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125 Commits

Author SHA1 Message Date
512fcc069d
dernière correction par ma maman
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2023-05-22 02:12:50 +02:00
7a5a4a093e
spellcheck
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2023-05-21 17:54:47 +02:00
6d53865281 Merge pull request 'Rapport' (#53) from Rapport into master
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Reviewed-on: #53
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-20 23:36:13 +02:00
58810fff0c corrections
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2023-05-20 23:37:22 +02:00
a98c3cd3e1 Last modification by tonitch
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2023-05-20 14:17:42 +02:00
939f8566cd latex syntax
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2023-05-20 13:11:30 +02:00
03beebaeaf escape on the menu quit the game
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2023-05-20 12:45:52 +02:00
c7fe7853b4 Merge pull request 'restructuration des fichiers' (#84) from restructuration into master
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Reviewed-on: #84
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-20 12:32:10 +02:00
35c7ecf471 Merge pull request 'Random rotation to generated maps' (#83) from randomPieceRotation into master
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Reviewed-on: #83
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-20 12:31:53 +02:00
Mat
229782c772 Corriger qlq faute vu sur relecture
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2023-05-19 23:28:27 +02:00
Mat
2d27786e48 Make conclusion and correct some accent
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2023-05-19 23:06:18 +02:00
Mat
3bcfdfc084 Add some explain about MapGenerator
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2023-05-19 22:12:17 +02:00
Mat
878caf1c99 Add Apport Positifs et négatifs 2023-05-19 20:25:58 +02:00
0bb327abb2
restructuration des fichiers
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2023-05-19 16:44:45 +02:00
621be3af64
removing smap from the console
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2023-05-19 16:30:02 +02:00
Mat
9671f8ec53 Add Point forts
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2023-05-19 15:32:50 +02:00
Mat
2d4462735a Add Point faibles dans le rapport 2023-05-19 15:32:50 +02:00
7467abfd11
Random rotation to generated maps
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2023-05-19 14:55:48 +02:00
59fd891fd9
minor corrections
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2023-05-19 14:46:17 +02:00
e6853ab3d3
Parser de fichier + Consignes de base
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2023-05-19 10:20:11 +02:00
ff5ed0c85f
correction fautes 2023-05-19 10:20:11 +02:00
0330303129
Avancement global
- Section Personelle
- Generateur de niveaux
- Organisation
2023-05-19 10:20:11 +02:00
0354679969
File Parser 2023-05-19 10:20:11 +02:00
714e904d1c
Base de Rapport 2023-05-19 10:20:10 +02:00
d52d1cab77 Clean the pieces position when restarting the game
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without that, the old pieces where still in game and this would break
the gameplay
2023-05-19 00:32:44 +02:00
9bc66ad6b1 Solve the position problem
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The position was set to (70,76) for all floating pieces because it was
the value received.
nowk, if thes values are given (for the characters F & L as specified in
the specification in the rapport), the piece is set in a floating state
(position = null)
2023-05-19 00:32:26 +02:00
41be423f94 Draw the piece at their places at the start of the level
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2023-05-19 00:32:12 +02:00
774c594cb8
avoid too bright colors
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2023-05-18 19:46:19 +02:00
fed275ba09 Make a Button to load the previous game done by the player in case if he want to do it one more time(#73)
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Make a Button to load the previous game done by the player in case if he want to do it one more time

Co-authored-by: Mat <diletomatteo@gmail.com>
Reviewed-on: #73
Reviewed-by: Debucquoy Anthony <d.tonitch@gmail.com>
2023-05-18 19:31:47 +02:00
8c8dacadd0
Bug Correction, Load Button linked
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2023-05-18 19:24:01 +02:00
a726019b18
lock fullscreen
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2023-05-18 19:11:43 +02:00
391d94afbe Make a screen when the player finish the level (#64)
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Make a screen when the level is finish and also change the button play for select a difficulty

Co-authored-by: Mat <diletomatteo@gmail.com>
Co-authored-by: Anthony Debucquoy <debucquoy.anthony@gmail.com>
Reviewed-on: #64
Reviewed-by: Debucquoy Anthony <d.tonitch@gmail.com>
2023-05-18 19:03:53 +02:00
7bd43062d0 Make a Button to load the previous game (#68)
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A simple button to load a previous game

