15 puzzle game: Difference between revisions
m (→{{header|REXX}}: adjusted the grid (output) to more reflect a better aspic ratio.) |
m (→{{header|Java}}: better explanation) |
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do { |
do { |
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reset(); |
reset(); |
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// don't include the blank space in the shuffle, leave it |
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// in the home position |
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int n = numTiles; |
int n = numTiles; |
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while (n > 1) { |
while (n > 1) { |
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} |
} |
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⚫ | |||
⚫ | |||
⚫ | |||
Whenever a tile is preceded by a higher value it counts |
Whenever a tile is preceded by a tile with higher value it counts |
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as an inversion. In our case, with the blank space in |
as an inversion. In our case, with the blank space in the home |
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position, the number of inversions must be even |
position, the number of inversions must be even for the puzzle |
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to be solvable. |
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See also: |
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https://www.cs.bham.ac.uk/~mdr/teaching/modules04/java2/TilesSolvability.html |
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*/ |
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⚫ | |||
int countInversions = 0; |
int countInversions = 0; |
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for (int i = 0; i < numTiles; i++) { |
for (int i = 0; i < numTiles; i++) { |
Revision as of 10:07, 27 February 2016
Implement the Fifteen Puzzle Game.
C++
<lang cpp>
- include <time.h>
- include <vector>
- include <string>
- include <iostream>
class p15 { public :
void play() { bool p = true; std::string a; while( p ) { createBrd(); while( !isDone() ) { drawBrd();getMove(); } drawBrd(); std::cout << "\n\nCongratulations!\nPlay again (Y/N)?"; std::cin >> a; if( a != "Y" && a != "y" ) break; } }
private:
void createBrd() { int i = 1; std::vector<int> v; for( ; i < 16; i++ ) { brd[i - 1] = i; } brd[15] = 0; x = y = 3; for( i = 0; i < 1000; i++ ) { getCandidates( v ); move( v[rand() % v.size()] ); v.clear(); } } void move( int d ) { int t = x + y * 4; switch( d ) { case 1: y--; break; case 2: x++; break; case 4: y++; break; case 8: x--; } brd[t] = brd[x + y * 4]; brd[x + y * 4] = 0; } void getCandidates( std::vector<int>& v ) { if( x < 3 ) v.push_back( 2 ); if( x > 0 ) v.push_back( 8 ); if( y < 3 ) v.push_back( 4 ); if( y > 0 ) v.push_back( 1 ); } void drawBrd() { int r; std::cout << "\n\n"; for( int y = 0; y < 4; y++ ) { std::cout << "+----+----+----+----+\n"; for( int x = 0; x < 4; x++ ) { r = brd[x + y * 4]; std::cout << "| "; if( r < 10 ) std::cout << " "; if( !r ) std::cout << " "; else std::cout << r << " "; } std::cout << "|\n"; } std::cout << "+----+----+----+----+\n"; } void getMove() { std::vector<int> v; getCandidates( v ); std::vector<int> p; getTiles( p, v ); unsigned int i; while( true ) { std::cout << "\nPossible moves: "; for( i = 0; i < p.size(); i++ ) std::cout << p[i] << " "; int z; std::cin >> z; for( i = 0; i < p.size(); i++ ) if( z == p[i] ) { move( v[i] ); return; } } } void getTiles( std::vector<int>& p, std::vector<int>& v ) { for( unsigned int t = 0; t < v.size(); t++ ) { int xx = x, yy = y; switch( v[t] ) { case 1: yy--; break; case 2: xx++; break; case 4: yy++; break; case 8: xx--; } p.push_back( brd[xx + yy * 4] ); } } bool isDone() { for( int i = 0; i < 15; i++ ) { if( brd[i] != i + 1 ) return false; } return true; } int brd[16], x, y;
}; int main( int argc, char* argv[] ) {
srand( ( unsigned )time( 0 ) ); p15 p; p.play(); return 0;
} </lang>
+----+----+----+----+ | 11 | 5 | 12 | 3 | +----+----+----+----+ | 10 | 7 | 6 | 4 | +----+----+----+----+ | 13 | | 2 | 1 | +----+----+----+----+ | 15 | 14 | 8 | 9 | +----+----+----+----+ Possible moves: 2 13 14 7
J
Implementation:
<lang J>require'general/misc/prompt'
genboard=:3 :0
b=. ?~16 if. 0<C.!.2 b do. b=. (<0 _1)C. b end. a: (b i.0)} <"0 b
)
done=: (<"0]1+i.15),a:
shift=: |.!._"0 2 taxi=: |:,/"2(_1 1 shift i.4 4),_1 1 shift"0 1/ i.4 4
showboard=:3 :0
echo 'current board:' echo 4 4$y
)
help=:0 :0
Slide a number block into the empty space until you get:
┌──┬──┬──┬──┐ │1 │2 │3 │4 │ ├──┼──┼──┼──┤ │5 │6 │7 │8 │ ├──┼──┼──┼──┤ │9 │10│11│12│ ├──┼──┼──┼──┤ │13│14│15│ │ └──┴──┴──┴──┘
Or type 'q' to quit.
