Hunt The Wumpus/Java: Difference between revisions
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{{collection|Hunt_The_Wumpus}} |
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In this version, arrows only fire a distance of one room. |
In this version, arrows only fire a distance of one room. |
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Since bats relocate, we don't have to worry about the wumpus room being unreachable. <br> |
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⚫ | |||
<br> |
<br> |
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==Code== |
==Code== |
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[[File:wumpus_java.png|200px|thumb|right]] |
[[File:wumpus_java.png|200px|thumb|right]] |
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{{works with|Java|8}} |
{{works with|Java|8}} |
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< |
<syntaxhighlight lang="java">import java.awt.*; |
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import java.awt.event.*; |
import java.awt.event.*; |
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import java.awt.geom.Path2D; |
import java.awt.geom.Path2D; |
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int currRoom, numArrows, wumpusRoom; |
int currRoom, numArrows, wumpusRoom; |
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List<String> messages; |
List<String> messages; |
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Set<Hazard>[] hazards; |
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public Wumpus() { |
public Wumpus() { |
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addMouseListener(new MouseAdapter() { |
addMouseListener(new MouseAdapter() { |
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boolean mouseReleased = true; |
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@Override |
@Override |
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public void mousePressed(MouseEvent e) { |
public void mousePressed(MouseEvent e) { |
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/* mousePressed feels more responsive than mouseClicked |
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but we must prevent multiple events going through */ |
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if (!mouseReleased) |
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return; |
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mouseReleased = false; |
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if (gameOver) { |
if (gameOver) { |
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} |
} |
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repaint(); |
repaint(); |
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} |
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@Override |
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public void mouseReleased(MouseEvent e) { |
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mouseReleased = true; |
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} |
} |
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messages = new ArrayList<>(); |
messages = new ArrayList<>(); |
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hazards = new |
hazards = new Set[rooms.length]; |
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for (int i = 0; i < rooms.length; i++) |
for (int i = 0; i < rooms.length; i++) |
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hazards |
hazards[i] = EnumSet.noneOf(Hazard.class); |
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// hazards can share rooms (unless they are identical) |
// hazards can share rooms (unless they are identical) |
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do { |
do { |
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room = rand.nextInt(rooms.length); |
room = rand.nextInt(rooms.length); |
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} while (tooClose(room) || hazards |
} while (tooClose(room) || hazards[room].contains(values[ord])); |
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if (ord == 0) |
if (ord == 0) |
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wumpusRoom = room; |
wumpusRoom = room; |
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hazards |
hazards[room].add(values[ord]); |
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} |
} |
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void situation() { |
void situation() { |
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Set<Hazard> set = hazards[currRoom]; |
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if (set.contains(Hazard.Wumpus)) { |
if (set.contains(Hazard.Wumpus)) { |
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do { |
do { |
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currRoom = rand.nextInt(rooms.length); |
currRoom = rand.nextInt(rooms.length); |
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} while (hazards |
} while (hazards[currRoom].contains(Hazard.Bat)); |
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// relocate the bat, but not to the player room or a room with a bat |
// relocate the bat, but not to the player room or a room with a bat |
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do { |
do { |
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newRoom = rand.nextInt(rooms.length); |
newRoom = rand.nextInt(rooms.length); |
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} while (newRoom == currRoom || hazards |
} while (newRoom == currRoom || hazards[newRoom].contains(Hazard.Bat)); |
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hazards |
hazards[newRoom].add(Hazard.Bat); |
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// re-evaluate |
// re-evaluate |
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// look around |
// look around |
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for (int link : links[currRoom]) { |
for (int link : links[currRoom]) { |
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for (Hazard hazard : hazards |
for (Hazard hazard : hazards[link]) |
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messages.add(hazard.warning); |
messages.add(hazard.warning); |
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} |
} |
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void shoot(int room) { |
void shoot(int room) { |
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if (hazards |
if (hazards[room].contains(Hazard.Wumpus)) { |
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messages.add("You win! You've killed the Wumpus!"); |
messages.add("You win! You've killed the Wumpus!"); |
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gameOver = true; |
gameOver = true; |
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} else if (rand.nextInt(4) != 0) { // 75 % |
} else if (rand.nextInt(4) != 0) { // 75 % |
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hazards |
hazards[wumpusRoom].remove(Hazard.Wumpus); |
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wumpusRoom = links[wumpusRoom][rand.nextInt(3)]; |
wumpusRoom = links[wumpusRoom][rand.nextInt(3)]; |
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} else { |
} else { |
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messages.add("You woke the Wumpus and he moved"); |
messages.add("You woke the Wumpus and he moved"); |
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hazards |
hazards[wumpusRoom].add(Hazard.Wumpus); |
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} |
} |
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} |
} |
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{10, 2, 12}, {13, 19, 11}, {14, 3, 12}, {5, 15, 13}, {14, 16, 19}, |
{10, 2, 12}, {13, 19, 11}, {14, 3, 12}, {5, 15, 13}, {14, 16, 19}, |
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{6, 17, 15}, {16, 8, 18}, {19, 10, 17}, {15, 12, 18}}; |
{6, 17, 15}, {16, 8, 18}, {19, 10, 17}, {15, 12, 18}}; |
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}</ |
}</syntaxhighlight> |
Latest revision as of 14:07, 29 August 2022
Hunt The Wumpus/Java is part of Hunt_The_Wumpus. You may find other members of Hunt_The_Wumpus at Category:Hunt_The_Wumpus.
