GUI - Chess game drag pieces and drop into a board " 2D array " - java

Hello I'm trying to make a chess game, so far I have created my pieces and I can move them with my mouse.
Now I'm trying to make the board with a 2D array that contains chess piece, so that I when I drag a piece on the board, it adds the piece in the array for example on the image
I drag the piece to (2,3) and board[2][3] = pawn
But I'm not sure how to implement it, I thought about using coordinates like when I drag it into the middle, say I have a frame size of 800x800 and board size of 8 so when I drag my piece to the coordinate (400,400), board[4][4] = pawn, but then I have to do it for each cell and I'm gonna end up with up 64 if conditions, is there some kind of trick to do it or is my approach wrong?
If( piece's position is between ... and ... ){
then put into board[0][1]}
If ( piece's position is between ... ) {
then put then put into board[1][1]}

You could use a mouseListener on the JLabels you have in your board! First, build your board by using 8*8 (chess is 8*8, right?) JLabels, store them in some array.
JLabel[][] boardFields = new JLabel[8][8];
You pack these in a JPanel which has GridBagLayout. You can lay them out in the desired pattern pretty easily by using the GridBagContraints class'vgridx and gridy variables.
Now what you do is make a static variable somewhere, lets call it selectedPiece. Lets add the mouse listeners to all of our field labels:
for(int i=0;i<8;i++){
for(int j=0;j<8;j++){
boardFields[i][j] = new JLabel();
//set its background white or black here
//each field will listen to a mouse press (means we selected this piece)
//and a mouse release (meaning we placed the selected piece here)
boardFields[i][j].addMouseListener(new MouseAdapter(){
public void mousePressed(MouseEvent e){
selectedPiece = //set piece on this field somehow
//update the background to plain black or white
//make the icon of the piece follow the cursor
}
public void mousePressed(MouseEvent e){
//update the background to contain the selectedPiece
//make the icon of the piece stop followin the cursor
selectedPiece = null //de-select the piece since we just placed it
}
)};
}
}
This is just a sketch obviously, but it should give you the idea!

Related

Gridbag layout or Grid layout?

