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MazePlay.java
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MazePlay.java
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<<<<<<< HEAD
/*
* class MazePlay
*
* GUI program for Maze
* COSC 102, Colgate University
* (c) 2012 Prof. Vijay Ramachandran, all rights reserved.
*
* DO NOT MODIFY THE CODE IN THIS FILE
*
* Launch the program using command line arguments as specified in class doc.
*/
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.io.*;
/**
* Program to display and solve mazes. Takes input from files in the maze file format or generates (and optionally saves) random mazes.
* <p>
* MazePlay takes as its first command-line argument either a switch that indicates that it should generate a random maze or a switch that indicates that it should open a saved maze file. See the <code>main()</code> method for more information.
* Regardless of the switch used, MazePlay opens a window and draws the maze.
* <p>
* MazePlay contains code to manage a computer maze solver. To start the solver, click anywhere in the maze window.
* The window will display the number of forward and backward steps, and the position of the
* solver will be shown in the maze.
* The solver can be suspended and resumed by clicking in the window.
* <p>
* <b>You will have to implement the logic for the solver</b>, but the logic for controlling the solver
* thread (via mouse clicking) has already been implemented.
* The solver code and the data structure for storing the maze is contained in the class <code>Maze</code>, so the source code for <code>MazePlay</code>
* should not be modified.
* <p>
* You can close any window at any time. The program should end when all its windows close
* (although there is no explicit action to indicate this).
* Closing a window will kill that window's solver thread.
*/
public class MazePlay extends JComponent implements Runnable, WindowListener, MouseListener
{
private Maze maze;
// Constants for cell-color states
/**
* Specifies an empty, unvisited cell state.
*/
public static final int E = 0;
/**
* Cell state for forward traversal through the maze.
*/
public static final int F = 1;
/**
* Cell state for backwards traversal through the maze.
*/
public static final int B = 2;
private static final Color colE = Color.white;
private static final Color colF = Color.green;
private static final Color colB = Color.red;
// Data members for drawing state
private int w = 0, h = 0; // width and height
private boolean[] right; // right walls
private boolean[] bot; // bottom walls
private Color[] color; // cell-drawing color (and state)
private int fw = 0, bk = 0; // count of forward / backward steps
// Drawing constants
private final int Dth = 4; // thickness of lines
private final int Dsz = 14; // size of cell
private final int Dmg = 10; // margin
// Thread control [achieved through setState()] and cleanup
private volatile boolean suspended = true;
private volatile boolean alive = true;
// Utility methods to convert from [0, w*h] to (x,y) and back
private int onedim(int row, int col) throws IndexOutOfBoundsException
{
if ( col < 0 || col >= w
|| row < 0 || row >= h )
throw new IndexOutOfBoundsException(String.format("Cell [%d,%d] does not exist", row, col));
else
return row * w + col;
}
private int twodimcol(int c) throws IndexOutOfBoundsException
{
if ( c < 0 || c >= w * h )
throw new IndexOutOfBoundsException();
else
return c % w;
}
private int twodimrow(int c) throws IndexOutOfBoundsException
{
if ( c < 0 || c >= w * h )
throw new IndexOutOfBoundsException();
else
return c / w;
}
// Adjust outer borders
private void fixCellBorders()
{
for (int i = 1; i < h; i++)
right[(i * w) - 1] = true;
if (w * h > 0)
right[(w * h) - 1] = false;
for (int i = w * (h-1); i < w * h; i++)
bot[i] = true;
}
// Drawing state functions
private boolean getRight(int c) throws IndexOutOfBoundsException
{
return right[c];
}
private boolean getRight(int row, int col) throws IndexOutOfBoundsException
{
return getRight(onedim(row, col));
}
private boolean getBot(int c) throws IndexOutOfBoundsException
{
return bot[c];
}
private boolean getBot(int row, int col) throws IndexOutOfBoundsException
{
return getBot(onedim(row, col));
}
private int getState(int c) throws IndexOutOfBoundsException
{
if (color[c] == colF)
return F;
else if (color[c] == colB)
return B;
else
return E;
}
/**
* Indicates a cell's traversal state (for use with the solver).
* Traversal state gets set by <code>setState()</code>, to be used by the solver.
