16 puzzle game

Revision as of 02:34, 1 August 2019 by Wherrera (talk | contribs) (julia example)

Create 16 Puzzle Game.

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


See details: 16 Puzzle Game


Video: 16 Puzzle Game


Related task



Go

<lang go>package main

import (

   "bufio"
   "fmt"
   "log"
   "math/rand"
   "os"
   "strings"
   "time"

)

const (

   easy = 1
   hard = 4

)

var n [16]int

func initGrid() {

   for i := 0; i < 16; i++ {
       n[i] = i + 1
   }

}

func setDiff(level int) {

   moves := 3
   if level == hard {
       moves = 12
   }
   rc := make([]int, 0, 4)
   for i := 0; i < moves; i++ {
       rc = rc[:0]
       r := rand.Intn(2)
       s := rand.Intn(4)
       if r == 0 { // rotate random row
           for j := s * 4; j < (s+1)*4; j++ {
               rc = append(rc, j)
           }
       } else { // rotate random column
           for j := s; j < s+16; j += 4 {
               rc = append(rc, j)
           }
       }
       var rca [4]int
       copy(rca[:], rc)
       rotate(rca)
       if hasWon() { // do it again
           i = -1
       }
   }
   fmt.Println("Target is", moves, "moves.")

}

func drawGrid() {

   fmt.Println()
   fmt.Println("     D1   D2   D3   D4")
   fmt.Println("   ╔════╦════╦════╦════╗")
   fmt.Printf("R1 ║ %2d ║ %2d ║ %2d ║ %2d ║ L1\n", n[0], n[1], n[2], n[3])
   fmt.Println("   ╠════╬════╬════╬════╣")
   fmt.Printf("R2 ║ %2d ║ %2d ║ %2d ║ %2d ║ L2\n", n[4], n[5], n[6], n[7])
   fmt.Println("   ╠════╬════╬════╬════╣")
   fmt.Printf("R3 ║ %2d ║ %2d ║ %2d ║ %2d ║ L3\n", n[8], n[9], n[10], n[11])
   fmt.Println("   ╠════╬════╬════╬════╣")
   fmt.Printf("R4 ║ %2d ║ %2d ║ %2d ║ %2d ║ L4\n", n[12], n[13], n[14], n[15])
   fmt.Println("   ╚════╩════╩════╩════╝")
   fmt.Println("     U1   U2   U3   U4\n")

}

func rotate(ix [4]int) {

   last := n[ix[3]]
   for i := 3; i >= 1; i-- {
       n[ix[i]] = n[ix[i-1]]
   }
   n[ix[0]] = last

}

func hasWon() bool {

   for i := 0; i < 16; i++ {
       if n[i] != i+1 {
           return false
       }
   }
   return true

}

func check(err error) {

   if err != nil {
       log.Fatal(err)
   }

}

func main() {

   initGrid()
   rand.Seed(time.Now().UnixNano())
   level := easy
   scanner := bufio.NewScanner(os.Stdin)
   for {
       fmt.Print("Enter difficulty level easy or hard E/H : ")
       scanner.Scan()
       diff := strings.ToUpper(strings.TrimSpace(scanner.Text()))
       if diff != "E" && diff != "H" {
           fmt.Println("Invalid response, try again.")
       } else {
           if diff == "H" {
               level = hard
           }
           break
       }
   }
   check(scanner.Err())
   setDiff(level)
   var ix [4]int
   fmt.Println("When entering moves, you can also enter Q to quit or S to start again.")
   moves := 0

outer:

   for {
       drawGrid()
       if hasWon() {
           fmt.Println("Congratulations, you have won the game in", moves, "moves!!")
           return
       }
       for {
           fmt.Println("Moves so far =", moves, "\n")
           fmt.Print("Enter move : ")
           scanner.Scan()
           move := strings.ToUpper(strings.TrimSpace(scanner.Text()))
           check(scanner.Err())
           switch move {
           case "D1", "D2", "D3", "D4":
               c := int(move[1] - 49)
               ix[0] = 0 + c
               ix[1] = 4 + c
               ix[2] = 8 + c
               ix[3] = 12 + c
               rotate(ix)
               moves++
               continue outer
           case "L1", "L2", "L3", "L4":
               c := int(move[1] - 49)
               ix[0] = 3 + 4*c
               ix[1] = 2 + 4*c
               ix[2] = 1 + 4*c
               ix[3] = 0 + 4*c
               rotate(ix)
               moves++
               continue outer
           case "U1", "U2", "U3", "U4":
               c := int(move[1] - 49)
               ix[0] = 12 + c
               ix[1] = 8 + c
               ix[2] = 4 + c
               ix[3] = 0 + c
               rotate(ix)
               moves++
               continue outer
           case "R1", "R2", "R3", "R4":
               c := int(move[1] - 49)
               ix[0] = 0 + 4*c
               ix[1] = 1 + 4*c
               ix[2] = 2 + 4*c
               ix[3] = 3 + 4*c
               rotate(ix)
               moves++
               continue outer
           case "Q":
               return
           case "S":
               initGrid()
               setDiff(level)
               moves = 0
               continue outer
           default:
               fmt.Println("Invalid move, try again.")
           }
       }
   }

}</lang>

Output:

Sample game:

Enter difficulty level easy or hard E/H : e
Target is 3 moves.
When entering moves, you can also enter Q to quit or S to start again.

     D1   D2   D3   D4
   ╔════╦════╦════╦════╗
R1 ║  1 ║  2 ║  3 ║  4 ║ L1
   ╠════╬════╬════╬════╣
R2 ║  7 ║  8 ║  5 ║  6 ║ L2
   ╠════╬════╬════╬════╣
R3 ║  9 ║ 10 ║ 11 ║ 12 ║ L3
   ╠════╬════╬════╬════╣
R4 ║ 16 ║ 13 ║ 14 ║ 15 ║ L4
   ╚════╩════╩════╩════╝
     U1   U2   U3   U4

Moves so far = 0 

Enter move : l4

     D1   D2   D3   D4
   ╔════╦════╦════╦════╗
R1 ║  1 ║  2 ║  3 ║  4 ║ L1
   ╠════╬════╬════╬════╣
R2 ║  7 ║  8 ║  5 ║  6 ║ L2
   ╠════╬════╬════╬════╣
R3 ║  9 ║ 10 ║ 11 ║ 12 ║ L3
   ╠════╬════╬════╬════╣
R4 ║ 13 ║ 14 ║ 15 ║ 16 ║ L4
   ╚════╩════╩════╩════╝
     U1   U2   U3   U4

Moves so far = 1 

Enter move : l2

     D1   D2   D3   D4
   ╔════╦════╦════╦════╗
R1 ║  1 ║  2 ║  3 ║  4 ║ L1
   ╠════╬════╬════╬════╣
R2 ║  8 ║  5 ║  6 ║  7 ║ L2
   ╠════╬════╬════╬════╣
R3 ║  9 ║ 10 ║ 11 ║ 12 ║ L3
   ╠════╬════╬════╬════╣
R4 ║ 13 ║ 14 ║ 15 ║ 16 ║ L4
   ╚════╩════╩════╩════╝
     U1   U2   U3   U4

Moves so far = 2 

Enter move : l2

     D1   D2   D3   D4
   ╔════╦════╦════╦════╗
R1 ║  1 ║  2 ║  3 ║  4 ║ L1
   ╠════╬════╬════╬════╣
R2 ║  5 ║  6 ║  7 ║  8 ║ L2
   ╠════╬════╬════╬════╣
R3 ║  9 ║ 10 ║ 11 ║ 12 ║ L3
   ╠════╬════╬════╬════╣
R4 ║ 13 ║ 14 ║ 15 ║ 16 ║ L4
   ╚════╩════╩════╩════╝
     U1   U2   U3   U4

Congratulations, you have won the game in 3 moves!!

JavaScript

Try it here.

You'll also need a html file:

<!DOCTYPE html>
<html lang="en">
<head>
 <meta charset="UTF-8">
 <meta name="viewport" content="width=device-width, initial-scale=1.0">
 <meta http-equiv="X-UA-Compatible" content="ie=edge">
 <link href="https://fonts.googleapis.com/css?family=Ubuntu+Mono&display=swap" rel="stylesheet">
 <link rel="stylesheet" type="text/css" media="screen" href="./css/main.css">
 <title>16 Puzzle</title>
</head>
<body>
 <div id="done">WELL DONE!</div>
 <div id="board"></div>
 <div id="moves"></div>
 <button id="shuffle">SHUFFLE</button>
 <script src="./src/index.js" type="module"></script>
</body>
</html>

And css file:

* {
 margin: 0;
 border: 0;
 text-align: center;
 font-family: 'Ubuntu Mono', monospace;
 user-select: none;
}
button {
 border-radius: 5px;
 width: 300px;
 height: 80px;
 font-size: 40px;
 margin-top: 60px;
}
#board {
 width: 410px;
 height: 410px;
 margin: 120px auto 30px auto;
}
#done {
 font-size: 140px;
 padding: 20px;
 color: #fff;
 background-color: rgba(0, 23, 56, .5);
 border: 1px solid rgb(0, 90, 220);
 width: 700px;
 position: absolute;
 top: 250px;
 left: calc(50% - 380px);
}
#moves {
 font-size: 40px;
 line-height: 80px;
 height: 80px;
 width: 300px;
 margin: auto;
 border: 1px solid #000;
 border-radius: 5px;
}
.btn,
.numbers,
.hide {
 float: left;
 width: 64px;
 height: 64px;
 line-height: 65px;
 font-size: 40px;
 border: 1px solid black;
 color: black;
 background-color: white;
 cursor: none;
 margin: 1px;
 transition: all .3s;
}
.btn:hover {
 background-color: rgba(71, 231, 71, 0.5);
 cursor: pointer;
}
.hide {
 border: 1px solid white;
 cursor: none;
}

<lang javascript> class Puzzle {

constructor() {
 this.moves;
 this.started;
 this.board = document.getElementById("board");
 document.getElementById("shuffle").addEventListener("click", () => {
  this.shuffle();
 });
 this.reset();
}
reset() {
 while (this.board.hasChildNodes()) {
  this.board.removeChild(this.board.firstChild);
 }
 this.moves = 0;
 this.started = false;
 document.getElementById("moves").innerText = this.moves;
 document.getElementById("done").style.visibility = "hidden";
 let t = 1;
 for (let y = 0; y < 6; y++) {
  for (let x = 0; x < 6; x++) {
   const d = document.createElement("div");
   d.id = `${x}_${y}`;
   if (y === 0 || x === 0 || y === 5 || x === 5) {
    if (((y === 0 || y === 5) && (x === 0 || x === 5))) {
     d.className = "hide";
    } else {
     d.className = "btn";
     if (y === 0) {
      d.innerText = "🡇";
      d.func = () => {
       this.rollDownRight(x, true);
      };
     } else if (y === 5) {
      d.innerText = "🡅";
      d.func = () => {
       this.rollUpLeft(x, true);
      };
     }
     if (x === 0) {
      d.innerText = "🡆";
      d.func = () => {
       this.rollDownRight(y, false);
      };
     } else if (x === 5) {
      d.innerText = "🡄";
      d.func = () => {
       this.rollUpLeft(y, false);
      };
     }
     d.addEventListener("click", (ev) => {
      ev.srcElement.func();
     })
    }
   } else {
    d.className = "numbers";
    d.innerText = `${t}`;
    t++;
   }
   this.board.appendChild(d);
  }
 }
 document.getElementById("shuffle").innerText = "SHUFFLE";
}
shuffle() {
 if (this.started) {
  this.reset();
 } else {
  this.started = true;
  const e = Math.floor(Math.random() * 30) + 30;
  for (let z = 0; z < e; z++) {
   switch (Math.floor(Math.random() * 4)) {
    case 0:
     this.rollDownRight(Math.floor(Math.random() * 4) + 1, false);
     break;
    case 1:
     this.rollUpLeft(Math.floor(Math.random() * 4) + 1, true);
     break;
    case 2:
     this.rollUpLeft(Math.floor(Math.random() * 4) + 1, false);
     break;
    case 3:
     this.rollDownRight(Math.floor(Math.random() * 4) + 1, true);
     break;
   }
  }
  this.moves = 0;
  document.getElementById("moves").innerText = this.moves;
  document.getElementById("shuffle").innerText = "RESTART";
 }
}
getElements(l, col) {
 const z = Array.from(document.querySelectorAll(".numbers"));
 for (let e = 15; e > -1; e--) {
  if (z[e].id[(col ? 0 : 2)] != l) {
   z.splice(e, 1)
  }
 }
 return z;
}
rollDownRight(x, col) {
 if (!this.started) return;
 const z = this.getElements(x, col),
  a = z[3].innerText;
 for (let r = 3; r > 0; r--) {
  z[r].innerText = z[r - 1].innerText;
 }
 z[0].innerText = a;
 this.updateMoves();
 this.checkSolved();
}
rollUpLeft(x, col) {
 if (!this.started) return;
 const z = this.getElements(x, col),
  a = z[0].innerText;
 for (let r = 0; r < 3; r++) {
  z[r].innerText = z[r + 1].innerText;
 }
 z[3].innerText = a;
 this.updateMoves();
 this.checkSolved();
}
updateMoves() {
 this.moves++;
 document.getElementById("moves").innerText = this.moves;
}
checkSolved() {
 function check() {
  const z = document.querySelectorAll(".numbers");
  let u = 1;
  for (let r of z) {
   if (r.innerText != u) return false;
   u++;
  }
  return true;
 }
 if (this.started && check()) {
  document.getElementById("done").style.visibility = "visible";
 }
}