Co-authored-by: Mat <diletomatteo@gmail.com>
Reviewed-on: #68
Reviewed-by: Debucquoy Anthony <d.tonitch@gmail.com>
2023-05-18 18:36:25 +02:00
4c185f0a81 saveLevel (#69)
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Co-authored-by: Anthony Debucquoy <debucquoy.anthony@gmail.com>
Reviewed-on: #69
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-18 18:32:16 +02:00
ac6c8611e7 Adding all levels + linking buttons
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to create new level just do

`gradle -q --console plain -PmainClass=school_project.Parsers.FileParserFactory run`

Co-authored-by: Anthony Debucquoy <debucquoy.anthony@gmail.com>
Reviewed-on: #56
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-17 23:42:44 +02:00
ff167b4d0f deleting piece position when clicked to avoid fantom pieces
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2023-05-17 23:41:55 +02:00
34ea408202 stop piece screen overflow
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2023-05-17 22:38:00 +02:00
c9fdb4a7db removing println to stop spamming the console
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2023-05-17 20:43:20 +02:00
3d4730cfc0 Merge pull request 'change acceuil to accueil' (#55) from Acceuil_to_Accueil into master
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Reviewed-on: #55
Reviewed-by: Debucquoy Anthony <d.tonitch@gmail.com>
2023-05-16 20:25:57 +02:00
518a37ba8c Merge pull request 'correct_lonely_piece' (#54) from correct_lonely_piece into master
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Reviewed-on: #54
Reviewed-by: Debucquoy Anthony <d.tonitch@gmail.com>
2023-05-16 20:25:31 +02:00
Mat
aecbf2cb9a add a comment and delete space useless
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2023-05-16 10:35:46 +02:00
Mat
178d076883 change acceuil to accueil
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2023-05-15 23:58:12 +02:00
Mat
16d2c89e95 Make the code to sub a piece alone without link to others pieces
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2023-05-15 19:31:21 +02:00
3dd1b6b059
Less Small Pieces
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2023-05-12 11:38:21 +02:00
3e4b4d257e Merge pull request 'This commit will align piece to their in game position' (#48) from pieceDrawing into master
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Reviewed-on: #48
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-11 20:09:46 +02:00
d389b22f2d Merge pull request 'Place pieces on the board' (#46) from pieceInteraction into master
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Reviewed-on: #46
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-11 20:09:23 +02:00
9fabc8128b Merge pull request 'Set the matrix size of a new piece to its minimum size' (#45) from matrixMinimumSize into master
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Reviewed-on: #45
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-11 20:08:39 +02:00
def25d9e38
Check if the baord is completed and return to main menu
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2023-05-11 12:24:56 +02:00
e424cdca4e
selected piece get to the front
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2023-05-11 12:01:59 +02:00
201eb3ec10
avoid piece to be placed when right clicking 2023-05-11 11:56:00 +02:00
cb54e753d7
align piece when placed
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2023-05-11 11:51:53 +02:00
0f1ecc753b
leaving debug printing and reseting piece position if not placed
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2023-05-11 11:47:16 +02:00
334e0ad99b
Piece overlap detection
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there is 3 addition:
- `ArrayList getOccupation()` to get a list of all spot occupied by a piece
- Fixing a bug to rotate right where width and height where inverted
- Check if a piece is overlapping another when placing and refusing the
  placement if so
2023-05-11 11:34:50 +02:00
a35d823ec4
Adding documentation
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2023-05-10 23:09:57 +02:00
4f821b44bc
When a piece is placed at a position, check if this space is placable and place it there.
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2023-05-10 22:59:43 +02:00
9aa09f8fbd
Method to add a piece to a map with it's position 2023-05-10 22:55:42 +02:00
90d6d47cc8
limit piece matrix to their minimum size
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2023-05-10 22:49:29 +02:00
8ec5a622d8
isColumn/RowOnlyFalse 2023-05-10 20:22:20 +02:00
e7c7065a8d
Adding MatrixRemoveRow/Column 2023-05-10 20:02:10 +02:00
a472df26ed Merge pull request 'menu' (#43) from menu into master
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Reviewed-on: #43
Reviewed-by: Debucquoy Anthony <d.tonitch@gmail.com>
2023-05-09 15:52:13 +02:00
Debucquoy
24730a1362
Merge branch 'menu'
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2023-05-09 13:05:53 +02:00
Mat
af3489d078 change the switchRoot method
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2023-05-09 12:56:33 +02:00
7320fea2f9 Merge pull request 'Game UI' (#38) from gameui into master
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Reviewed-on: #38
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-09 12:51:18 +02:00
60bf1fa5d0
make white space on detached pieces
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2023-05-07 16:13:13 +02:00
7c37c46830
Correct position on draging pieces 2023-05-07 16:13:13 +02:00
6280b39c20
Cleaner code 2023-05-07 16:13:09 +02:00
592780bb73
DownDate to java 11 2023-05-07 16:07:08 +02:00
e3d28b21b4
Positionning on the screen
Signed-off-by: Anthony Debucquoy <debucquoy.anthony@gmail.com>
2023-05-07 16:07:07 +02:00
7b6291bda9
Keep the Shape Size
Signed-off-by: Anthony Debucquoy <debucquoy.anthony@gmail.com>
2023-05-07 16:07:07 +02:00
382af6b541
Piece rotation 2023-05-07 16:07:07 +02:00
15e1745ad1
Adding Gap and texture 2023-05-07 16:07:07 +02:00
4583bbd7e6
set default color of pieces 2023-05-07 16:07:07 +02:00
c68e680768
Show Map and pieces shape in gameui 2023-05-07 16:07:05 +02:00
Mat
a043cb487f Correct all thing say expect the one about switchRoot I didn't understand (Btw add some comment)
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2023-05-06 21:45:56 +02:00
Mat
1af5db700e Add the picture of background
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2023-05-05 12:18:54 +02:00
752c722b0c Merge branch 'master' into menu
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2023-05-05 12:11:19 +02:00
Mat
a3ad448fba Finally finish the menu
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2023-05-05 11:50:17 +02:00
a7a3e8b36e
DownDate to java 11
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2023-05-04 22:12:13 +02:00
Mat
8110a93910 Make operational and also organize all the buttons
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2023-05-04 18:22:23 +02:00
Debucquoy
53972cd1ef
Merge branch 'master' of git.herisson.ovh:undefined_name/School_project
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2023-05-04 15:40:31 +02:00
Debucquoy
de146b216d
Down to java11 2023-05-04 15:40:05 +02:00
f1519ba40c levelMaker (#36)
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This is a really simple and not efficient level Maker to build levels.