*
* @param row row number (vertical coordinate) of the cell whose state is being queried
* @param col column number (horizontal coordinate) of the cell whose state is being queried
* @return <code>MazePlay.E</code> if the cell has not been visited; <code>MazePlay.F</code> if the
* cell has been visited in the forward direction; <code>MazePlay.B</code> if the cell
* has been visited during backtracking
* @throws IndexOutOfBoundsException if <code>col < 0</code>, <code>row < 0</code>,
* <code>col > = width</code>, or <code>row >= height</code>
*/
public int getState(int row, int col) throws IndexOutOfBoundsException
{
return getState(onedim(row, col));
}
private boolean visited(int c) throws IndexOutOfBoundsException
{
return (getState(c) == E ? false : true);
}
/**
* Indicates a cell's traversal state (for use with the solver).
* Traversal state gets set by <code>setState()</code>, to be used by the solver.
* Shorthand for <code>(getState(row, col) != MazePlay.E)</code>.
*
* @param row row number (vertical coordinate) of the cell whose state is being queried
* @param col column number (horizontal coordinate) of the cell whose state is being queried
* @return <code>true</code> if the cell has been visited (<code>MazePlay.F</code> or <code>MazePlay.B</code>);
* <code>false</code> if the cell has not been visited (<code>MazePlay.E</code>
* @throws IndexOutOfBoundsException if <code>col < 0</code>, <code>row < 0</code>,
* <code>col > = width</code>, or <code>row >= height</code>
*/
public boolean visited(int row, int col) throws IndexOutOfBoundsException
{
return visited(onedim(row, col));
}
private void setRight(int c, boolean b) throws IndexOutOfBoundsException
{
right[c] = b;
fixCellBorders();
}
private void setRight(int row, int col, boolean b) throws IndexOutOfBoundsException
{
setRight(onedim(row, col), b);
}
private void setBot(int c, boolean b) throws IndexOutOfBoundsException
{
bot[c] = b;
fixCellBorders();
}
private void setBot(int row, int col, boolean b) throws IndexOutOfBoundsException
{
setBot(onedim(row, col), b);
}
private boolean setState(int c, int v) throws IndexOutOfBoundsException, ThreadDeath
{
controlThread();
boolean changed = false;
switch (v) {
case F:
if (color[c] != colF) {
color[c] = colF;
fw++;
changed = true;
}
break;
case B:
if (color[c] != colB) {
color[c] = colB;
bk++;
changed = true;
}
break;
case E:
if (color[c] != colE) {
color[c] = colE;
changed = true;
}
break;
default:
break;
}
fillCell(twodimrow(c), twodimcol(c));
drawBanner();
return changed;
}
/**
* Sets the solver-traversal state of a maze cell.
* Also maintains thread control for the solver.
*
* @param row row number (vertical coordinate) of the cell whose state is being changed
* @param col column number (horizontal coordinate) of the cell whose state is being changed
* @param v <code>MazePlay.F</code> to indicate forward traversal; <code>MazePlay.B</code> to indicate backwards traversal; <code>MazePlay.E</code> (or other value) to indicate unvisited (empty)
* @return <code>true</code> if the cell state is changed by this call;
* <code>false</code> if the cell state is not changed (either <code>v</code> is an unrecognized state or the state of the cell is already <code>v</code>)
* @throws IndexOutOfBoundsException if <code>col < 0</code>, <code>row < 0</code>,
* <code>col > = width</code>, or <code>row >= height</code>
* @throws ThreadDeath if the solver thread has been killed
*/
public boolean setState(int row, int col, int v) throws IndexOutOfBoundsException, ThreadDeath
{
return setState(onedim(row, col), v);
}
// Thread control
/*
* Toggles the state of the solver thread.
*/
private void TOGGLE()
{
suspended = !suspended;
}
/*
* Kills the solver thread.
*/
private void KILL()
{
alive = false;
}
private void controlThread() throws ThreadDeath
{
while (suspended && alive) {
drawBanner();
try {
Thread.sleep(100);
} catch (InterruptedException e) { }
}
if (alive) {
try {
Thread.sleep(100);
} catch (InterruptedException e) { }
} else
throw new ThreadDeath();
}
// Constructor
private MazePlay(Maze m)
{
super();
this.maze = m;
this.w = maze.width();
this.h = maze.height();
// Initialize drawing state
right = new boolean[w * h];
bot = new boolean[w * h];
color = new Color[w * h];
// Code to fill drawing state based on maze
for (int i = 0; i < w * h; i++) {
right[i] = maze.getRight(twodimrow(i), twodimcol(i));
bot[i] = maze.getBot(twodimrow(i), twodimcol(i));
color[i] = colE;
}
// Make component ready to display
fixCellBorders();
fw = 0;
bk = 0;
setBackground(Color.white);
setOpaque(true);
}
/**
* Thread to create a window to display the maze.
