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portalcheckers.java
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portalcheckers.java
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/*
This applet lets two uses play checkers against each other.
Red always starts the game. If a player can jump an opponent's
piece, then the player must jump. When a plyer can make no more
moves, the game ends.
This file defines four classes: the main applet class, Checkers;
CheckersCanvas, CheckersMove, and CheckersData.
(This is not very good style; the other classes really should be
nested classes inside the Checkers class.)
*/
import java.awt.*;
import java.awt.event.*;
import java.applet.*;
import java.util.Vector;
//import original.CheckersData;
public class PortalCheckers extends Applet
{
/**
*
*/
private static final long serialVersionUID = 1L;
/*
* The main applet class only lays out the applet. The work of the game is
* all done in the CheckersCanvas object. Note that the Buttons and Label
* used in the applet are defined as instance variables in the
* CheckersCanvas class. The applet class gives them their visual appearance
* and sets their size and positions.
*/
public void init()
{
setLayout(null); // I will do the layout myself.
setBackground(new Color(0, 150, 0)); // Dark green background.
/* Create the components and add them to the applet. */
CheckersCanvas board = new CheckersCanvas();
// Note: The constructor creates the buttons board.resignButton
// and board.newGameButton and the Label board.message.
add(board);
board.newGameButton.setBackground(Color.lightGray);
add(board.newGameButton);
board.resignButton.setBackground(Color.lightGray);
add(board.resignButton);
board.message.setForeground(Color.green);
board.message.setFont(new Font("Serif", Font.BOLD, 14));
add(board.message);
/*
* Set the position and size of each component by calling its
* setBounds() method.
*/
board.setBounds(20, 20, 164, 164); // Note: size MUST be 164-by-164 !
board.newGameButton.setBounds(210, 60, 100, 30);
board.resignButton.setBounds(210, 120, 100, 30);
board.message.setBounds(0, 200, 330, 30);
setSize(335, 240);
}
} // end class Checkers
class CheckersCanvas extends Canvas implements ActionListener, MouseListener,
KeyListener
{
// This canvas displays a 160-by-160 checkerboard pattern with
// a 2-pixel black border. It is assumed that the size of the
// canvas is set to exactly 164-by-164 pixels. This class does
// the work of letting the users play checkers, and it displays
// the checkerboard.
Button resignButton; // Current player can resign by clicking this button.
Button newGameButton; // This button starts a new game. It is enabled only
// when the current game has ended.
Label message; // A label for displaying messages to the user.
CheckersData board; // The data for the checkers board is kept here.
// This board is also responsible for generating
// lists of legal moves.
boolean gameInProgress; // Is a game currently in progress?
/* The next three variables are valid only when the game is in progress. */
int currentPlayer; // Whose turn is it now? The possible values
// are CheckersData.RED and CheckersData.BLACK.
int selectedRow, selectedCol; // If the current player has selected a piece
// to
// move, these give the row and column
// containing that piece. If no piece is
// yet selected, then selectedRow is -1.
CheckersMove[] legalMoves; // An array containing the legal moves for the
// current player.
public CheckersCanvas()
{
// Constructor. Create the buttons and lable. Listen for mouse
// clicks and for clicks on the buttons. Create the board and
// start the first game.
setBackground(Color.black);
addMouseListener(this);
// addKeyListener(this);
setFont(new Font("Serif", Font.BOLD, 14));
resignButton = new Button("Resign");
resignButton.addActionListener(this);
newGameButton = new Button("New Game");
newGameButton.addActionListener(this);
message = new Label("", Label.CENTER);
board = new CheckersData();
doNewGame();
}
public void actionPerformed(ActionEvent evt)
{
// Respond to user's click on one of the two buttons.
