我有一个游戏,但我在执行分数时遇到了麻烦。教授表示,它必须在没有 for 循环的情况下递归完成。但是我在考虑所使用的算法时遇到了麻烦。这就是游戏。
评分系统工作,因此它从阀门管道 (Pipe.ValvePipe) 开始,然后检查有多少管道连接到它。是否有某种算法/策略来进行这种类型的递归?先感谢您。
pipe.java public class Pipe { private boolean openAtTop; 私有布尔值 openAtRight;私人布尔 openAtBottom; 私有布尔值 openAtLeft; 私有布尔 isValve;
private static Pipe VALVE_PIPE;
public Pipe(boolean t, boolean r, boolean b, boolean l, boolean valve) {
openAtTop = t; openAtBottom = b; openAtRight = r; openAtLeft = l;
isValve = valve;
}
public boolean isValve() { return isValve; }
public static Pipe ValvePipe() { return new Pipe(false, false, true, false, true); }
public boolean isValid() { return !(!openAtTop&&!openAtBottom&&!openAtLeft&&!openAtRight); }
public static Pipe RandomPipe() {
Pipe p;
do {
p = new Pipe(Math.random() < 0.5, Math.random() < 0.5,
Math.random() < 0.5, Math.random() < 0.5, false);
} while (!p.isValid());
return p;
}
public boolean isOpenAtTop() { return openAtTop; }
public boolean isOpenAtBottom() { return openAtBottom; }
public boolean isOpenAtLeft() { return openAtLeft; }
public boolean isOpenAtRight() { return openAtRight; }
public boolean fitsBelow(Pipe p) {
return (p == null) || (!openAtTop && !p.isOpenAtBottom()) || (openAtTop && p.isOpenAtBottom());
}
public boolean fitsAbove(Pipe p) {
return (p == null) || (!openAtBottom && !p.isOpenAtTop()) || (openAtBottom && p.isOpenAtTop());
}
public boolean fitsToLeftOf(Pipe p) {
return (p == null) || (!openAtRight && !p.isOpenAtLeft()) || (openAtRight && p.isOpenAtLeft());
}
public boolean fitsToRightOf(Pipe p) {
return (p == null) || (!openAtLeft && !p.isOpenAtRight()) || (openAtLeft && p.isOpenAtRight());
}
public String toString() {
String s = "";
if (openAtTop) s+="1"; else s+="0";
if (openAtRight) s+="1"; else s+="0";
if (openAtBottom) s+="1"; else s+="0";
if (openAtLeft) s+="1"; else s+="0";
return s;
}
public int toInt() {
int s = 0;
if (openAtTop) s+=8;
if (openAtRight) s+=4;
if (openAtBottom) s+=2;
if (openAtLeft) s+=1;
return s;
}
}
PipeGameView.java
import java.awt.*;
import javax.swing.*;
// Subclass JFrame so you can display a window
public class PipeGameView extends JPanel {
private PipeGame game; // The model
private BoardPanel tiles;
private JButton[][] buttons;
private JProgressBar timeBar;
private JButton startStop;
private JRadioButton twoMinButton, tenMinButton, noLimitButton;
private JLabel statusLabel;
// This constructor builds the window
public PipeGameView(PipeGame g) {
game = g; // Store the model for access in update()
// Set up the components
tiles = new BoardPanel();
tiles.setLayout(new GridLayout(game.getRows(), game.getRows()));
buttons = new JButton[game.getRows()][game.getRows()];
// Add the buttons to the tile panel
ImageIcon ic = new ImageIcon("Pipes0000.GIF");
for (int r=0; r<game.getRows(); r++) {
for (int c=0; c<game.getRows(); c++) {
buttons[r][c] = new JButton(ic);
tiles.add(buttons[r][c]);
}
}
// Now layout the components using a gridbag layout
GridBagLayout layout = new GridBagLayout();
GridBagConstraints layoutConstraints = new GridBagConstraints();
this.setLayout(layout);
// Add the Start/Stop Button
startStop = new JButton("Start Game");
layoutConstraints.gridx = 0; layoutConstraints.gridy = 0;
layoutConstraints.gridwidth = 1; layoutConstraints.gridheight = 1;
layoutConstraints.fill = GridBagConstraints.BOTH;
layoutConstraints.insets = new Insets(2, 2, 2, 2);
layoutConstraints.anchor = GridBagConstraints.NORTHWEST;
layoutConstraints.weightx = 0.0; layoutConstraints.weighty = 0.0;
layout.setConstraints(startStop, layoutConstraints);
this.add(startStop);
// Add the JRadioButtons
twoMinButton = new JRadioButton("2 minutes");
tenMinButton = new JRadioButton("10 minutes");
noLimitButton = new JRadioButton("No Time Limit");
ButtonGroup group = new ButtonGroup();
group.add(twoMinButton); group.add(tenMinButton); group.add(noLimitButton);
layoutConstraints.gridx = 1;
layout.setConstraints(twoMinButton, layoutConstraints);
this.add(twoMinButton);
layoutConstraints.gridx = 2;
layout.setConstraints(tenMinButton, layoutConstraints);
this.add(tenMinButton);
layoutConstraints.gridx = 3;