* Assumes a <tt>MazePlay</tt> object has been initialized to contain the maze to display.
*/
public void run()
{
if (maze == null)
return;
JFrame f = new JFrame("MazePlay: " + maze.title());
f.setSize(Math.max(20 + 20 * maze.width(), 300), Math.max(60 + 20 * maze.height(), 300));
f.setBackground(Color.white);
f.setDefaultCloseOperation(WindowConstants.DO_NOTHING_ON_CLOSE);
f.setContentPane(this);
f.addWindowListener(this);
f.addMouseListener(this);
f.setVisible(true);
f.toFront();
// Invoke the solver thread
suspended = true;
alive = true;
new Thread(){
private MazePlay player = null;
private Maze maze = null;
Thread init(MazePlay player, Maze maze) {
this.player = player;
this.maze = maze;
return this;
}
public void run() {
maze.solve(player);
}
}.init(this, maze).start();
}
/**
* Window handler.
* Kills the solver thread and disposes the window being closed.
*/
public void windowClosing(WindowEvent e)
{
KILL();
e.getWindow().dispose();
}
/**
* Does nothing; declared to implement the <tt>WindowListener</tt> interface.
*/
public void windowActivated(WindowEvent e)
{ return; }
/**
* Does nothing; declared to implement the <tt>WindowListener</tt> interface.
*/
public void windowClosed(WindowEvent e)
{ return; }
/**
* Does nothing; declared to implement the <tt>WindowListener</tt> interface.
*/
public void windowDeactivated(WindowEvent e)
{ return; }
/**
* Does nothing; declared to implement the <tt>WindowListener</tt> interface.
*/
public void windowDeiconified(WindowEvent e)
{ return; }
/**
* Does nothing; declared to implement the <tt>WindowListener</tt> interface.
*/
public void windowIconified(WindowEvent e)
{ return; }
/**
* Does nothing; declared to implement the <tt>WindowListener</tt> interface.
*/
public void windowOpened(WindowEvent e)
{ return; }
/**
* Mouse handler.
* Toggles the state of the solver thread (suspends or resumes).
*/
public void mouseClicked(MouseEvent e)
{
TOGGLE();
}
/**
* Does nothing; declared to implement the <tt>MouseListener</tt> interface.
*/
public void mouseEntered(MouseEvent e)
{ return; }
/**
* Does nothing; declared to implement the <tt>MouseListener</tt> interface.
*/
public void mouseExited(MouseEvent e)
{ return; }
/**
* Does nothing; declared to implement the <tt>MouseListener</tt> interface.
*/
public void mousePressed(MouseEvent e)
{ return; }
/**
* Does nothing; declared to implement the <tt>MouseListener</tt> interface.
*/
public void mouseReleased(MouseEvent e)
{ return; }
// Painting functions
private void drawBanner()
{
Graphics g = getGraphics();
if (g != null)
drawBanner(g);
}
private void drawBanner(Graphics g)
{
Color c = g.getColor();
g.setColor(Color.white);
g.fillRect(0, 0, getWidth(), 30);
g.setColor(Color.black);
g.drawString("fw(" + fw + ") bk(" + bk + ") tot(" + (fw + bk) + ")", Dmg+120, 25);
if (suspended) {
g.setColor(Color.red);
g.drawString("Solver suspended", Dmg, 25);
} else {
if (getState(h-1, w-1) == F) {
g.setColor(Color.blue);
g.drawString("Solver complete", Dmg, 25);
} else {
g.setColor(new Color(0, 128, 0));
g.drawString("Solver running", Dmg, 25);
}
}
g.setColor(c);
}
private void fillCell(int row, int col)
{
Graphics g = getGraphics();
if (g != null)
{
g.translate(Dth + Dmg, Dth + Dmg + 40);
fillCell(g, row, col);
}
}
private void fillCell(Graphics g, int row, int col)
{
Color c = g.getColor();
switch (getState(row, col))
{
case F:
g.setColor(colF);
break;
case B:
g.setColor(colB);
break;
default:
g.setColor(colE);
break;
}
g.fillRect( col * Dsz, row * Dsz, Dsz - Dth, Dsz - Dth);
g.setColor(c);
}
/**
* Draws the maze in the player window.