}

new Puzzle(); </lang>

Julia

<lang julia>using Gtk, Random

function puzzle16app(bsize)

   aclock, clock = "\u27f2", "\u27f3"
   win = GtkWindow("16 Game", 300, 300) |> (GtkFrame() |> (box = GtkBox(:v)))
   toolbar = GtkToolbar()
   newgame = GtkToolButton("New Game")
   set_gtk_property!(newgame, :label, "New Game")
   set_gtk_property!(newgame, :is_important, true)
   push!(toolbar, newgame)
   grid = GtkGrid()
   map(w -> push!(box, w),[toolbar, grid])
   buttons = Array{Gtk.GtkButtonLeaf,2}(undef, bsize + 2, bsize + 2)
   for i in 1:bsize+2, j in 1:bsize+2
       grid[i,j] = buttons[i,j] = GtkButton()
       set_gtk_property!(buttons[i,j], :expand, true)
   end
   inorder = string.(reshape(1:bsize*bsize, bsize, bsize))
   shufflepuzzle(puzz) = shuffle(puzz)
   puzzle = shufflepuzzle(inorder)
   rotatecol(puzzle, col, n) = puzzle[:, col] .= circshift(puzzle[:, col], n)
   rotaterow(puzzle, row, n) = puzzle[row, :] .= circshift(puzzle[row, :], n)
   iswon() = puzzle == inorder
   won = false
   function findrowcol(button)
       for i in 1:bsize+2, j in 1:bsize+2
           if buttons[i, j] == button
               return i, j
           end
       end
       return 0, 0
   end
   function playerclicked(button)
       if !won
       i, j = findrowcol(button)
           if i == 1
               rotatecol(puzzle, j - 1, 1)
           elseif i == bsize + 2
               rotatecol(puzzle, j - 1, -1)
           elseif j == 1
               rotaterow(puzzle, i - 1, 1)
           elseif j == bsize + 2
               rotaterow(puzzle, i - 1, -1)
           end
       end
       update!()
   end
   function setup!()
       for i in 1:bsize+2, j in 1:bsize+2
           if 1 < j < bsize + 2
               if i == 1
                   signal_connect(playerclicked, buttons[i, j], "clicked")
               elseif i == bsize + 2
                   signal_connect(playerclicked, buttons[i, j], "clicked")
               end
           elseif 1 < i < bsize + 2
               if j == 1
                   signal_connect(playerclicked, buttons[i, j], "clicked")
               elseif j == bsize + 2
                   signal_connect(playerclicked, buttons[i, j], "clicked")
               end
           end
       end
   end
   function update!()
       for i in 1:bsize+2, j in 1:bsize+2
           if 1 < j < bsize + 2
               if i == 1
                   set_gtk_property!(buttons[i, j], :label, clock)
               elseif i == bsize + 2
                   set_gtk_property!(buttons[i, j], :label, aclock)
               else
                   set_gtk_property!(buttons[i, j], :label, puzzle[i-1, j-1])
               end
           elseif 1 < i < bsize + 2
               if j == 1
                   set_gtk_property!(buttons[i, j], :label, clock)
               elseif j == bsize + 2
                   set_gtk_property!(buttons[i, j], :label, aclock)
               end
           end
       end
       if iswon()
           won = true
           info_dialog("Game over.\nScore: $score", win)
       end
       showall(win)
   end
   function initialize!(w)
       puzzle = shufflepuzzle(inorder)
       won = false
       update!()
   end
   