layout.setConstraints(noLimitButton, layoutConstraints);
this.add(noLimitButton);
// Add the tiles
layoutConstraints.gridx = 0; layoutConstraints.gridy = 1;
layoutConstraints.gridwidth = 4; layoutConstraints.gridheight = 1;
layoutConstraints.fill = GridBagConstraints.BOTH;
layoutConstraints.insets = new Insets(2, 2, 2, 2);
layoutConstraints.anchor = GridBagConstraints.NORTHWEST;
layoutConstraints.weightx = 0.0; layoutConstraints.weighty = 0.0;
layout.setConstraints(tiles, layoutConstraints);
this.add(tiles);
// Add the label
statusLabel = new JLabel("Time Left: ");
statusLabel.setVisible(false);
layoutConstraints.gridx = 0; layoutConstraints.gridy = 2;
layoutConstraints.gridwidth = 1; layoutConstraints.gridheight = 1;
layoutConstraints.fill = GridBagConstraints.NONE;
layoutConstraints.insets = new Insets(2, 2, 2, 2);
layoutConstraints.anchor = GridBagConstraints.WEST;
layoutConstraints.weightx = 0.0; layoutConstraints.weighty = 0.0;
layout.setConstraints(statusLabel, layoutConstraints);
this.add(statusLabel);
timeBar = new JProgressBar(0, 100);
timeBar.setValue(100);
timeBar.setVisible(false);
layoutConstraints.gridx = 1; layoutConstraints.gridy = 2;
layoutConstraints.gridwidth = 3; layoutConstraints.gridheight = 1;
layoutConstraints.fill = GridBagConstraints.HORIZONTAL;
layoutConstraints.insets = new Insets(2, 2, 2, 2);
layoutConstraints.anchor = GridBagConstraints.EAST;
layoutConstraints.weightx = 5.0; layoutConstraints.weighty = 0.0;
layout.setConstraints(timeBar, layoutConstraints);
this.add(timeBar);
update();
}
// Get methods for the components
public JButton getButton(int r, int c) { return buttons[r][c]; }
public JButton getStartStopButton() { return startStop; }
public JProgressBar getTimeBar() { return timeBar; }
public JRadioButton getTwoMinButton() { return twoMinButton; }
public JRadioButton getTenMinButton() { return tenMinButton; }
public JRadioButton getNoLimitButton() { return noLimitButton; }
public void setGame(PipeGame g) { game = g; }
// This is called whenever the model has changed. Note that this code is not efficient. All ICONS should really
// be loaded upon game start and stored into a static array of ImageIcons. Then, these static icons should be
// used instead of re-creating icons each time.
public void update() {
// Update the look of the buttons
for (int r=0; r<game.getRows(); r++) {
for (int c=0; c<game.getRows(); c++) {
if (game.isOver())
buttons[r][c].setEnabled(false);
else
buttons[r][c].setEnabled(true);
if (game.getPipe(r,c) == null)
buttons[r][c].setSelected(false);
else {
// Determine the portion of the icon's filename that matches the pipe
String currentPipeCodes = "Start";
if (!game.getPipe(r,c).isValve())
currentPipeCodes = game.getPipe(r,c).toString();
buttons[r][c].setSelectedIcon(new ImageIcon("pipes"+ currentPipeCodes +".GIF"));
buttons[r][c].setSelected(true);
}
}
}
// Update the start/stop button
if (game.isOver())
startStop.setText("Start");
else
startStop.setText("Stop");
// Update the radio buttons
if (game.isOver()) {
twoMinButton.setEnabled(true);
tenMinButton.setEnabled(true);
noLimitButton.setEnabled(true);
}
else {
twoMinButton.setEnabled(false);
tenMinButton.setEnabled(false);
noLimitButton.setEnabled(false);
}
// Update the status label
if (game.isOver()) {
statusLabel.setText("Final Score: " + game.getPlacedPipes());
statusLabel.setVisible(true);
}
else {
if (game.getStyle() == 2) {
statusLabel.setVisible(false);
}
else {
statusLabel.setText("Time Left: ");
statusLabel.setVisible(true);
}
}
// Update the timer bar
if (game.isOver() || (game.getStyle() == 2)) {
timeBar.setVisible(false);
}
else {
timeBar.setValue((int)(game.getTimeRemaining() / (float)game.getTimeLimit() * 100));
timeBar.setVisible(true);
}
// Update the cursor
ImageIcon i;
if (game.isOver()) {
tiles.setCursor(Cursor.getDefaultCursor());
}
else {
if (game.getNextPipe().isValve())
i = new ImageIcon("pipesStart.GIF");
else
i = new ImageIcon("pipes"+ game.getNextPipe().toString() +".GIF");
tiles.setCursor(Toolkit.getDefaultToolkit().createCustomCursor(i.getImage(), new Point(0,0), "pipe"));
}
}
}