Object src = evt.getSource();
if (src == newGameButton)
doNewGame();
else if (src == resignButton)
doResign();
}
void doNewGame()
{
// Begin a new game.
if (gameInProgress == true)
{
// This should not be possible, but it doens't
// hurt to check.
message.setText("Finish the current game first!");
return;
}
board.setUpGame(); // Set up the pieces.
currentPlayer = CheckersData.RED; // RED moves first.
legalMoves = board.getLegalMoves(CheckersData.RED); // Get RED's legal
// moves.
selectedRow = -1; // RED has not yet selected a piece to move.
message.setText("Red: Make your move.");
gameInProgress = true;
newGameButton.setEnabled(false);
resignButton.setEnabled(true);
repaint();
}
void doResign()
{
// Current player resigns. Game ends. Opponent wins.
if (gameInProgress == false)
{
message.setText("There is no game in progress!");
return;
}
if (currentPlayer == CheckersData.RED)
gameOver("RED resigns. BLACK wins.");
else
gameOver("BLACK resigns. RED wins.");
}
void gameOver(String str)
{
// The game ends. The parameter, str, is displayed as a message
// to the user. The states of the buttons are adjusted so playes
// can start a new game.
message.setText(str);
newGameButton.setEnabled(true);
resignButton.setEnabled(false);
gameInProgress = false;
}
void doClickSquare(int row, int col)
{
// This is called by mousePressed() when a player clicks on the
// square in the specified row and col. It has already been checked
// that a game is, in fact, in progress.
/*
* If the player clicked on one of the pieces that the player can move,
* mark this row and col as selected and return. (This might change a
* previous selection.) Reset the message, in case it was previously
* displaying an error message.
*/
for (int i = 0; i < legalMoves.length; i++)
if (legalMoves[i].fromRow == row && legalMoves[i].fromCol == col)
{
selectedRow = row;
selectedCol = col;
if (currentPlayer == CheckersData.RED)
message.setText("RED: Make your move.");
else
message.setText("BLACK: Make your move.");
repaint();
return;
}
/*
* If no piece has been selected to be moved, the user must first select
* a piece. Show an error message and return.
*/
if (selectedRow < 0)
{
message.setText("Click the piece you want to move.");
return;
}
/*
* If the user clicked on a squre where the selected piece can be
* legally moved, then make the move and return.
*/
for (int i = 0; i < legalMoves.length; i++)
if (legalMoves[i].fromRow == selectedRow
&& legalMoves[i].fromCol == selectedCol
&& legalMoves[i].toRow == row && legalMoves[i].toCol == col)
{
doMakeMove(legalMoves[i]);
return;
}
/*
* If we get to this point, there is a piece selected, and the square
* where the user just clicked is not one where that piece can be
* legally moved. Show an error message.
*/
message.setText("Click the square you want to move to.");
} // end doClickSquare()
void doMakeMove(CheckersMove move)
{
// Thiis is called when the current player has chosen the specified
// move. Make the move, and then either end or continue the game
// appropriately.
board.makeMove(move);
/*
* If the move was a jump, it's possible that the player has another
* jump. Check for legal jumps starting from the square that the player
* just moved to. If there are any, the player must jump. The same
* player continues moving.
*/
if (move.isJump())
{
legalMoves = board.getLegalJumpsFrom(currentPlayer, move.toRow,
move.toCol);
if (legalMoves != null)
{
if (currentPlayer == CheckersData.RED)
message.setText("RED: You must continue jumping.");
else
message.setText("BLACK: You must continue jumping.");
selectedRow = move.toRow; // Since only one piece can be moved,
// select it.
selectedCol = move.toCol;
repaint();
return;
}
}
/*
* The current player's turn is ended, so change to the other player.
* Get that player's legal moves. If the player has no legal moves, then
* the game ends.
*/
if (currentPlayer == CheckersData.RED)
{
currentPlayer = CheckersData.BLACK;
legalMoves = board.getLegalMoves(currentPlayer);
if (legalMoves == null)
gameOver("BLACK has no moves. RED wins.");
else if (legalMoves[0].isJump())
message.setText("BLACK: Make your move. You must jump.");
else
message.setText("BLACK: Make your move.");
} else
{
currentPlayer = CheckersData.RED;
legalMoves = board.getLegalMoves(currentPlayer);
if (legalMoves == null)
gameOver("RED has no moves. BLACK wins.");
else if (legalMoves[0].isJump())
message.setText("RED: Make your move. You must jump.");
else
message.setText("RED: Make your move.");
}
/*
* Set selectedRow = -1 to record that the player has not yet selected a
* piece to move.
*/
selectedRow = -1;
/*
* As a courtesy to the user, if all legal moves use the same piece,
* then select that piece automatically so the use won't have to click
* on it to select it.
*/
if (legalMoves != null)
{
boolean sameStartSquare = true;
for (int i = 1; i < legalMoves.length; i++)
if (legalMoves[i].fromRow != legalMoves[0].fromRow
|| legalMoves[i].fromCol != legalMoves[0].fromCol)
{
sameStartSquare = false;
break;
}
if (sameStartSquare)
{
selectedRow = legalMoves[0].fromRow;
selectedCol = legalMoves[0].fromCol;
}
}
/* Make sure the board is redrawn in its new state. */
repaint();
} // end doMakeMove();
public void update(Graphics g)
{
// The paint method completely redraws the canvas, so don't erase
// before calling paint().
paint(g);
}
public void paint(Graphics g)
{
// Draw checkerboard pattern in gray and lightGray. Draw the
// checkers. If a game is in progress, hilite the legal moves.
/* Draw a two-pixel black border around the edges of the canvas. */
g.setColor(Color.black);
g.drawRect(0, 0, getSize().width - 1, getSize().height - 1);
g.drawRect(1, 1, getSize().width - 3, getSize().height - 3);
/* Draw the squares of the checkerboard and the checkers. */
for (int row = 0; row < 8; row++)
for (int col = 0; col < 8; col++)
{
if (row % 2 == col % 2)
g.setColor(Color.lightGray);
else
g.setColor(Color.gray);
g.fillRect(2 + col * 20, 2 + row * 20, 20, 20);
if (row == 7)
{
g.setColor(Color.blue);
g.fillRect(2 + 20, 2 + 100, 20, 20);
g.fillRect(2 + 120, 2 + 40, 20, 20);
g.setColor(Color.cyan);
g.fillRect(2 + 120, 2 + 100, 20, 20);
g.fillRect(2 + 20, 2 + 40, 20, 20);
g.setColor(Color.red);
g.fillRect(2 + 60, 2 + 40, 20, 20);
g.fillRect(2 + 80, 2 + 100, 20, 20);
g.setColor(Color.orange);
g.fillRect(2 + 80, 2 + 40, 20, 20);
g.fillRect(2 + 60, 2 + 100, 20, 20);
g.setColor(Color.green);
g.fillRect(2 + 40, 2 + 80, 20, 20);
g.fillRect(2 + 100, 2 + 60, 20, 20);
g.setColor(Color.yellow);
g.fillRect(2 + 40, 2 + 60, 20, 20);
g.fillRect(2 + 100, 2 + 80, 20, 20);
}
}
for (int row = 0; row < 8; row++)
for (int col = 0; col < 8; col++)
{
switch (board.pieceAt(row, col))
{
case CheckersData.RED:
g.setColor(Color.red);
g.fillOval(4 + col * 20, 4 + row * 20, 16, 16);
break;
case CheckersData.BLACK:
g.setColor(Color.black);
g.fillOval(4 + col * 20, 4 + row * 20, 16, 16);
break;
case CheckersData.RED_KING:
g.setColor(Color.red);
g.fillOval(4 + col * 20, 4 + row * 20, 16, 16);
g.setColor(Color.white);
g.drawString("K", 7 + col * 20, 16 + row * 20);
break;
case CheckersData.BLACK_KING:
g.setColor(Color.black);
g.fillOval(4 + col * 20, 4 + row * 20, 16, 16);
g.setColor(Color.white);
g.drawString("K", 7 + col * 20, 16 + row * 20);
break;
}
}
/*
* If a game is in progress, hilite the legal moves. Note that
* legalMoves is never null while a game is in progress.
*/
if (gameInProgress)
{
// First, draw a cyan border around the pieces that can be moved.
g.setColor(Color.cyan);
for (int i = 0; i < legalMoves.length; i++)
{
g.drawRect(2 + legalMoves[i].fromCol * 20,
2 + legalMoves[i].fromRow * 20, 19, 19);
}
// If a piece is selected for moving (i.e. if selectedRow >= 0),
// then
// draw a 2-pixel white border around that piece and draw green
// borders
// around eacj square that that piece can be moved to.