In this version, arrows only fire a distance of one room.
Since bats relocate, we don't have to worry about the wumpus room being unreachable.
There are also 3 bats instead of 2, and you get 3 arrows instead of 5.
Code
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.Path2D;
import java.util.*;
import java.util.List;
import javax.swing.*;
import static java.util.stream.Collectors.*;
import static javax.swing.SwingUtilities.*;
public class Wumpus extends JPanel {
enum Hazard {
Wumpus("there's an awful smell"),
Bat("you hear a rustling"),
Pit("you feel a draft");
Hazard(String warning) {
this.warning = warning;
}
final String warning;
}
static final Random rand = new Random();
final int roomSize = 45;
final int playerSize = 16;
boolean gameOver = true;
int currRoom, numArrows, wumpusRoom;
List<String> messages;
Set<Hazard>[] hazards;
public Wumpus() {
setPreferredSize(new Dimension(721, 687));
setBackground(Color.white);
setForeground(Color.lightGray);
setFont(new Font("SansSerif", Font.PLAIN, 18));
setFocusable(true);
addMouseListener(new MouseAdapter() {
@Override
public void mousePressed(MouseEvent e) {
if (gameOver) {
startNewGame();
} else {
int selectedRoom = -1;
int ex = e.getX();
int ey = e.getY();
for (int link : links[currRoom]) {
int cx = rooms[link][0];
int cy = rooms[link][1];
if (insideRoom(ex, ey, cx, cy)) {
selectedRoom = link;
break;
}
}
if (selectedRoom == -1)
return;
if (isLeftMouseButton(e)) {
currRoom = selectedRoom;
situation();
} else if (isRightMouseButton(e)) {
shoot(selectedRoom);
}
}
repaint();
}
boolean insideRoom(int ex, int ey, int cx, int cy) {
return ((ex > cx && ex < cx + roomSize)
&& (ey > cy && ey < cy + roomSize));
}
});
}
void startNewGame() {
numArrows = 3;
currRoom = rand.nextInt(rooms.length);
messages = new ArrayList<>();
hazards = new Set[rooms.length];
for (int i = 0; i < rooms.length; i++)
hazards[i] = EnumSet.noneOf(Hazard.class);
// hazards can share rooms (unless they are identical)
int[] ordinals = {0, 1, 1, 1, 2, 2};
Hazard[] values = Hazard.values();
for (int ord : ordinals) {
int room;
do {
room = rand.nextInt(rooms.length);
} while (tooClose(room) || hazards[room].contains(values[ord]));
if (ord == 0)
wumpusRoom = room;
hazards[room].add(values[ord]);
}
gameOver = false;
}
// don't place hazards close to the starting room
boolean tooClose(int room) {
if (currRoom == room)
return true;
for (int link : links[currRoom])
if (room == link)
return true;
return false;
}
void situation() {
Set<Hazard> set = hazards[currRoom];
if (set.contains(Hazard.Wumpus)) {
messages.add("you've been eaten by the Wumpus");
gameOver = true;
} else if (set.contains(Hazard.Pit)) {
messages.add("you fell into a pit");
gameOver = true;
} else if (set.contains(Hazard.Bat)) {
messages.add("a bat dropped you in a random room");
// teleport, but avoid 2 teleports in a row
do {
currRoom = rand.nextInt(rooms.length);
} while (hazards[currRoom].contains(Hazard.Bat));
// relocate the bat, but not to the player room or a room with a bat
set.remove(Hazard.Bat);
int newRoom;
do {
newRoom = rand.nextInt(rooms.length);
} while (newRoom == currRoom || hazards[newRoom].contains(Hazard.Bat));
hazards[newRoom].add(Hazard.Bat);
// re-evaluate
situation();
} else {
// look around
for (int link : links[currRoom]) {
for (Hazard hazard : hazards[link])
messages.add(hazard.warning);
}
}
}
void shoot(int room) {
if (hazards[room].contains(Hazard.Wumpus)) {
messages.add("You win! You've killed the Wumpus!");
gameOver = true;
} else {
numArrows--;
if (numArrows == 0) {