)
getmove=:3 :0
showboard y blank=. y i. a: options=. /:~ ;y {~ _ -.~ blank { taxi whilst. -. n e. options do. echo 'Valid moves: ',":options t=. prompt 'move which number? ' if. 'q' e. t do. echo 'giving up' throw. elseif. 'h' e. t do. echo help showboard y end. n=. {._".t end. (<blank,y i.<n) C. y
)
game=: 3 :0
echo '15 puzzle' echo 'h for help, q to quit' board=. genboard whilst. -. done-:board do. board=. getmove board end. showboard board echo 'You win.'
)</lang>
Most of this is user interface code. We initially shuffle the numbers randomly, then check their parity and swap the first and last squares if needed. Then, for each move, we allow the user to pick one of the taxicab neighbors of the empty square.
A full game would be too big to be worth showing here, so for the purpose of giving a glimpse of what this looks like in action we replace the random number generator with a constant:
<lang J> game 15 puzzle h for help, q to quit current board: ┌──┬──┬──┬──┐ │1 │2 │3 │4 │ ├──┼──┼──┼──┤ │5 │6 │7 │8 │ ├──┼──┼──┼──┤ │9 │10│ │11│ ├──┼──┼──┼──┤ │13│14│15│12│ └──┴──┴──┴──┘ Valid moves: 7 10 11 15 move which number? 11 current board: ┌──┬──┬──┬──┐ │1 │2 │3 │4 │ ├──┼──┼──┼──┤ │5 │6 │7 │8 │ ├──┼──┼──┼──┤ │9 │10│11│ │ ├──┼──┼──┼──┤ │13│14│15│12│ └──┴──┴──┴──┘ Valid moves: 8 11 12 move which number? 12 current board: ┌──┬──┬──┬──┐ │1 │2 │3 │4 │ ├──┼──┼──┼──┤ │5 │6 │7 │8 │ ├──┼──┼──┼──┤ │9 │10│11│12│ ├──┼──┼──┼──┤ │13│14│15│ │ └──┴──┴──┴──┘ You win.</lang>
Java
<lang java>import java.awt.*; import java.awt.event.*; import java.util.Random; import javax.swing.*;
public class FifteenPuzzle extends JPanel {
final static int numTiles = 15; final static int side = 4;
Random rand = new Random(); int[] tiles = new int[numTiles + 1]; int tileSize, blankPos, margin, gridSize;
public FifteenPuzzle() { final int dim = 640;
margin = 80; tileSize = (dim - 2 * margin) / side; gridSize = tileSize * side;
setPreferredSize(new Dimension(dim, dim)); setBackground(Color.white); setForeground(new Color(0x6495ED)); setFont(new Font("SansSerif", Font.BOLD, 60));
addMouseListener(new MouseAdapter() { @Override public void mousePressed(MouseEvent e) { int ex = e.getX() - margin; int ey = e.getY() - margin;
if (ex < 0 || ex > gridSize || ey < 0 || ey > gridSize) return;
int c1 = ex / tileSize; int r1 = ey / tileSize; int c2 = blankPos % side; int r2 = blankPos / side;
if ((c1 == c2 && Math.abs(r1 - r2) == 1) || (r1 == r2 && Math.abs(c1 - c2) == 1)) {
int clickPos = r1 * side + c1; tiles[blankPos] = tiles[clickPos]; tiles[clickPos] = 0; blankPos = clickPos; } repaint(); } });
shuffle(); }
final void shuffle() { do { reset(); // don't include the blank space in the shuffle, leave it // in the home position int n = numTiles; while (n > 1) { int r = rand.nextInt(n--); int tmp = tiles[r]; tiles[r] = tiles[n]; tiles[n] = tmp; } } while (!isSolvable()); }
void reset() { for (int i = 0; i < tiles.length; i++) tiles[i] = (i + 1) % tiles.length; blankPos = numTiles; }
/* Only half the permutations of the puzzle are solvable.
