16 puzzle game: Difference between revisions
m (→{{header|REXX}}: used gooder English.) |
m (→{{header|REXX}}: corrected a misspelling.) |
||
Line 16: | Line 16: | ||
=={{header|REXX}}== |
=={{header|REXX}}== |
||
This REXX version allows the user to choose the grid size for the '''16''' game (puzzle), as |
This REXX version allows the user to choose the grid size for the '''16''' game (puzzle), as |
||
well as the |
well as the difficulty of the puzzle. |
||
<br>The user's responses may have optional whitespace in the answer, |
<br>The user's responses may have optional whitespace in the answer, |
||
and the answer can be in any case (lower or uppercase). |
and the answer can be in any case (lower or uppercase). |
Revision as of 19:04, 18 October 2018
- 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 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 difficulity level of: " hard
- =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>
- 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: