves : ")
                 }
                 timebtn = new qpushbutton(win1)   
                 {
                                setgeometry(100,500,160,40)  
                                settext("Elapsed Time : ")  
                 }
                 t1 = clock()
                 for i = 1 to 16
                      begintiles[i] = string(i)
                 next
                 TimerMan = new qtimer(win1)
                 {
                                   setinterval(0.5)
                                   settimeoutevent("pTime()")
                                   stop()
                 }
                 show()
       }
       exec()

}

func scramble

      reset()
      empty = 16
      movesnr = 0
      buttonnr.settext("Moves : " + movesnr)
      for n= 1 to 1000  
           nr=random(15)+1
           up = (empty = (nr - 4))
           down = (empty = (nr + 4))
           left = ((empty = (nr - 1)) and ((nr % 4) != 1))
           right = ((empty = (nr + 1)) and ((nr % 4) != 0))
           move = up or down or left  or right
           if move = 1 
              temp1 = button[nr].text()
              temp2 = button[empty].text()
              button[empty].settext(temp1)
              button[nr].settext(temp2)
              empty = nr
           ok
      next
      timebtn.settext("Elapsed Time : ")
      t1 = clock()
      table = []
      saveflag = 0
      for n= 1 to 16
            if isstring(button[n].text())
               begintiles[n] = button[n].text()
            else
               begintiles[n] = string(button[n].text())
            ok 
      next

func reset

       movesnr = 0
       buttonnr.settext("Moves : " + movesnr)
       for i = 1 to 16
            button[i] {settext(string(i))}
            button[i].setstylesheet("background-color:blue")
            begintiles[i] = string(i)
       next
       timebtn.settext("Elapsed Time : ")
       t1 = clock()
       table = []
       saveflag = 0
       return

func pClock

       t2 = (clock() - t1)/1000
       timebtn.settext("Elapsed Time : " + t2 + " s")

func psaveEmpty

       timebtn.settext("Elapsed Time : ")
       t1 = clock()
       return

func psave

       if saveflag = 1
          for n = 1 to 4
               add(table, [pReturn[n], button[pReturn[n]].text()])
          next
       ok

func pPlay

       if saveflag = 1
          for n=1 to 16
                button[n]{settext(begintiles[n])}
                button[n].setstylesheet("background-color:blue")
          next
          timebtn.settext("Elapsed Time : ")
          movesnr = 0
          buttonnr.settext("Moves : " + movesnr)
          t1 = clock()
          CounterMan = 0
          TimerMan.start()
       ok

func pTime()

       if saveflag = 1
          CounterMan = CounterMan + 1
          if CounterMan > 1
             temp.setstylesheet("background-color:blue")
          ok
          pPlaySleep()
          sleep(1) 
          if CounterMan = len(table)
             TimerMan.stop()
          ok
       ok

func pPlaySleep

       pClock()
       button[table[CounterMan][1]].setstylesheet("background-color:orange") 
       temp =  button[table[CounterMan][1]]
       button[table[CounterMan][1]].settext(table[CounterMan][2])
       movesnr = movesnr + 1
       buttonnr.settext("Moves : " + movesnr)
       return

func up1

       temp = button[1].text()
       button[1].settext(button[5].text())
       button[5].settext(button[9].text())
       button[9].settext(button[13].text())
       button[13].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [1,5,9,13]
       saveflag = 1
       psave()
       return

func up2

       temp = button[2].text()
       button[2].settext(button[6].text())
       button[6].settext(button[10].text())
       button[10].settext(button[14].text())
       button[14].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [2,6,10,14]
       saveflag = 1
       psave()
       return

func up3

       temp = button[3].text()
       button[3].settext(button[7].text())
       button[7].settext(button[11].text())
       button[11].settext(button[15].text())
       button[15].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [3,7,11,15]
       saveflag = 1
       psave()
       return

func up4

       temp = button[4].text()
       button[4].settext(button[8].text())
       button[8].settext(button[12].text())
       button[12].settext(button[16].text())
       button[16].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [4,8,12,16]
       saveflag = 1
       psave()
       return

func down1

       temp = button[13].text()
       button[13].settext(button[9].text())
       button[9].settext(button[5].text())
       button[5].settext(button[1].text())
       button[1].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [13,9,5,1]
       saveflag = 1
       psave()
       return

func down2

       temp = button[14].text()
       button[14].settext(button[10].text())
       button[10].settext(button[6].text())
       button[6].settext(button[2].text())
       button[2].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [14,10,6,2]
       saveflag = 1
       psave()
       return

func down3

       temp = button[15].text()
       button[15].settext(button[11].text())
       button[11].settext(button[7].text())
       button[7].settext(button[3].text())
       button[3].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [15,11,7,3]
       saveflag = 1
       psave()
       return

func down4

       temp = button[16].text()
       button[16].settext(button[12].text())
       button[12].settext(button[8].text())
       button[8].settext(button[4].text())
       button[4].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [16,12,8,4]
       saveflag = 1
       psave()
       return

func left1

       temp = button[1].text()
       button[1].settext(button[2].text())
       button[2].settext(button[3].text())
       button[3].settext(button[4].text())
       button[4].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [1,2,3,4]
       saveflag = 1
       psave()
       return

func left2

       temp = button[5].text()
       button[5].settext(button[6].text())
       button[6].settext(button[7].text())
       button[7].settext(button[8].text())
       button[8].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [5,6,7,8]
       saveflag = 1
       psave()
       return

func left3

       temp = button[9].text()
       button[9].settext(button[10].text())
       button[10].settext(button[11].text())
       button[11].settext(button[12].text())
       button[12].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [9,10,11,12]
       saveflag = 1
       psave()
       return

func left4

       temp = button[13].text()
       button[13].settext(button[14].text())
       button[14].settext(button[15].text())
       button[15].settext(button[16].text())
       button[16].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [13,14,15,16]
       saveflag = 1
       psave()
       return

func right1

       temp = button[4].text()
       button[4].settext(button[3].text())
       button[3].settext(button[2].text())
       button[2].settext(button[1].text())
       button[1].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [4,3,2,1]
       saveflag = 1
       psave()
       return

func right2

       temp = button[8].text()
       button[8].settext(button[7].text())
       button[7].settext(button[6].text())
       button[6].settext(button[5].text())
       button[5].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [8,7,6,5]
       saveflag = 1
       psave()
       return

func right3

       temp = button[12].text()
       button[12].settext(button[11].text())
       button[11].settext(button[10].text())
       button[10].settext(button[9].text())
       button[9].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [12,11,10,9]
       saveflag = 1
       psave()
       return

func right4

       temp = button[16].text()
       button[16].settext(button[15].text())
       button[15].settext(button[14].text())
       button[14].settext(button[13].text())
       button[13].settext(temp)
       movesnr =movesnr + 1
       buttonnr.settext("Moves : " + string(movesnr))
       pClock()
       pReturn = [16,15,14,13]
       saveflag = 1
       psave()
       return

</lang> Output image:

16 Puzzle Game