I am a little new to swing. In order to learn to use the API correctly, I am designing the following project:
The project is a solving block puzzle solver sliding block puzzle similar to the rush-hour puzzles common in toy stores - https://en.wikipedia.org/wiki/Rush_Hour_(board_game) except there is no escape for a special car.
By dragging the blocks from an off board area to the board, the user specifies the starting configuration of the puzzle. The user, in the same way, specifies an ending goal configuration which dictates where some (or all) of the blocks the user specified initially must be at the end of the puzzle - the ending configuration can be specified using only SOME of the blocks, making multiple legal ending configurations.
The algorithm for solving the puzzle is already complete - I just need to design the interface and I am getting stuck. For designing the tray, I used a grid layout. Since blocks need to be entered at certain positions, I need to be able to place blocks in specific cells in the grid and move them around.
A 'block' object has four attributes - its height, width, its top row, and its left most column (ie - each block is addressed by its top left corner).
I used the suggestion here ( https://stackoverflow.com/questions/2510159/can-i-add-a-component-to-a-specific-grid-cell-when-a-gridlayout-is-used ) for the grid layout.
Right now I have only programmed to the point where java reads the puzzle from a .txt file and is supposed to display it on the screen ( I have not designed any user interactablity yet ).
First, here is the code I have written so far.
public class SolverPuzzleGUI extends JFrame {
//Specs from the puzzle.
Board initBoard;
ArrayList<Block> goalBlocks;
LinkedList<Move> moveList;
JLayeredPane layeredpane;
JPanel Board;
Dimension boardsize = new Dimension(400, 500);
JPanel[][] panelHolder = new JPanel[5][4];
public SolverPuzzleGUI(Board startBoard, ArrayList<Block> startGoalBlocks,
LinkedList<Move> startMoveList) {
this.initBoard = startBoard;
this.goalBlocks = startGoalBlocks;
this.moveList = startMoveList;
} // end constructor.
//gives the actual simulation
public void runSimulation() {
// Initalizing the main window.
setSize(500, 600);
setName("Solution");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setMinimumSize(getMinimumSize());
//Using layered pane
layeredpane = new JLayeredPane();
add(layeredpane);
layeredpane.setPreferredSize(boardsize);
layeredpane.setBackground(Color.YELLOW);
layeredpane.setVisible(true);
// adding the game tray
Board = new JPanel();
layeredpane.add(Board, JLayeredPane.DEFAULT_LAYER);
Board.setLayout(new GridLayout(5, 4));
// centering the game tray.
Board.setPreferredSize(boardsize);
Board.setMinimumSize(boardsize);
Board.setMaximumSize(boardsize);
Box box = new Box(BoxLayout.Y_AXIS);
box.add(Box.createVerticalGlue());
box.add(Board);
box.add(Box.createVerticalGlue());
add(box);
//Adding placeholders to the board for creating blocks
for (int i = 0; i < 5; i++) {
for (int j = 0; j < 4; j++) {
panelHolder[i][j] = new JPanel();
panelHolder[i][j].setBackground(Color.DARK_GRAY);
Board.add(panelHolder[i][j]);
layeredpane.setLayer(panelHolder[i][j], JLayeredPane.DEFAULT_LAYER);
panelHolder[i][j].setVisible(false);
} // end 'j' for
} // end 'i' for
ArrayList<Block> initBlocks = initBoard.getBlocks();
//int count = 0; //DEBUG
for (Block block : initBlocks) {
this.drawBlock(block);
//count++;
//if(count > 4) { break; }
} // end 'for'
Board.setBackground(Color.DARK_GRAY);
Board.setVisible(true);
setVisible(true);
} // end 'run'
private void drawBlock(Block block) {
Dimension blockSize = new Dimension(block.getWidth()*100, block.getHeight()*100);
System.out.println(blockSize.width);
System.out.println(blockSize.height);
JPanel screenBlock = new JPanel();
screenBlock.setPreferredSize(blockSize);
screenBlock.setMinimumSize(blockSize);
screenBlock.setMaximumSize(blockSize);
screenBlock.setSize(blockSize);
screenBlock.setBackground(Color.BLUE);
screenBlock.setBorder(BorderFactory.createLineBorder(Color.BLACK));
layeredpane.setLayer(screenBlock, JLayeredPane.MODAL_LAYER);
int leftRow = block.getRow();
int leftCol = block.getColumn();
panelHolder[leftRow][leftCol].setSize(blockSize);
panelHolder[leftRow][leftCol].setVisible(true);
panelHolder[leftRow][leftCol].add(screenBlock);
layeredpane.setLayer(panelHolder[leftRow][leftCol], JLayeredPane.MODAL_LAYER);
screenBlock.setVisible(true);
}// end 'drawBlock'
public static void main(String[] args) {
String file = "C:\\Users\\Tim\\Desktop\\init.from.handout.txt";
String goal = "C:\\Users\\Tim\\Desktop\\goal.2.from.handout.txt";
/*
A SolverPuzzle object is the object which actually solves the algorithm -
when the class is constructed, it takes the file path of the inital
configuration as an input, as well as the file path of the goal
configuration. It has the following fields:
A 'board' object which specifies the inital configuration of the board.
It contains an ArrayList of Block objects(Remember block objects store
the height and width of the block, as well as the address of the
top left corner of block) which specify the starting
blocks, an ArrayList of EmptySpace objects which specify the empty
spaces on the board, an ArrayList of Move objects, which contain
the legal moves of the configuration, and the height and width of
the tray (in this application, the tray will always be 5 x 4).
An ArrayList of Block objects which specify the ending configuration.
A LinkedList of Move objects which specify the shortest possible
list of Moves which brings the configuration to a position which
satisfies the goal position. A Move object has three fields -
The block object being moved, and the row and column of the
top left corner of the block in the new position.
*/
SolverPuzzle test;
try { test = new SolverPuzzle(file, goal); }
catch (IOException ex) {
System.out.println("IOException");
return;
}
Board testBoard = test.getStartBoard();
ArrayList<Block> testGoalBlocks = test.getGoalBlocks();
LinkedList<Move> testMoveSolution = test.getMoveList();
// testing the gui
SolverPuzzleGUI testGUI = new SolverPuzzleGUI(testBoard, testGoalBlocks,
testMoveSolution);
testGUI.runSimulation();
}
} // end class 'SolverPuzzleGUI'
Here's the current output vs desired output.
http://imgur.com/a/ykXXP
So specifically, I have two questions:
1 - Why is the image only showing the top left corners of the blocks instead of the whole block?
2 - Is it better to continue using the GridLayout or switch to GridBagLayout?
Thanks
GridBagLayout would definitely be suitable for want you want to do. For example, you can expand components to envelop more than one column or row - just like what you want to do. Check out the java tutorials for how to use them.
A key point to remember when using GridBagLayoutis that you need to reset the Constraints after each component, assuming that they're unique to that particular component.
Also - I can't discern what you mean by only showing the top-left - it looks likes its showing the whole thing to me...