Whenever a tile is preceded by a tile with higher value it counts as an inversion. In our case, with the blank space in the home position, the number of inversions must be even for the puzzle to be solvable.
See also: https://www.cs.bham.ac.uk/~mdr/teaching/modules04/java2/TilesSolvability.html */ boolean isSolvable() { int countInversions = 0; for (int i = 0; i < numTiles; i++) { for (int j = 0; j < i; j++) { if (tiles[j] > tiles[i]) countInversions++; } } return countInversions % 2 == 0; }
void drawGrid(Graphics2D g) { for (int i = 0; i < tiles.length; i++) { if (tiles[i] == 0) continue;
int r = i / side; int c = i % side; int x = margin + c * tileSize; int y = margin + r * tileSize;
g.setColor(getForeground()); g.fillRoundRect(x, y, tileSize, tileSize, 25, 25); g.setColor(Color.black); g.drawRoundRect(x, y, tileSize, tileSize, 25, 25); g.setColor(Color.white);
drawCenteredString(g, String.valueOf(tiles[i]), x, y); } }
void drawCenteredString(Graphics2D g, String s, int x, int y) { FontMetrics fm = g.getFontMetrics(); int asc = fm.getAscent(); int dec = fm.getDescent();
x = x + (tileSize - fm.stringWidth(s)) / 2; y = y + (asc + (tileSize - (asc + dec)) / 2);
g.drawString(s, x, y); }
@Override public void paintComponent(Graphics gg) { super.paintComponent(gg); Graphics2D g = (Graphics2D) gg; g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
drawGrid(g); }
public static void main(String[] args) { SwingUtilities.invokeLater(() -> { JFrame f = new JFrame(); f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); f.setTitle("Fifteen Puzzle"); f.setResizable(false); f.add(new FifteenPuzzle(), BorderLayout.CENTER); f.pack(); f.setLocationRelativeTo(null); f.setVisible(true); }); }
}</lang>
Perl 6
Most of this is interface code. Reused substantial portions from the 2048 task. Use the arrow keys to slide tiles, press 'q' to quit or 'n' for a new puzzle. Requires a POSIX termios aware terminal. Ensures that the puzzle is solvable by shuffling the board with an even number of swaps, then checking for even taxicab parity for the empty space. <lang perl6>use Term::termios;
constant $saved = Term::termios.new(fd => 1).getattr; constant $termios = Term::termios.new(fd => 1).getattr;
- raw mode interferes with carriage returns, so
- set flags needed to emulate it manually
$termios.unset_iflags(<BRKINT ICRNL ISTRIP IXON>); $termios.unset_lflags(< ECHO ICANON IEXTEN ISIG>); $termios.setattr(:DRAIN);
- reset terminal to original setting on exit
END { $saved.setattr(:NOW) }
constant n = 4; # board size constant cell = 6; # cell width
constant $top = join '─' x cell, '┌', '┬' xx n-1, '┐'; constant $mid = join '─' x cell, '├', '┼' xx n-1, '┤'; constant $bot = join '─' x cell, '└', '┴' xx n-1, '┘';
my %dir = (
"\e[A" => 'up', "\e[B" => 'down', "\e[C" => 'right', "\e[D" => 'left',
);
my @solved = [1,2,3,4],[5,6,7,8],[9,10,11,12],[13,14,15,' ']; my @board; new();
sub new () {
loop { @board = shuffle(); last if parity-ok(@board); }
}
sub shuffle () {
my @c = [1,2,3,4],[5,6,7,8],[9,10,11,12],[13,14,15,' ']; for (^16).pick(*) -> $y, $x { my ($yd, $ym, $xd, $xm) = ($y div n, $y mod n, $x div n, $x mod n); my $temp = @c[$ym;$yd]; @c[$ym;$yd] = @c[$xm;$xd]; @c[$xm;$xd] = $temp; } @c;
}
sub parity-ok (@b) {
so (sum @b».grep(/' '/,:k).grep(/\d/, :kv)) %% 2;
}
sub row (@row) { '│' ~ (join '│', @row».¢er) ~ '│' }
sub center ($s){
my $c = cell - $s.chars; my $pad = ' ' x ceiling($c/2); sprintf "%{cell}s", "$s$pad";
}
sub draw-board {
run('clear'); print qq:to/END/;
Press direction arrows to move.