you have to run the main method in FileParserFacotry.java with your idea and respond to all the questions. it's painfully slow but less than doing it by hand on a paper I guess.

I added level11.level as an example for where to put the level when finished.

To access it you have to do: `new File(getClass().getResources("level11.level").getFile())` and put it into `FileParserFactory.loadMapFromFile(File f)`

Co-authored-by: Debucquoy <debucqquoy.anthony@gmail.com>
Co-authored-by: Anthony Debucquoy <debucquoy.anthony@gmail.com>
Reviewed-on: #36
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-03 17:29:10 +02:00
72dcbcbf4f Adding Color to pieces (#31)
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Just adding a color field to pieces for drawing later

Carefull when you review, I also moved Vec2 to Utils where I feel it belong.

Solve #29

Co-authored-by: Anthony Debucquoy <debucquoy.anthony@gmail.com>
Reviewed-on: #31
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-03 17:27:10 +02:00
Mat
a43e3b150a Finish initiate all the button in the gridPane For MenuLevel
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2023-05-01 20:48:49 +02:00
Mat
7ac860850c Finish initiate all the button in the gridPane For MenuLevel 2023-05-01 20:47:40 +02:00
Mat
a076ca12cb Finish initiate all the button in the gridPane For MenuLevel 2023-05-01 20:45:51 +02:00
Mat
dc5da4956a Affichage des boutons pour les levels ok 2023-05-01 20:07:44 +02:00
c6df656381 MapGenerator (#34)
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This generate maps following a simple structure

First we choose map size depending on the difficulty

we grind the edge with a random pattern so the map is not just a square

we pick a random open piece and try to make a piece out of it between a size of 1 to 3

and we do this in a loop until all open spaces are filled

this is not the best but it's efficient

known problem:

- We can have sometime a lot of small pieces
- We can have weird shape, for instance pieces that are only connected by corner