if (selectedRow >= 0)
{
g.setColor(Color.white);
g.drawRect(2 + selectedCol * 20, 2 + selectedRow * 20, 19, 19);
g.drawRect(3 + selectedCol * 20, 3 + selectedRow * 20, 17, 17);
g.setColor(Color.green);
for (int i = 0; i < legalMoves.length; i++)
{
if (legalMoves[i].fromCol == selectedCol
&& legalMoves[i].fromRow == selectedRow)
g.drawRect(2 + legalMoves[i].toCol * 20,
2 + legalMoves[i].toRow * 20, 19, 19);
}
}
}
} // end paint()
public Dimension getPreferredSize()
{
// Specify desired size for this component. Note:
// the size MUST be 164 by 164.
return new Dimension(164, 164);
}
public Dimension getMinimumSize()
{
return new Dimension(164, 164);
}
public void mousePressed(MouseEvent evt)
{
// Respond to a user click on the board. If no game is
// in progress, show an error message. Otherwise, find
// the row and column that the user clicked and call
// doClickSquare() to handle it.
if (gameInProgress == false)
message.setText("Click \"New Game\" to start a new game.");
else
{
int col = (evt.getX() - 2) / 20;
int row = (evt.getY() - 2) / 20;
if (col >= 0 && col < 8 && row >= 0 && row < 8)
doClickSquare(row, col);
}
}
public void mouseReleased(MouseEvent evt)
{
}
public void mouseClicked(MouseEvent evt)
{
}
public void mouseEntered(MouseEvent evt)
{
}
public void mouseExited(MouseEvent evt)
{
}
@Override
public void keyPressed(KeyEvent arg0)
{
// TODO Auto-generated method stub
}
@Override
public void keyReleased(KeyEvent arg0)
{
// TODO Auto-generated method stub
}
@Override
public void keyTyped(KeyEvent arg0)
{
// TODO Auto-generated method stub
}
} // end class SimpleCheckerboardCanvas
class CheckersMove
{
// A CheckersMove object represents a move in the game of Checkers.
// It holds the row and column of the piece that is to be moved
// and the row and column of the square to which it is to be moved.
// (This class makes no guarantee that the move is legal.)
int fromRow, fromCol; // Position of piece to be moved.
int toRow, toCol; // Square it is to move to.
CheckersMove(int r1, int c1, int r2, int c2)
{
// Constructor. Just set the values of the instance variables.
fromRow = r1;
fromCol = c1;
toRow = r2;
toCol = c2;
}
boolean isJump()
{
// Test whether this move is a jump. It is assumed that
// the move is legal. In a jump, the piece moves two
// rows. (In a regular move, it only moves one row.)
return (fromRow - toRow == 2 || fromRow - toRow == -2);
}
} // end class CheckersMove.
class CheckersData
{
// An object of this class holds data about a game of checkers.
// It knows what kind of piece is on each sqaure of the checkerboard.
// Note that RED moves "up" the board (i.e. row number decreases)
// while BLACK moves "down" the board (i.e. row number increases).
// Methods are provided to return lists of available legal moves.
/*
* The following constants represent the possible contents of a square on
* the board. The constants RED and BLACK also represent players in the
* game.
*/
public static final int EMPTY = 0, RED = 1, RED_KING = 2, BLACK = 3,
BLACK_KING = 4;
/*
* //WARP = 5, RED_WARP = 6, ORANGE_WARP = 7, YELLOW_WARP = 8, GREEN_WARP =
* 9, CYAN_WARP = 10, BLUE_WARP = 11;
*/
public static final int[] WARP = { 5, 6, 7, 8, 9, 10 };
private int[][] board; // board[r][c] is the contents of row r, column c.
public CheckersData()
{
// Constructor. Create the board and set it up for a new game.
board = new int[8][8];
setUpGame();
}
public void setUpGame()
{
// Set up the board with checkers in position for the beginning
// of a game. Note that checkers can only be found in squares
// that satisfy row % 2 == col % 2. At the start of the game,
// all such squares in the first three rows contain black squares
// and all such squares in the last three rows contain red squares.
for (int row = 0; row < 8; row++)
{
for (int col = 0; col < 8; col++)
{
if (row == 0)
board[row][col] = BLACK;
else if (row == 7)
board[row][col] = RED;
else
board[row][col] = EMPTY;
}
}
// Cyan
board[2][1] = WARP[4];
board[5][6] = WARP[4];
// Red
board[2][3] = WARP[0];
board[5][4] = WARP[0];
// Orange
board[2][4] = WARP[1];
board[5][3] = WARP[1];
// Blue
board[2][6] = WARP[5];
board[5][1] = WARP[5];
// Yellow
board[3][2] = WARP[2];
board[4][5] = WARP[2];
// Green
board[3][5] = WARP[3];
board[4][2] = WARP[3];
/*
* for(int row = 0; row < 8; row++) for(int col = 0; col < 8; col++) {
* if(row != 7 || row != 0) { board[row][col] = EMPTY; }
*
* board[7][col] = RED; board[0][col] = BLACK; }
*/
} // end setUpGame()
public int pieceAt(int row, int col)
{
// Return the contents of the square in the specified row and column.
return board[row][col];
}
public void setPieceAt(int row, int col, int piece)
{
// Set the contents of the square in the specified row and column.
// piece must be one of the constants EMPTY, RED, BLACK, RED_KING,
// BLACK_KING.
board[row][col] = piece;
}
public void makeMove(CheckersMove move)
{
// Make the specified move. It is assumed that move
// is non-null and that the move it represents is legal.
makeMove(move.fromRow, move.fromCol, move.toRow, move.toCol);
}
public void makeMove(int fromRow, int fromCol, int toRow, int toCol)
{
// Make the move from (fromRow,fromCol) to (toRow,toCol). It is
// assumed that this move is legal. If the move is a jump, the
// jumped piece is removed from the board. If a piece moves
// the last row on the opponent's side of the board, the
// piece becomes a king.
for (int i = 0; i < 6; i++)
{
if (board[toRow][toCol] == WARP[i])
{
board[toRow][toCol] = board[fromRow][fromCol];
board[fromRow][fromCol] = WARP[i];
System.out.println("Woo!");
break;
} else if (i == 5)
{
board[toRow][toCol] = board[fromRow][fromCol];
board[fromRow][fromCol] = EMPTY;
}
}
if (fromRow - toRow == 2 || fromRow - toRow == -2)
{
// The move is a jump. Remove the jumped piece from the board.
int jumpRow = (fromRow + toRow) / 2; // Row of the jumped piece.
int jumpCol = (fromCol + toCol) / 2; // Column of the jumped piece.
board[jumpRow][jumpCol] = EMPTY;
}
if (toRow == 0 && board[toRow][toCol] == RED)
board[toRow][toCol] = RED_KING;
if (toRow == 7 && board[toRow][toCol] == BLACK)
board[toRow][toCol] = BLACK_KING;
}
public int warpRow, warpCol;
public CheckersMove[] getLegalMoves(int player)
{
// Return an array containing all the legal CheckersMoves
// for the specfied player on the current board. If the player
// has no legal moves, null is returned. The value of player
// should be one of the constants RED or BLACK; if not, null
// is returned. If the returned value is non-null, it consists
// entirely of jump moves or entirely of regular moves, since
// if the player can jump, only jumps are legal moves.
if (player != RED && player != BLACK)
return null;
int playerKing; // The constant representing a King belonging to player.
if (player == RED)
playerKing = RED_KING;
else
playerKing = BLACK_KING;
Vector moves = new Vector(); // Moves will be stored in this vector.
/*
* First, check for any possible jumps. Look at each square on the
* board. If that square contains one of the player's pieces, look at a
* possible jump in each of the four directions from that square. If
* there is a legal jump in that direction, put it in the moves vector.