Press q to quit. Press n for a new puzzle.
$top { join "\n\t$mid\n\t", map { .&row }, @board } $bot
{ (so @board ~~ @solved) ?? 'Solved!!' !! } END }
sub slide (@c is copy) {
my $t = (grep { /' '/ }, :k, @c)[0]; return @c unless $t and $t > 0; @c[$t,$t-1] = @c[$t-1,$t]; @c;
}
multi sub move('up') {
map { @board[*;$_] = reverse slide reverse @board[*;$_] }, ^n;
}
multi sub move('down') {
map { @board[*;$_] = slide @board[*;$_] }, ^n;
}
multi sub move('left') {
map { @board[$_] = reverse slide reverse @board[$_] }, ^n;
}
multi sub move('right') {
map { @board[$_] = slide @board[$_] }, ^n;
}
loop {
draw-board;
# Read up to 4 bytes from keyboard buffer. # Page navigation keys are 3-4 bytes each. # Specifically, arrow keys are 3. my $key = $*IN.read(4).decode;
move %dir{$key} if so %dir{$key}; last if $key eq 'q'; # (q)uit new() if $key eq 'n';
}</lang> Sample screen shot:
Press direction arrows to move. Press q to quit. Press n for a new puzzle. ┌──────┬──────┬──────┬──────┐ │ 2 │ 1 │ 10 │ 14 │ ├──────┼──────┼──────┼──────┤ │ 15 │ 11 │ 12 │ │ ├──────┼──────┼──────┼──────┤ │ 13 │ 3 │ 6 │ 7 │ ├──────┼──────┼──────┼──────┤ │ 9 │ 4 │ 5 │ 8 │ └──────┴──────┴──────┴──────┘
Racket
This is a GUI game; and there are difficulties getting screen shots onto RC. Use the arrow keys to slide the blank square.
It uses the 2htdp/universe
package.
<lang racket>#lang racket/base (require 2htdp/universe 2htdp/image racket/list racket/match)
(define ((fifteen->pict (finished? #f)) fifteen)
(for/fold ((i (empty-scene 0 0))) ((r 4)) (define row (for/fold ((i (empty-scene 0 0))) ((c 4)) (define v (list-ref fifteen (+ (* r 4) c))) (define cell (if v (overlay/align "center" "center" (rectangle 50 50 'outline (if finished? "white" "blue")) (text (number->string v) 30 "black")) (rectangle 50 50 'solid (if finished? "white" "powderblue")))) (beside i cell))) (above i row)))
(define (move-space fifteen direction)
(define idx (for/first ((i (in-naturals)) (x fifteen) #:unless x) i)) (define-values (row col) (quotient/remainder idx 4)) (define dest (+ idx (match direction ['l #:when (> col 0) -1] ['r #:when (< col 3) 1] ['u #:when (> row 0) -4] ['d #:when (< row 3) 4] [else 0]))) (list-set (list-set fifteen idx (list-ref fifteen dest)) dest #f))
(define (key-move-space fifteen a-key)
(cond [(key=? a-key "left") (move-space fifteen 'l)] [(key=? a-key "right") (move-space fifteen 'r)] [(key=? a-key "up") (move-space fifteen 'u)] [(key=? a-key "down") (move-space fifteen 'd)] [else fifteen]))
(define (shuffle-15 fifteen shuffles)
(for/fold ((rv fifteen)) ((_ shuffles)) (move-space rv (list-ref '(u d l r) (random 4)))))
(define fifteen0 '(1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 #f))
(define (solved-world? w) (equal? w fifteen0))
(big-bang (shuffle-15 fifteen0 200)
(name "Fifteen") (to-draw (fifteen->pict)) (stop-when solved-world? (fifteen->pict #t)) (on-key key-move-space))</lang>
REXX