I think this is technically not a problem in the end. but this could be changed

Co-authored-by: Debucquoy <debucqquoy.anthony@gmail.com>
Reviewed-on: #34
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-01 18:38:52 +02:00
692e22b5b9 Merge pull request 'Adding Array Copy for matrix' (#33) from ArrayDeepCopy into master
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Reviewed-on: #33
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-01 17:53:54 +02:00
f21c036b1c Merge pull request 'addition of vectors' (#32) from Vec2Upgrade into master
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Reviewed-on: #32
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-05-01 17:53:05 +02:00
Mat
b4b89bcd86 Finishing MenuAcceuil 2023-05-01 16:05:59 +02:00
Mat
644af67a55 Make a package for all the Menu class 2023-05-01 12:31:27 +02:00
Mat
ee0350c251 clear CreateLevelMenu2 and all object useless in Controller
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2023-04-30 13:50:44 +02:00
Mat
d455b7f450 Clear CreateLevel1 to make a new class 2023-04-30 13:44:08 +02:00
Mat
02b4ab8a35 Clear the method CreateMenu to make a new class with the same role 2023-04-30 13:07:36 +02:00
Mat
24a7a73f36 forget to update syntaxe with the array 2023-04-28 12:04:22 +02:00
Mat
ce99e1faf9 Make an array for buttons and add a constructor 2023-04-28 12:01:30 +02:00
Mat
075bdd9338 Sub element from Controller to a new class 2023-04-28 11:48:31 +02:00
Mat
25a6782f3c beginning of the final interface
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2023-04-28 11:28:10 +02:00
Debucquoy
0baef08205
Adding Array Copy for matrix
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Currently only boolean but we can add more if we need
2023-04-27 11:16:31 +02:00
Debucquoy
f71675dd21
addition of vectors
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Vector to string
2023-04-27 11:09:56 +02:00
9711be3665 Bug journal de bord
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2023-04-21 21:00:46 +02:00
8749c23333 File Parser for levels (#18)
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Co-authored-by: Debucquoy Anthony (tonitch) <debucquoy.anthony@gmail.com>
Reviewed-on: #18
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-04-21 20:00:15 +02:00
ac368a6d19 Merge pull request 'rajout du prototype de menu pour le jeu' (#26) from interface-du-menu into master
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Reviewed-on: #26
Reviewed-by: BrokenBrad <eddyjiofak@gmail.com>
Reviewed-by: Debucquoy Anthony <d.tonitch@gmail.com>
2023-04-18 13:11:42 +02:00
Mat
00f62097f1 fix the issue about the position of the footer
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2023-04-02 23:37:35 +02:00
Mat
592b179a19 rajout du prototype de menu pour le jeu
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2023-03-28 13:23:36 +02:00
eeae13b339 Merge pull request 'Shape_Piece_Map' (#15) from Shape_Piece_Map into master
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Reviewed-on: #15
Reviewed-by: BrokenBrad <eddyjiofak@gmail.com>
Reviewed-by: Mat_02 <diletomatteo@gmail.com>
2023-03-28 00:31:41 +02:00
b41714c27f Merge pull request 'Story' (#24) from Story into master
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Reviewed-on: #24
Reviewed-by: Debucquoy Anthony <d.tonitch@gmail.com>
Reviewed-by: BrokenBrad <eddyjiofak@gmail.com>
2023-03-27 19:39:08 +02:00
Mat
7527309d79 Correction des fautes, hésité pas si il en reste
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2023-03-26 20:12:08 +02:00
0a72e6e047 Merge branch 'master' into Story
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2023-03-23 14:46:20 +01:00
Mat
3b6234f4a1 Rajout du meeting du 23 mars
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2023-03-23 12:02:41 +01:00
Mat
dd01bc96cb rajout de la syntaxe (titre)+modification day3
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2023-03-23 11:32:19 +01:00
Debucquoy
e7d82b3076
Setting default position of vector to 0.
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2023-03-23 11:24:34 +01:00
bc2feee03c Merge branch 'master' into Shape_Piece_Map
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2023-03-21 23:07:32 +01:00
e4478c878c
trying to fix drone again
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2023-03-21 23:05:39 +01:00
1ef428962f Merge branch 'master' into Shape_Piece_Map
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2023-03-21 21:28:23 +01:00
df457b830a Merge branch 'master' into Shape_Piece_Map
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continuous-integration/drone/push Build is passing
continuous-integration/drone/pr Build is passing
2023-03-21 14:30:53 +01:00
Debucquoy
bd41d24a36
Merge branch 'master' into Shape_Piece_Map
All checks were successful
continuous-integration/drone/pr Build is passing
continuous-integration/drone/push Build is passing
2023-03-21 14:21:13 +01:00
Debucquoy
24df4e376c
Adding Pieces positions 2023-03-21 14:14:39 +01:00
4854fef677
wip
Signed-off-by: Anthony Debucquoy <debucquoy.anthony@gmail.com>
2023-03-21 09:56:13 +01:00
71beb69c84
Changing addShape to AddPiece
Signed-off-by: Anthony Debucquoy <debucquoy.anthony@gmail.com>
2023-03-20 23:57:10 +01:00
8d88f01c9d
Removing Position because my brain bugged
Signed-off-by: Anthony Debucquoy <debucquoy.anthony@gmail.com>
2023-03-01 23:44:26 +01:00
e983c5aa13
Adding Map class
Signed-off-by: Anthony Debucquoy <debucquoy.anthony@gmail.com>
2023-02-27 11:22:07 +01:00
498529f29a
Finishing RotateRight
Signed-off-by: Anthony Debucquoy <debucquoy.anthony@gmail.com>
2023-02-27 11:05:32 +01:00
e06abe60de
Starting Piece Shape and Maps, WIP: wrong algorithm 2023-02-27 00:52:19 +01:00
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@ -30,7 +30,7 @@ steps:
commands: commands:
- apk add --no-cache git - apk add --no-cache git
- tar cvzf /build/$(git log -n 1 --format="%h")_school_archive.gz.tar app/ gradle/ gradlew/ gradlew.bat README.md settings.gradle - tar cvzf /build/$(git log -n 1 --format="%h")_school_archive.gz.tar app/ gradle/ gradlew/ gradlew.bat README.md settings.gradle
trigger: when:
branch: branch:
- master - master
event: event:
@ -44,6 +44,6 @@ depends_on:
- Check_Requirement - Check_Requirement
--- ---
kind: signature kind: signature
hmac: 7560f21ac377e3e6d1c30a67cf6a1052574560d57bbe98cc8017ebcaf19cfc99 hmac: 6b154c74ec624ce2d5867386bb7a6ee51cae9153457a8ce15f53e54546ccbc0e
... ...