*
* @param g display context for GUI
*/
public void paint(Graphics g) {
super.paint(g);
// draw text
drawBanner(g);
// for cell drawing, ignore margins and header
g.translate(Dth + Dmg, Dth + Dmg + 40);
// draw top line
g.setColor(Color.black);
g.fillRect(-Dth, -Dth, w * Dsz + Dth, Dth);
// draw left line
g.fillRect(-Dth, Dsz - Dth, Dth, (h - 1) * Dsz + Dth);
for (int row = 0; row < h; row++)
{
for (int col = 0; col < w; col++)
{
if (getRight(row, col))
g.fillRect(col * Dsz + Dsz - Dth, row * Dsz - Dth, Dth, Dsz + Dth);
if (getBot(row, col))
g.fillRect(col * Dsz - Dth, row * Dsz + Dsz - Dth, Dsz + Dth, Dth);
fillCell(g, row, col);
}
}
}
/**
* Starts the MazePlay program.
* <p>
* <b><i>Usage:</i></b><ul>
* <li><tt>java MazePlay -r <i>rows</i> <i>cols</i> [<i>filename</i>]</tt>
* <blockquote>
* Generates a random maze with dimensions <i>rows</i> x <i>cols</i>
* (the width is <i>cols</i> and the height is <i>rows</i>).
* If <i>filename</i> is provided, the maze will be saved as the given filename in addition to being opened in a window.
* </blockquote></li>
* <li><tt>java MazePlay -f <i>filename</i></tt>
* <blockquote>
* Reads the maze data from the given filename and displays the maze in a window.
* </blockquote></li>
* </ul>
*
* @param args Command-line arguments following usage instructions described above.
*/
public static void main(String[] args)
{
if (args.length < 2) {
System.err.println("MazePlay: error, incorrect arguments given");
return;
}
Maze m = null;
if (args[0].equals("-r")) {
// randomly generate maze
if (args.length < 3) {
System.err.println("MazePlay: error, random maze generation requires at least two integer arguments");
return;
}
int h, w;
try {
h = Integer.parseInt(args[1]);
w = Integer.parseInt(args[2]);
} catch (NumberFormatException e) {
System.err.println("MazePlay: error, random maze generation requires at least two integer arguments");
return;
}
m = new Maze(h, w);
if (args.length >= 4) {
try {
m.save(args[3]);
} catch (IOException e) {
System.err.print("MazePlay: error writing maze to file ");
System.err.println(args[3]);
System.err.println(e.getMessage());
}
}
}
else if (args[0].equals("-f")) {
// open filename
try {
m = new Maze(args[1]);
} catch (IOException e) {
System.err.print("MazePlay: error opening or reading file ");
System.err.println(args[1]);
System.err.println(e.getMessage());
return;
}
}
else {
System.err.print("MazePlay: did not recognize command ");
System.err.println(args[0]);
return;
}
if (m != null)
SwingUtilities.invokeLater(new MazePlay(m));
}
=======
/*
* class MazePlay
*
* GUI program for Maze
* COSC 102, Colgate University
* (c) 2012 Prof. Vijay Ramachandran, all rights reserved.
*
* DO NOT MODIFY THE CODE IN THIS FILE
*
* Launch the program using command line arguments as specified in class doc.
*/
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.io.*;
/**
* Program to display and solve mazes. Takes input from files in the maze file format or generates (and optionally saves) random mazes.
* <p>
* MazePlay takes as its first command-line argument either a switch that indicates that it should generate a random maze or a switch that indicates that it should open a saved maze file. See the <code>main()</code> method for more information.
* Regardless of the switch used, MazePlay opens a window and draws the maze.
* <p>
* MazePlay contains code to manage a computer maze solver. To start the solver, click anywhere in the maze window.
* The window will display the number of forward and backward steps, and the position of the
* solver will be shown in the maze.
* The solver can be suspended and resumed by clicking in the window.