   setup!()
   condition = Condition()
   endit(w) = notify(condition)
   signal_connect(initialize!, newgame, :clicked)
   signal_connect(endit, win, :destroy)
   initialize!(win)
   showall(win)
   wait(condition)

end

puzzle16app(4) </lang>


Phix

NB arrow keys not tested on linux, but "UDLR" should work... <lang Phix>constant level = 5,

        ESC=27, UP=328, DOWN=336, LEFT=331, RIGHT=333

sequence board = tagset(16), solve = board

procedure print_board()

   printf(1,"    1  2  3  4\n")
   for r=1 to 4 do
       printf(1,"%d: %2d %2d %2d %2d\n",r&board[r*4-3..r*4])
   end for
   puts(1,"\n")

end procedure

procedure move(integer d,rc)

   -- d is 1..4 for up/down/left/right
   -- rc is 1..4 for row(d>=3)/column(d<=2)
   sequence idx = repeat(0,4),
            tiles = repeat(0,4)
   for i=1 to 4 do
       idx[i] = iff(d<=2?rc+(i-1)*4:(rc-1)*4+i)
       tiles[i] = board[idx[i]]
   end for

--  ?{d,rc,idx}

   idx = iff(mod(d,2)?idx[4]&idx[1..3]:idx[2..4]&idx[1])
   for i=1 to 4 do
       board[idx[i]] = tiles[i]
   end for

end procedure

for i=1 to level do move(rand(4),rand(4)) end for while 1 do

   print_board()
   if board=solve then
       puts(1,"Solved!\n")
       exit
   end if
   puts(1,"Your move (escape|Up/Down|Left/Right & 1/2/3/4):")
   integer d, rc
   while true do
       while true do
           d = find(upper(wait_key()),{ESC,UP,DOWN,LEFT,RIGHT}&"UDLR")-1
           if d!=-1 then exit end if
       end while
       if d=0 then
           puts(1,"\n\nYou gave up!\n")
           exit
       end if
       if d>4 then d-=4 end if
       puts(1,"UDLR"[d])
       while true do
           rc = find(upper(wait_key()),ESC&"1234UDLR"&{UP,DOWN,LEFT,RIGHT})-1
           if rc>4 then
               if rc>8 then rc -= 4 end if
               d = rc-4
               puts(1,"\b \b"&"UDLR"[d])
           else
               if rc!=-1 then exit end if
           end if
       end while
       if rc=0 then
           puts(1,"\b \b")
       else
           printf(1,"%d\n\n",rc)
           move(d,rc)
           exit
       end if
   end while
   if d=0 then exit end if

end while</lang>

Output:

(a level 2 game)

    1  2  3  4
1:  1  2  7  4
2:  5  6 11  8
3:  9 10 16 12
4: 14 15  3 13

Your move (escape|Up/Down|Left/Right & 1/2/3/4):D3

    1  2  3  4
1:  1  2  3  4
2:  5  6  7  8
3:  9 10 11 12
4: 14 15 16 13

Your move (escape|Up/Down|Left/Right & 1/2/3/4):R4

    1  2  3  4
1:  1  2  3  4
2:  5  6  7  8
3:  9 10 11 12
4: 13 14 15 16

Solved!

REXX

This REXX version allows the user to choose the grid size for the   16   game (puzzle),   as well as the difficulty 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 so as 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 difficulty 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 difficulty.*/
    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 right-side 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 difficulty 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

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