This REXX version allows the user to specify the size of the puzzle (N, where NxN is the size of the puzzle). <lang rexx>/*REXX pgm implements the 15-puzzle (Gem Puzzle, Boss Puzzle, Mystic Square).*/ parse arg N seed . /*obtain optional arguments from the CL*/ if N== | N==',' then N=4 /*Not specified? Then use the default.*/ if datatype(seed,'W') then call random ,,seed /*if given, use a RANDOM seed.*/ sep='────────'; prompt=sep 'Please enter a tile number ' sep " (or Quit)." pad=translate(sep,,'─'); nn=N*N-1; nh=N*N; w=length(nn); $=; @.=
do i=1 for NN; $=$ i; end /* [◄] build a solution for testing. */
done=$ /* [↓] scramble the tiles in puzzle. */
do j=1 for NN; a=random(1,words($)); @.j=word($,a); $=delword($,a,1) end /*j*/
do until puzz=done & @.nh== /*perform moves (slides) until solved. */ x=0; call showgrid 1; say; say prompt; pull x _ . if abbrev('QUIT',x,1) then do; say; say; say sep 'quiting.'; exit; end select when x == then em="nothing entered" when _\== then em="too many items entered" when \datatype(x,'N') then em="number isn't numeric" when \datatype(x,'W') then em="number isn't an integer" when x=0 then em="number can't be zero" when x<0 then em="number can't be negative" when x>nn then em="number can't be greater then" nn otherwise em= end /*select*/ /* [↑] verify the human entered data. */
if em\== then do; say sep em'.'; iterate; end /*possible error message?*/ call showgrid 0; g= /*validate if slide is OK*/ rm=holeRow-1; rp=holeRow+1; cm=holeCol-1; cp=holeCol+1 /*possible move.*/ g=!.rm.holeCol !.rp.holeCol !.holeRow.cm !.holeRow.cp /*legal moves. */ if wordpos(x,g)==0 then do; say sep 'tile' x "can't be moved."; iterate; end @.hole=x; @.what=; call showgrid 0 /*slide the tile to the hole in puzzle.*/ end /*until*/
call showgrid 1; say; say sep 'Congratulations! The' nn"-puzzle is solved." exit /*stick a fork in it, we're all done. */ /*────────────────────────────────────────────────────────────────────────────*/ showgrid: parse arg show; !.=; #=0; x=x/1; puzz=
top='╔'copies(copies("═",w)'╦',N); top=left(top,length(top)-1)"╗" bar='╠'copies(copies("═",w)'╬',N); bar=left(bar,length(bar)-1)"╣" bot='╚'copies(copies("═",w)'╩',N); bot=left(bot,length(bot)-1)"╝" if show then say pad ' ' top do row=1 for N; z='║' do col=1 for N; #=#+1; y=@.#; puzz=puzz y; !.row.col=y _=right(@.#,w)"║"; z=z || _ /* [↓] find hole.*/ if @.#== then do; hole=#; holeRow=row; holeCol=col; end if @.#==x then do; what=#; whatRow=row; whatCol=col; end end /*col*/ /* [↑] find X. */ if show then say pad ' ' z if row\==N & show then say pad ' ' bar end /*row*/ if show then say pad ' ' bot return</lang>
output when using the default input:
╔══╦══╦══╦══╗ ║10║ 7║ 8║11║ ╠══╬══╬══╬══╣ ║ 4║ 3║15║ 1║ ╠══╬══╬══╬══╣ ║ 9║12║ 2║13║ ╠══╬══╬══╬══╣ ║14║ 5║ 6║ ║ ╚══╩══╩══╩══╝ ──────── Please enter a tile number ──────── (or Quit). 13 ╔══╦══╦══╦══╗ ║10║ 7║ 8║11║ ╠══╬══╬══╬══╣ ║ 4║ 3║15║ 1║ ╠══╬══╬══╬══╣ ║ 9║12║ 2║ ║ ╠══╬══╬══╬══╣ ║14║ 5║ 6║13║ ╚══╩══╩══╩══╝ ──────── Please enter a tile number ──────── (or Quit). 1 ╔══╦══╦══╦══╗ ║10║ 7║ 8║11║ ╠══╬══╬══╬══╣ ║ 4║ 3║15║ ║ ╠══╬══╬══╬══╣ ║ 9║12║ 2║ 1║ ╠══╬══╬══╬══╣ ║14║ 5║ 6║13║ ╚══╩══╩══╩══╝ ──────── Please enter a tile number ──────── (or Quit). 15 ╔══╦══╦══╦══╗ ║10║ 7║ 8║11║ ╠══╬══╬══╬══╣ ║ 4║ 3║ ║15║ ╠══╬══╬══╬══╣ ║ 9║12║ 2║ 1║ ╠══╬══╬══╬══╣ ║14║ 5║ 6║13║ ╚══╩══╩══╩══╝ ──────── Please enter a tile number ──────── (or Quit). quit ──────── quitting.