* <p>
* <b>You will have to implement the logic for the solver</b>, but the logic for controlling the solver
* thread (via mouse clicking) has already been implemented.
* The solver code and the data structure for storing the maze is contained in the class <code>Maze</code>, so the source code for <code>MazePlay</code>
* should not be modified.
* <p>
* You can close any window at any time. The program should end when all its windows close
* (although there is no explicit action to indicate this).
* Closing a window will kill that window's solver thread.
*/
public class MazePlay extends JComponent implements Runnable, WindowListener, MouseListener
{
private Maze maze;
// Constants for cell-color states
/**
* Specifies an empty, unvisited cell state.
*/
public static final int E = 0;
/**
* Cell state for forward traversal through the maze.
*/
public static final int F = 1;
/**
* Cell state for backwards traversal through the maze.
*/
public static final int B = 2;
private static final Color colE = Color.white;
private static final Color colF = Color.green;
private static final Color colB = Color.red;
// Data members for drawing state
private int w = 0, h = 0; // width and height
private boolean[] right; // right walls
private boolean[] bot; // bottom walls
private Color[] color; // cell-drawing color (and state)
private int fw = 0, bk = 0; // count of forward / backward steps
// Drawing constants
private final int Dth = 4; // thickness of lines
private final int Dsz = 14; // size of cell
private final int Dmg = 10; // margin
// Thread control [achieved through setState()] and cleanup
private volatile boolean suspended = true;
private volatile boolean alive = true;
// Utility methods to convert from [0, w*h] to (x,y) and back
private int onedim(int row, int col) throws IndexOutOfBoundsException
{
if ( col < 0 || col >= w
|| row < 0 || row >= h )
throw new IndexOutOfBoundsException(String.format("Cell [%d,%d] does not exist", row, col));
else
return row * w + col;
}
private int twodimcol(int c) throws IndexOutOfBoundsException
{
if ( c < 0 || c >= w * h )
throw new IndexOutOfBoundsException();
else
return c % w;
}
private int twodimrow(int c) throws IndexOutOfBoundsException
{
if ( c < 0 || c >= w * h )
throw new IndexOutOfBoundsException();
else
return c / w;
}
// Adjust outer borders
private void fixCellBorders()
{
for (int i = 1; i < h; i++)
right[(i * w) - 1] = true;
if (w * h > 0)
right[(w * h) - 1] = false;
for (int i = w * (h-1); i < w * h; i++)
bot[i] = true;
}
// Drawing state functions
private boolean getRight(int c) throws IndexOutOfBoundsException
{
return right[c];
}
private boolean getRight(int row, int col) throws IndexOutOfBoundsException
{
return getRight(onedim(row, col));
}
private boolean getBot(int c) throws IndexOutOfBoundsException
{
return bot[c];
}
private boolean getBot(int row, int col) throws IndexOutOfBoundsException
{
return getBot(onedim(row, col));
}
private int getState(int c) throws IndexOutOfBoundsException
{
if (color[c] == colF)
return F;
else if (color[c] == colB)
return B;
else
return E;
}
/**
* Indicates a cell's traversal state (for use with the solver).
* Traversal state gets set by <code>setState()</code>, to be used by the solver.
*
* @param row row number (vertical coordinate) of the cell whose state is being queried
* @param col column number (horizontal coordinate) of the cell whose state is being queried
* @return <code>MazePlay.E</code> if the cell has not been visited; <code>MazePlay.F</code> if the
* cell has been visited in the forward direction; <code>MazePlay.B</code> if the cell
* has been visited during backtracking
* @throws IndexOutOfBoundsException if <code>col < 0</code>, <code>row < 0</code>,
* <code>col > = width</code>, or <code>row >= height</code>
*/
public int getState(int row, int col) throws IndexOutOfBoundsException
{
return getState(onedim(row, col));
}
private boolean visited(int c) throws IndexOutOfBoundsException
{
return (getState(c) == E ? false : true);
}
/**
* Indicates a cell's traversal state (for use with the solver).
* Traversal state gets set by <code>setState()</code>, to be used by the solver.
* Shorthand for <code>(getState(row, col) != MazePlay.E)</code>.