*/
for (int row = 0; row < 8; row++)
{
for (int col = 0; col < 8; col++)
{
if (board[row][col] == player || board[row][col] == playerKing)
{
// Diagonal
if (canJump(player, row, col, row + 1, col + 1, row + 2,
col + 2))
moves.addElement(new CheckersMove(row, col, row + 2,
col + 2));
if (canJump(player, row, col, row - 1, col + 1, row - 2,
col + 2))
moves.addElement(new CheckersMove(row, col, row - 2,
col + 2));
if (canJump(player, row, col, row + 1, col - 1, row + 2,
col - 2))
moves.addElement(new CheckersMove(row, col, row + 2,
col - 2));
if (canJump(player, row, col, row - 1, col - 1, row - 2,
col - 2))
moves.addElement(new CheckersMove(row, col, row - 2,
col - 2));
// Cardinal
if (canJump(player, row, col, row - 1, col, row - 2, col))
moves.addElement(new CheckersMove(row, col, row - 2,
col));
if (canJump(player, row, col, row + 1, col, row + 2, col))
moves.addElement(new CheckersMove(row, col, row + 2,
col));
if (canJump(player, row, col, row, col - 1, row, col - 2))
moves.addElement(new CheckersMove(row, col, row,
col - 2));
if (canJump(player, row, col, row, col + 1, row, col + 2))
moves.addElement(new CheckersMove(row, col, row,
col + 2));
}
}
}
/*
* If any jump moves were found, then the user must jump, so we don't
* add any regular moves. However, if no jumps were found, check for any
* legal regualar moves. Look at each square on the board. If that
* square contains one of the player's pieces, look at a possible move
* in each of the four directions from that square. If there is a legal
* move in that direction, put it in the moves vector.
*/
for (int row = 0; row < 8; row++)
for (int col = 0; col < 8; col++)
if (board[row][col] == player || board[row][col] == playerKing)
{
// System.out.println("working");
// Diagonal
if (canMove(player, row, col, row + 1, col + 1))
moves.addElement(new CheckersMove(row, col, row + 1,
col + 1));
if (canMove(player, row, col, row - 1, col + 1))
moves.addElement(new CheckersMove(row, col, row - 1,
col + 1));
if (canMove(player, row, col, row + 1, col - 1))
moves.addElement(new CheckersMove(row, col, row + 1,
col - 1));
if (canMove(player, row, col, row - 1, col - 1))
moves.addElement(new CheckersMove(row, col, row - 1,
col - 1));
// Cardinal
if (canMove(player, row, col, row + 1, col))
moves.addElement(new CheckersMove(row, col, row + 1,
col));
if (canMove(player, row, col, row, col + 1))
moves.addElement(new CheckersMove(row, col, row,
col + 1));
if (canMove(player, row, col, row, col - 1))
moves.addElement(new CheckersMove(row, col, row,
col - 1));
if (canMove(player, row, col, row - 1, col))
moves.addElement(new CheckersMove(row, col, row - 1,
col));
}
for (int row = 0; row < 8; row++)
for (int col = 0; col < 8; col++)
if (board[row][col] == player || board[row][col] == playerKing)
{
System.out.println(col + "\nBefore:" + warpRow + " "
+ warpCol);
if (canWarp(player, row, col, row + 1, col + 1))
moves.addElement(new CheckersMove(row, col, warpRow,
warpCol));
if (canWarp(player, row, col, row + 1, col - 1))
moves.addElement(new CheckersMove(row, col, warpRow,
warpCol));
if (canWarp(player, row, col, row - 1, col + 1))
moves.addElement(new CheckersMove(row, col, warpRow,
warpCol));
if (canWarp(player, row, col, row - 1, col - 1))
moves.addElement(new CheckersMove(row, col, warpRow,
warpCol));
if (canWarp(player, row, col, row + 1, col))
moves.addElement(new CheckersMove(row, col, warpRow,
warpCol));
if (canWarp(player, row, col, row, col + 1))
moves.addElement(new CheckersMove(row, col, warpRow,
warpCol));
if (canWarp(player, row, col, row - 1, col))
moves.addElement(new CheckersMove(row, col, warpRow,
warpCol));
if (canWarp(player, row, col, row, col - 1))
moves.addElement(new CheckersMove(row, col, warpRow,
warpCol));
System.out.println("After:" + warpRow + " " + warpCol);
}
/*
* If no legal moves have been found, return null. Otherwise, create an
* array just big enough to hold all the legal moves, copy the legal
* moves from the vector into the array, and return the array.
