Starting Piece Shape and Maps, WIP: wrong algorithm
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								app/src/main/java/school_project/Piece.java
									
									
									
									
									
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								app/src/main/java/school_project/Piece.java
									
									
									
									
									
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package school_project;
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public class Piece extends Shape{
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    public Piece() {
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        super();
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    }
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    public Piece(boolean[][] matrix) {
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        super(matrix);
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    }
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    /**
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     * Rotate the matrix of the piece. Used when the player right click
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     * TODO: ALGORITHME INCORECTE, A REFAIRE <tonitch>
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     *
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     * @param times Set the amount of time the rotation should be executed. Should be set between 1 and 3.
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     */
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    public void RotateRight(int times){
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        while(times > 0) {
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            boolean[][] temp_matrix = new boolean[width][height];
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            for (int i = 0; i < height; i++) {
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                for (int j = 0; j < width; j++) {
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                    temp_matrix[j][i] = matrix[i][j];
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                }
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            }
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            times--;
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            matrix = temp_matrix;
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        }
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    }
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}
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								app/src/main/java/school_project/Shape.java
									
									
									
									
									
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								app/src/main/java/school_project/Shape.java
									
									
									
									
									
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package school_project;
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public class Shape {
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    protected boolean[][] matrix;
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    protected int height, width;
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    public Shape() {
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        matrix = new boolean[0][0];
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    }
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    public Shape(boolean[][] matrix){
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        this.setShape(matrix);
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    }
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    public void setShape(boolean[][] matrix) throws IllegalArgumentException{
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        height = matrix.length;
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        width = matrix[0].length;
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        for (boolean[] row: matrix){
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            if(row.length != width){
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                throw new IllegalArgumentException("The argument should be a square matrix");
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            }
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        }
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        this.matrix = matrix;
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    }
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    public int getHeight() {
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        return height;
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    }
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    public int getWidth() {
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        return width;
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    }
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    public boolean[][] getShape() {
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        return matrix;
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    }
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}
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