How can I have my top level Jpanel set its location relative to a jlabel that is in another jpanel's grid?

The scenario: I have a UI that contains a JPanel (call it topGrid) with a grid layout in a JFrame at the top level. Within topGrid, I have placed another JPanel (midGrid) with grid layout. Inside midGrid, is another JPanel (bottomGrid) that has a JLabel that I populate with images depending on an array and what their instance is within that array.
The goal: I would like the topGrid to center its view on a specific object found in bottomGrid. (Picture a game that as the player icon moves, the game's grid moves to center on that icon and also when the game is started it is already centered for the user.)
I've considered getting the Point from bottomGrid and trying to pass it over to topGrid but doesn't seem to pull the correct information. The only way i know to find where the player is, is to iterate through all the components and check instances. this would have to be done once for the topGrid and again for midGrid to find the player at bottomGrid. then pass the Point data. Then use setLocation() on the appropriate JPanel minus the distance from the center.
Has anyone else tried this and have a more effective or elegant way to go about it? What other options could I explore?
Thanks for any feedback.
Creating the grid within topGrid's JPanel:
public void createTopGrid()
{
int rows = galaxy.getNumRows();
int columns = galaxy.getNumColumns();
pnlGrid.removeAll();
pnlGrid.setLayout(new GridLayout(rows, columns));
for (int row = 0; row < rows; row++)
{
for (int col = 0; col < columns; col++)
{
Position pos = new Position(galaxy, row, col);
Sector sector = galaxy.getSector(pos);
GalaxySector sectorUI = new GalaxySector(sector);
pnlGrid.add(sectorUI);
}
}
}
Creating the grid within midGrid's JPanel:
public void createOccupantIcons()
{
pnlGridOccupants.removeAll();
Occupant[] occs = sector.getOccupantsAsArray();
for ( Occupant occ : occs )
{
GalaxyOccupant occupant = new GalaxyOccupant(occ, sector);
pnlGridOccupants.add(occupant);
}
}
The Image icons for each occupant in the midGrid are pulled from an IconRep String in the model in the bottomGrid class' JPanel and added into a JLabel as needed in FlowLayout.
For visual reference:
Where green square is topGrid JPanel, red squares are midGrid JPanel, and the black square is the bottomGrid JPanel with the white circle for the player image inside a JLabel. The blue circle represents a viewport the user will see the game through and is where I want the player icon to be centered to. Currently the user can move the grid's using very inelegant buttons in the area around the viewport. That might be sufficient but at the start of the game the player has to move the grid around until they can locate their icon.
You might also look at JScrollNavigator, examined here. It would allow you to navigate on a thumbnail image of your entire world, seen at full size in an adjacent scroll pane.
Off the top of my head, I would store all the references you want to in some kind of model.
You could use this model to update the views based on selection requirements.
This allows the you to centralise the logic for finding and updating the elements without knowing or caring out the other UI elements

Change the position of a button inside a frame on event

Basically, I'm trying to move a JButton (or even a JLabel) inside a frame using the arrow keys.
I've successfully figured out the part to detect the arrow key presses. Now all i want to do is to change the position of the button (or label) depending on the key pressed.
E.G. when I press the "UP" key, the button/label should move up by say 5 pixels. I couldn't find the property to change the position of the button.
Do I need to put button/label inside the panel or something like that?
Please help, its not a homework, just curious :)
How I would do it is to use the Graphics instead of a Panel. So the bit of code that draws it could be:
public class panel extends JPanel{
public int X = 50; //Starting x
public int Y = 50; //Starting y
public panel(){
}
public void paintComponent(Graphics g){
super.paintComponent(g);
this.setBackground(Color.WHITE);
g.drawString("Hello this will be moved", X, Y);//<--- This draws the text
}
}
This bit of code will draw the text and repeatedly draw it. All you have to do is in the Key Listener or what ever was used, do;
X++;
or:
Y++;
That will add 1 everytime. So when you press the key it is moved one x pixel or y pixel or back or forth, depending on the ++ or --. Then add this to the JFrame and it will draw it on screen.
use of a raw image is much better in the application i'm doing but here is something that i accidently found while doing it ;)
This infact can be done by absolute positioning of label(dont know about button) ie. without use of any Layout Manager.
all we have to do is the follwing:
setLayout(null);
Jlabel testLabel = new JLabel("Test Moving label");
now with that done. we have to set
testLabel.setBounds(XCoord+ insets().left, yCoord+ insets().top, 150, 25);
here xCoord and yCoord are the coordinates of the top left pixel of the label. the above line can be added to the actionListener. in my case its the action for pressing UP, RIGHT and LEFT arrow keys.
we can increment and decrement the xCoord and yCoord accordingly.