messages.add("You ran out of arrows.");
gameOver = true;
} else if (rand.nextInt(4) != 0) { // 75 %
hazards[wumpusRoom].remove(Hazard.Wumpus);
wumpusRoom = links[wumpusRoom][rand.nextInt(3)];
if (wumpusRoom == currRoom) {
messages.add("You woke the Wumpus and he ate you");
gameOver = true;
} else {
messages.add("You woke the Wumpus and he moved");
hazards[wumpusRoom].add(Hazard.Wumpus);
}
}
}
}
void drawPlayer(Graphics2D g) {
int x = rooms[currRoom][0] + (roomSize - playerSize) / 2;
int y = rooms[currRoom][1] + (roomSize - playerSize) - 2;
Path2D player = new Path2D.Double();
player.moveTo(x, y);
player.lineTo(x + playerSize, y);
player.lineTo(x + playerSize / 2, y - playerSize);
player.closePath();
g.setColor(Color.white);
g.fill(player);
g.setStroke(new BasicStroke(1));
g.setColor(Color.black);
g.draw(player);
}
void drawStartScreen(Graphics2D g) {
g.setColor(new Color(0xDDFFFFFF, true));
g.fillRect(0, 0, getWidth(), getHeight() - 60);
g.setColor(Color.darkGray);
g.setFont(new Font("SansSerif", Font.BOLD, 48));
g.drawString("hunt the wumpus", 160, 240);
g.setFont(getFont());
g.drawString("left-click to move, right-click to shoot", 210, 310);
g.drawString("be aware that hazards may be in the same room", 175, 345);
g.drawString("click to start", 310, 380);
}
void drawRooms(Graphics2D g) {
g.setColor(Color.darkGray);
g.setStroke(new BasicStroke(2));
for (int i = 0; i < links.length; i++) {
for (int link : links[i]) {
int x1 = rooms[i][0] + roomSize / 2;
int y1 = rooms[i][1] + roomSize / 2;
int x2 = rooms[link][0] + roomSize / 2;
int y2 = rooms[link][1] + roomSize / 2;
g.drawLine(x1, y1, x2, y2);
}
}
g.setColor(Color.orange);
for (int[] r : rooms)
g.fillOval(r[0], r[1], roomSize, roomSize);
if (!gameOver) {
g.setColor(Color.magenta);
for (int link : links[currRoom])
g.fillOval(rooms[link][0], rooms[link][1], roomSize, roomSize);
}
g.setColor(Color.darkGray);
for (int[] r : rooms)
g.drawOval(r[0], r[1], roomSize, roomSize);
}
void drawMessage(Graphics2D g) {
if (!gameOver)
g.drawString("arrows " + numArrows, 610, 30);
if (messages != null) {
g.setColor(Color.black);
// collapse identical messages
messages = messages.stream().distinct().collect(toList());
// concat at most three
String msg = messages.stream().limit(3).collect(joining(" & "));
g.drawString(msg, 20, getHeight() - 40);
// if there's more, print underneath
if (messages.size() > 3) {
g.drawString("& " + messages.get(3), 20, getHeight() - 17);
}
messages.clear();
}
}
@Override
public void paintComponent(Graphics gg) {
super.paintComponent(gg);
Graphics2D g = (Graphics2D) gg;
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
drawRooms(g);
if (gameOver) {
drawStartScreen(g);
} else {
drawPlayer(g);
}
drawMessage(g);
}
public static void main(String[] args) {
invokeLater(() -> {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setTitle("Hunt The Wumpus");
f.setResizable(false);
f.add(new Wumpus(), BorderLayout.CENTER);
f.pack();
f.setLocationRelativeTo(null);
f.setVisible(true);
});
}
int[][] rooms = {{334, 20}, {609, 220}, {499, 540}, {169, 540}, {62, 220},
{169, 255}, {232, 168}, {334, 136}, {435, 168}, {499, 255}, {499, 361},
{435, 447}, {334, 480}, {232, 447}, {169, 361}, {254, 336}, {285, 238},
{387, 238}, {418, 336}, {334, 393}};
int[][] links = {{4, 7, 1}, {0, 9, 2}, {1, 11, 3}, {4, 13, 2}, {0, 5, 3},
{4, 6, 14}, {7, 16, 5}, {6, 0, 8}, {7, 17, 9}, {8, 1, 10}, {9, 18, 11},
{10, 2, 12}, {13, 19, 11}, {14, 3, 12}, {5, 15, 13}, {14, 16, 19},
{6, 17, 15}, {16, 8, 18}, {19, 10, 17}, {15, 12, 18}};
}