Ring
CalmoSoft Fifteen Puzzle Game written in Ring Programming Language (http://ring-lang.net)
Output: [video]
The code: <lang ring> load "guilib.ring"
App1 = new qApp {
rnd = [] empty = 16
win1 = new qWidget() { move(0,0) resize(350,400) setWindowTitle("CalmoSoft Fifteen Puzzle Game") new qPushButton(win1) { setgeometry(100,220,120,30) settext("Scramble") setclickevent("scramble()") }
btn1 = new qPushButton(win1) { setgeometry(100,100,30,30) setclickevent("moveTile(1)") }
btn2 = new qPushButton(win1) { setgeometry(130,100,30,30) setclickevent("moveTile(2)") }
btn3 = new qPushButton(win1) { setgeometry(160,100,30,30) setclickevent("moveTile(3)") } btn4 = new qPushButton(win1) { setgeometry(190,100,30,30) setclickevent("moveTile(4)") }
btn5 = new qPushButton(win1) { setgeometry(100,130,30,30) setclickevent("moveTile(5)") } btn6 = new qPushButton(win1) { setgeometry(130,130,30,30) setclickevent("moveTile(6)") }
btn7 = new qPushButton(win1) { setgeometry(160,130,30,30) setclickevent("moveTile(7)") }
btn8 = new qPushButton(win1) { setgeometry(190,130,30,30) setclickevent("moveTile(8)") }
btn9 = new qPushButton(win1) { setgeometry(100,160,30,30) setclickevent("moveTile(9)") }
btn10 = new qPushButton(win1) { setgeometry(130,160,30,30) setclickevent("moveTile(10)") }
btn11 = new qPushButton(win1) { setgeometry(160,160,30,30) setclickevent("moveTile(11)") }
btn12 = new qPushButton(win1) { setgeometry(190,160,30,30) setclickevent("moveTile(12)") }
btn13 = new qPushButton(win1) { setgeometry(100,190,30,30) setclickevent("moveTile(13)") }
btn14 = new qPushButton(win1) { setgeometry(130,190,30,30) setclickevent("moveTile(14)") }
btn15 = new qPushButton(win1) { setgeometry(160,190,30,30) setclickevent("moveTile(15)") }
btn16 = new qPushButton(win1) { setgeometry(190,190,30,30) settext("") setclickevent("moveTile(16)") }
resetbtn = new qPushButton(win1) { setgeometry(100,250,120,30) settext("Reset") setclickevent("resetTiles()") }
button = [btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, btn11, btn12, btn13, btn14, btn15, btn16] for i = 1 to 15 button[i] {settext(string(i))} next show() } exec()
}
func scramble
for n= 1 to 300 nr=random(16) 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 and (nr != 0) button[nr] { temp = text() } button[empty] {settext(temp)} button[nr] {settext("")} empty = nr ok next
func moveTile nr2
up = (empty = (nr2 - 4)) down = (empty = (nr2 + 4)) left = ((empty = (nr2- 1)) and ((nr2 % 4) != 1)) right = ((empty = (nr2 + 1)) and ((nr2 % 4) != 0)) move = up or down or left or right if move = 1 button[nr2] { temp2 = text() } button[empty] {settext(temp2)} button[nr2] {settext("")} empty = nr2 ok
func resetTiles
empty = 16 for i = 1 to 15 button[i] {settext(string(i))} next button[16] {settext("")}
</lang>
Tcl
Works with Tcl/Tk 8.5
This program uses Tk, the graphical counterpart to Tcl. The tiles are made of a grid of buttons, and the text on the buttons is moved around.
The button "New game" selects one of the canned puzzles. The window-title is used to show messages.