Java Swing mouseDragged callback speed

I have a question regarding the callback speed of the mouseDragged message of the MouseMotionListener in Java Swing. This post is sort of related but it's not entirely the same so I started a question of my own.
I'm making a small in-house application with no eye on commercial distribution that is basically a digitalized TCG (Trading Card Game) emulator. For any of you familiar with MtG (Magic the Gathering), you might've heard from such a similar program. I'm trying to create something that looks sort of like this, but less fancy.
My GUI consists of a JFrame with menu and then some panels containing various buttons and labels, but I'll only go over the relevent parts to explain my problem.
In essence, I'm using a vertical split JSplitPane with a JPanel on the left, with in that a JScrollPane with a JList in it, which represents at any time the cards in your hand that you can play. On the right side of the split, I have a JLayeredPane with a background image in the DEFAULT_LAYER (subclass of JPanel that overrides the draw function to add an image) and, on various layers above the PALETTE_LAYER, I display the cards that are in play (gathered in an ArrayList) by means of custom CardPanels (another subclass of JPanel that illustrates a card). The entire JLayeredPane is thus a representation of the table in front of you with all the cards you've already played.
I first started by adding a MouseListener and a MouseMotionListener to the JLayeredPane to pick up events, allowing me to register a mouse press, check if this was above a card, then use the mouse dragged event to move the card around and finally mouse release to place it back . This all works perfectly fine and if I add logging information I can see the mouseDragged callback function is called often, allowing for a visually fast dragging motion without lag.
Today I decided to add functionality to allow the user to drag a card from his hand to the "table" (instead of double clicking on the card in the JList), so I added the appropriate listeners to the JList along with filling in some functions like MousePressed and MouseReleased. On a mouse press, I check what card from the list was clicked, I lock the list, create a custom CardPanel (but don't add it anywhere yet, I just allocate and initiate it!) and set a flag. In mouse dragged, I check if this flag is set. If it is, I check where the cursor is. If it is anywhere above the JLayeredPane, I add the CardPanel to the DRAG_LAYER and set another flag. If this second flag is set in successive calls to mouse dragged, I don't add the panel again but I just change the location. This functionality is practically the same as the one in my previous mouse dragged callback. On mouse release, I unlock the list and add the CardPanel on the correct layer in the JLayeredPane.
Everything is working as intended so I'm pretty sure my code is okay, but there is just one slight issue:
When dragging a card from the list to the layered pane (instead of from the layered pane to the layered pane), I notice the mouseDragged callback is called at a pretty low frequency by the JList (approx 10 times per second), introducing some visually disturbing lag (compared to approx 30 times per second in the first case of dragging).
I'm going to add some code snippets as to clarify my problem but I'm afraid adding all the code to allow you to run it yourself would be serious overkill.
The main question in this post is: does anybody know why the mouseDragged is called faster by one MouseMotionListener than by another MouseMotionListener? The listener to the JLayeredPane component makes fast successive calls, the listener to the JList calls significantly slower.
Note: I'm developing in Netbeans and I'm using the built-in graphical Swing Interface Builder. I'm using a JFrame form as my main class.
public class MyFrame extends JFrame{
...
protected JLayeredPane layeredPane;
protected JList cardsInHandList;
...
...
protected ArrayList<String> cardsInHand;
...
private void attachListeners(){
layeredPane.addMouseListener(new MouseAdapter(){
public void MousePressed(MouseEvent e){
// set a flag, start a drag
}
public void MouseReleased(MouseEvent e){
// unset a flag, stop a drag
}
});
layeredPane.addMouseMotionListener(new MouseMotionAdapter(){
public void MouseDragged(MouseEvent e){
// drag the card around
// gets called a lot!
// actual code:
if (e.getButton() == MouseEvent.BUTTON1) {
if (!dragging) return; // the flag
int x = e.getX() - 10;
int y = e.getY() - 10;
// snap to grid
x /= GRIDX;
x *= GRIDX;
y /= GRIDY;
y *= GRIDY;
// redraw the card at its new location
draggedCard.setLocation(x, y);
}
}
});
cardsInHandList.addMouseListener(new MouseAdapter(){
public void MousePressed(MouseEvent e){
// set a flag, start a drag
}
public void MouseReleased(MouseEvent e){
// unset a flag, stop a drag
}
});
cardsInHandList.addMouseMotionListener(new MouseMotionAdapter(){
public void MouseDragged(MouseEvent evt){
// check cursor location, drag if within bounds of layeredPane
// gets called a whole lot less!! _Why?_
// actual code:
if (!draggingFromHand) return; // the flag
// check location of cursor with own method (contains() didn't work for me)
if (isCursorAtPointAboveLayeredPane(evt.getLocationOnScreen())) {
// calculate where and snap to grid
int x = (int) (evt.getLocationOnScreen().getX() - layeredPane.getLocationOnScreen().getX())-10;
int y = (int) (evt.getLocationOnScreen().getY() - layeredPane.getLocationOnScreen().getY())-10;
// snap to grid
x /= GRIDX;
x *= GRIDX;
y /= GRIDY;
y *= GRIDY;
if(!draggingFromHandCardPanelAdded){
layeredPane.add(draggingFromHandCardPanel, JLayeredPane.DRAG_LAYER);
draggingFromHandCardPanelAdded = true;
} else {
draggingFromHandCardPanel.setLocation(x,y);
}
}
}
});
}
I'll try to build a short runnable example reproducing the problem and then attach the code somewhere but right now I got to skoot.
Thanks in advance
PS: I am aware that there is another way to drag in Java, involving TransferHandlers and all that but it just seems like too much hassle and it isn't an actual answer to my question of how come the one callback seems to be called more than the other, so please don't tell me to use that instead.
Once you drag outside the list, Java start generating synthetic mouse events for the list, which might be the cause. See the javadoc for JComponent#setAutoscrolls(boolean).
You might get better results using a global event listener, see
http://tips4java.wordpress.com/2009/08/30/global-event-listeners/