*
* @param row row number (vertical coordinate) of the cell whose state is being queried
* @param col column number (horizontal coordinate) of the cell whose state is being queried
* @return <code>true</code> if the cell has been visited (<code>MazePlay.F</code> or <code>MazePlay.B</code>);
* <code>false</code> if the cell has not been visited (<code>MazePlay.E</code>
* @throws IndexOutOfBoundsException if <code>col < 0</code>, <code>row < 0</code>,
* <code>col > = width</code>, or <code>row >= height</code>
*/
public boolean visited(int row, int col) throws IndexOutOfBoundsException
{
return visited(onedim(row, col));
}
private void setRight(int c, boolean b) throws IndexOutOfBoundsException
{
right[c] = b;
fixCellBorders();
}
private void setRight(int row, int col, boolean b) throws IndexOutOfBoundsException
{
setRight(onedim(row, col), b);
}
private void setBot(int c, boolean b) throws IndexOutOfBoundsException
{
bot[c] = b;
fixCellBorders();
}
private void setBot(int row, int col, boolean b) throws IndexOutOfBoundsException
{
setBot(onedim(row, col), b);
}
private boolean setState(int c, int v) throws IndexOutOfBoundsException, ThreadDeath
{
controlThread();
boolean changed = false;
switch (v) {
case F:
if (color[c] != colF) {
color[c] = colF;
fw++;
changed = true;
}
break;
case B:
if (color[c] != colB) {
color[c] = colB;
bk++;
changed = true;
}
break;
case E:
if (color[c] != colE) {
color[c] = colE;
changed = true;
}
break;
default:
break;
}
fillCell(twodimrow(c), twodimcol(c));
drawBanner();
return changed;
}
/**
* Sets the solver-traversal state of a maze cell.
* Also maintains thread control for the solver.
*
* @param row row number (vertical coordinate) of the cell whose state is being changed
* @param col column number (horizontal coordinate) of the cell whose state is being changed
* @param v <code>MazePlay.F</code> to indicate forward traversal; <code>MazePlay.B</code> to indicate backwards traversal; <code>MazePlay.E</code> (or other value) to indicate unvisited (empty)
* @return <code>true</code> if the cell state is changed by this call;
* <code>false</code> if the cell state is not changed (either <code>v</code> is an unrecognized state or the state of the cell is already <code>v</code>)
* @throws IndexOutOfBoundsException if <code>col < 0</code>, <code>row < 0</code>,
* <code>col > = width</code>, or <code>row >= height</code>
* @throws ThreadDeath if the solver thread has been killed
*/
public boolean setState(int row, int col, int v) throws IndexOutOfBoundsException, ThreadDeath
{
return setState(onedim(row, col), v);
}
// Thread control
/*
* Toggles the state of the solver thread.
*/
private void TOGGLE()
{
suspended = !suspended;
}
/*
* Kills the solver thread.
*/
private void KILL()
{
alive = false;
}
private void controlThread() throws ThreadDeath
{
while (suspended && alive) {
drawBanner();
try {
Thread.sleep(100);
} catch (InterruptedException e) { }
}
if (alive) {
try {
Thread.sleep(100);
} catch (InterruptedException e) { }
} else
throw new ThreadDeath();
}
// Constructor
private MazePlay(Maze m)
{
super();
this.maze = m;
this.w = maze.width();
this.h = maze.height();
// Initialize drawing state
right = new boolean[w * h];
bot = new boolean[w * h];
color = new Color[w * h];
// Code to fill drawing state based on maze
for (int i = 0; i < w * h; i++) {
right[i] = maze.getRight(twodimrow(i), twodimcol(i));
bot[i] = maze.getBot(twodimrow(i), twodimcol(i));
color[i] = colE;
}
// Make component ready to display
fixCellBorders();
fw = 0;
bk = 0;
setBackground(Color.white);
setOpaque(true);
}
/**
* Thread to create a window to display the maze.
* Assumes a <tt>MazePlay</tt> object has been initialized to contain the maze to display.
*/
public void run()
{
if (maze == null)
return;
JFrame f = new JFrame("MazePlay: " + maze.title());
f.setSize(Math.max(20 + 20 * maze.width(), 300), Math.max(60 + 20 * maze.height(), 300));
f.setBackground(Color.white);
f.setDefaultCloseOperation(WindowConstants.DO_NOTHING_ON_CLOSE);
f.setContentPane(this);
f.addWindowListener(this);
f.addMouseListener(this);
f.setVisible(true);
f.toFront();
// Invoke the solver thread
suspended = true;