<lang tcl> # 15puzzle_21.tcl - HaJo Gurt - 2016-02-16
# http://wiki.tcl.tk/14403
#: 15-Puzzle - with grid, buttons and colors
package require Tk
set progVersion "15-Puzzle v0.21"; # 2016-02-20
global Msg Moves PuzzNr GoalNr set Msg " " set Moves -1 set PuzzNr 0 set GoalNr 0
set Keys { 11 12 13 14 21 22 23 24 31 32 33 34 41 42 43 44 }
set Puzz_T { T h e F i f t e e n P u z z l e }; # Title set Goal_T { x x x F i f t e e n x x x x x x }; # Title-highlight
set Puzz_0 { E G P N C A F B D L H I O K M _ }; # - / 116 set Puzz_1 { C A F B E G P N D L H I O K M _ }; # E / 156 from Tk-demo set Puzz_2 { E O N K M I _ G B H L P C F A D }; # L / 139 set Puzz_3 { P G M _ E L N D O K H I B C F A }; # EK / 146
set Goal_0 { A B C D E F G H I K L M N O P _ }; # Rows LTR / 1:E : 108 set Goal_1 { A E I N B F K O C G L P D H M _ }; # Cols forw. / 1:M : 114
set Puzz $Puzz_T set Goal $Goal_T
- ---+----1----+----2----+----3----+----4----+----5----+----6----+----7----+---
proc Move {k} { # find the key with the empty tile: set e -1 foreach p $::Keys { set t [.key$p cget -text] if { $t eq "_" } { set e $p } } if {$e < 0} {return 0}; # no key with empty tile found if {$k == $e} {return 0}; # click was on the empty tile
set t [.key$k cget -text] .key$e config -text $t .key$k config -text "_"; return 1 }
proc Check {} { set ok 0 set i 0 foreach k $::Keys { set t [.key$k cget -text] set g [lindex $::Goal $i] incr i
.key$k config -background white if { $t eq $g } { .key$k config -background lightgreen; incr ok } if { $t eq "_" } { .key$k config -background gray } }
# Solved: update if { $ok > 15 && $::Moves > 0} { foreach k $::Keys { .key$k flash; bell; } } }
proc Click {k} { set ::Msg "" set val [.key$k cget -text] set ok [Move $k]
incr ::Moves $ok wm title . "$::Moves moves" Check }
proc ShowKeys {} { set i 0 foreach k $::Keys { set t [lindex $::Puzz $i] incr i .key$k config -text $t -background white; } Check }
proc NewGame {N} { global Msg Moves PuzzNr GoalNr
incr PuzzNr $N if { $PuzzNr > 3} { set PuzzNr 0 }
set ::Goal $::Goal_0; if { $GoalNr == 1} { set ::Goal $::Goal_1; }
if { $PuzzNr == 0} { set ::Puzz $::Puzz_0; } if { $PuzzNr == 1} { set ::Puzz $::Puzz_1; } if { $PuzzNr == 2} { set ::Puzz $::Puzz_2; } if { $PuzzNr == 3} { set ::Puzz $::Puzz_3; }
set Msg "Try again" if { $N>0 } { set Msg "New game" }
set Moves 0 ShowKeys wm title . "$Msg " }
- ---+----1----+----2----+----3----+----4----+----5----+----6----+----7----+---
button .reset -text "Restart" -fg blue -command {NewGame 0} button .newGame -text "New Game" -fg red -command {NewGame +1}
foreach k $::Keys { button .key$k -text "$k" -width 4 -command "Click $k" }
grid .newGame x .reset x -sticky nsew
grid .key11 .key12 .key13 .key14 -sticky nsew -padx 2 -pady 2 grid .key21 .key22 .key23 .key24 -sticky nsew -padx 2 -pady 2 grid .key31 .key32 .key33 .key34 -sticky nsew -padx 2 -pady 2 grid .key41 .key42 .key43 .key44 -sticky nsew -padx 2 -pady 2
grid configure .newGame .reset -columnspan 2 -padx 4
ShowKeys; Check wm title . $progVersion focus -force . wm resizable . 0 0
- For some more versions, see: http://wiki.tcl.tk/15067 : Classic 15 Puzzle and http://wiki.tcl.tk/15085 : N-Puzzle
</lang>