Write a 2D Array on a JFrame java

So i was wondering I'm new to java but I know my way around it but I wanted to make a 2d tile game.
Now I heard that you can do this with a 2d Array to make the map.
But how do you make the map appear on the screen, JFrame, as pictures?
So an example of the array/map here:
1111111111
1011011001
1001100011
0000100011
0000000000
2222222222
0 = blueSky.png
1 = cloud.png
2 = grass.png
Thanks!
EDIT 2
So i have now this:
import javax.swing.*;
import java.awt.*;
public class Game extends JFrame {
private static final long serialVersionUID = 1L;
public static void main(String[] args) {
ImageIcon sky = new ImageIcon ("/Users/pro/Desktop/sky.png");
JPanel grid = new JPanel();
grid.setLayout(new GridLayout(25, 25));
for (int i = 0; i < 25; i++) {
for (int n = 0; n < 25; n++) {
grid.add(new JLabel(sky));
}
}
JFrame frame = new JFrame("Map");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//frame.setPreferredSize(new Dimension(640, 400));
frame.add(grid);
frame.pack();
frame.setVisible(true);
}
}
this prints some tiles with the sky picture but how do i make the bottom row an other picture?
I'd consider the 2D array as the non-GUI model, that the data itself would likely be held in some data file, perhaps a text file, that there would be methods for reading the data in to be held by a 2D array of perhaps ints, perhaps custom Cell classes (again, still all non-GUI). Then the GUI would have to interpret the model and display the data in some logical way. This could perhaps be done by creating a 2D grid of JLabels held by a JPAnel that uses GridLayout, and then use ImageIcons to hold the images, and set the icon of each JLabel based on the state of the model.
Edit 1
So possible classes used include:
TileType: an enum that associates the tile concept with the numbers held by the data file
TileCell: non-GUI class, holds a TileType field, also may hold a List of items that can be found on the cell (if the game needs this). May have information about its neighbors.
TileCellGrid: non-GUI class holding a 2D grid of TileCells.
GridDataIO: utility class to read in and write out grid data to a file.
GameGrid: GUI class that would hold a GridLayout using JPanel that holds JLabels whose ImageIcons display the images you list in your OP.
Edit 2
regarding your question:
Alright how can i set the right picture for everyLabel ?
I would use an observer/observable pattern and add a listener to the model. Whenever the model changes it should thus notify the GUI or view. Then the view would request the data array, would iterate through it and would change the image icons that need changing as it loops through the array.
I suggest you use JLabels with icons and lay them out using GridLayout.
Related question / answer with sample code and screen shot:
Tiled images in swing

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