*/
if (moves.size() == 0)
return null;
else
{
CheckersMove[] moveArray = new CheckersMove[moves.size()];
for (int i = 0; i < moves.size(); i++)
moveArray[i] = (CheckersMove) moves.elementAt(i);
return moveArray;
}
} // end getLegalMoves
public CheckersMove[] getLegalJumpsFrom(int player, int row, int col)
{
// Return a list of the legal jumps that the specified player can
// make starting from the specified row and column. If no such
// jumps are possible, null is returned. The logic is similar
// to the logic of the getLegalMoves() method.
if (player != RED && player != BLACK)
return null;
int playerKing; // The constant representing a King belonging to player.
if (player == RED)
playerKing = RED_KING;
else
playerKing = BLACK_KING;
Vector moves = new Vector(); // The legal jumps will be stored in this
// vector.
if (board[row][col] == player || board[row][col] == playerKing)
{
// Diagonal
if (canJump(player, row, col, row + 1, col + 1, row + 2, col + 2))
moves.addElement(new CheckersMove(row, col, row + 2, col + 2));
if (canJump(player, row, col, row - 1, col + 1, row - 2, col + 2))
moves.addElement(new CheckersMove(row, col, row - 2, col + 2));
if (canJump(player, row, col, row + 1, col - 1, row + 2, col - 2))
moves.addElement(new CheckersMove(row, col, row + 2, col - 2));
if (canJump(player, row, col, row - 1, col - 1, row - 2, col - 2))
moves.addElement(new CheckersMove(row, col, row - 2, col - 2));
// Cardinal
if (canJump(player, row, col, row - 1, col, row - 2, col))
moves.addElement(new CheckersMove(row, col, row - 2, col));
if (canJump(player, row, col, row + 1, col, row + 2, col))
moves.addElement(new CheckersMove(row, col, row + 2, col));
if (canJump(player, row, col, row, col - 1, row, col - 2))
moves.addElement(new CheckersMove(row, col, row, col - 2));
if (canJump(player, row, col, row, col + 1, row, col + 2))
moves.addElement(new CheckersMove(row, col, row, col + 2));
}
if (moves.size() == 0)
return null;
else
{
CheckersMove[] moveArray = new CheckersMove[moves.size()];
for (int i = 0; i < moves.size(); i++)
moveArray[i] = (CheckersMove) moves.elementAt(i);
return moveArray;
}
} // end getLegalMovesFrom()
/**
*
* @param player
* @param r1
* where he is/ square being checked
* @param c1
* where he is
* @param r2
* where he wants to be/ possible square movement
* @param c2
* where he wants to be
* @return
*/
public boolean canWarp(int player, int r1, int c1, int r2, int c2)
{
if (r2 < 0 || r2 >= 8 || c2 < 0 || c2 >= 8)
return false; // (r2,c2) is off the board.
/*
* //Cyan board[2][1] board[6][5] //Red board[2][3] board[5][4] //Orange
* board[2][4] board[5][3] //Blue board[2][6] board[5][1] //Yellow
* board[3][2] board[4][5] //Green board[3][5] board[4][2]
*/
// Vector moves = new Vector();
if (board[r2][c2] == WARP[0])
{
// moves.addElement(new CheckersMove(r1, c1, r2, c2));
if (board[2][3] == WARP[0] && board[5][4] == WARP[0])
{
if (r2 == 2)
{
warpRow = 5;
warpCol = 4;
} else
{
warpRow = 2;
warpCol = 3;
}
return true;
}
if (board[r2][c2] == WARP[1])
{
if (board[2][4] == WARP[1] && board[5][3] == WARP[1])
{
if (r2 == 2)
{
warpRow = 5;
warpCol = 3;
} else
{
warpRow = 2;
warpCol = 4;
}
return true;
}
}
if (board[r2][c2] == WARP[2])
{
if (board[3][2] == WARP[2] && board[4][5] == WARP[2])
{
if (r2 == 3)
{
warpRow = 4;
warpCol = 5;
} else
{
warpRow = 3;
warpCol = 2;
}
return true;
}
}
if (board[r2][c2] == WARP[3])
{
if (board[3][5] == WARP[3] && board[4][2] == WARP[3])
{
if (r2 == 3)
{
warpRow = 4;
warpCol = 2;
} else
{
warpRow = 3;
warpCol = 5;
}
return true;
}
}
if (board[r2][c2] == WARP[4])
{
if (board[2][1] == WARP[4] && board[6][5] == WARP[4])
{
if (r2 == 2)
{
warpRow = 6;