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.idea/ .idea/
.settings/ .settings/
*.slevel

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rapport.aux
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\documentclass[12pt,a4paper]{article}
\usepackage{amsmath}
\usepackage{listings}
\usepackage{tikz}
\usepackage{csquotes}
\begin{document}
\title{Rapport du projet informatique 2023 \\ "Road to Master"}
\author{Debucquoy Anthony \and Matteo Di Leto}
\date{May 2023}
\maketitle
\newpage
\tableofcontents
\newpage
\section*{Introduction}
Lors de ce deuxième quadrimestre, le projet Informatique proposé par notre université fut partie intégrante de notre emploi du temps.
Régulièrement, nous nous sommes rassemblés pour nous organiser et trouver une direction dans laquelle nous voulions voir notre projet évoluer.
Grâce aux objectifs fixés par nos enseignants, nous sommes - nous le pensons - maintenant plus aptes à nous confronter à ce genre d'objectifs, tant au niveau personnel qu'en tant que groupe.
Il va sans dire que comme pour tout projet, notre chemin a été semé d'embûches. En l'occurrence, nous souhaitons faire part de l'abandon d'un de nos membre. Eddy Jiofak qui souhaite se réorienter.
Nous lui souhaitons une bonne reconversion.
\section*{Objectifs}
Voici l'objectif fixé par nos enseignants. (document de consignes)
\begin{displayquote}
Le but final de ce projet est de réaliser une application graphique en Java permettant de
jouer au jeu "Cats Organized Neatly". Ce jeu est un jeu de type "puzzle" où le joueur doit
placer des pièces de formes différentes pour combler l'aire de jeu. L'application devra permettre
de sauvegarder et charger une partie et de créer des niveaux automatiquement.
\end{displayquote}
\newpage
\section{Organisation}
Lors de nos rassemblement pour le projet, toutes les idées émises se sont retrouvés sur un blog afin de pouvoir y accéder de manière efficace.
Ce blog nous sert également à garder une trace de l'évolution du projet.
\subsection{Choix}
\begin{itemize}
\item{le VCS \verb|git| pour garder une trace de l'avancement du projet. Avec comme remote une instance privée de gitea nous permettant de vérifier les MR/PR plus efficacement.}
\item{Une instance de DroneCI permettant de vérifier que le projet soit toujours compilable et que les tests ne soient pas ratés sans que nous nous en rendions compte.}
\item{Javafx, comme recommandé par nos enseignants.}
\item{Les pièces et niveaux sont stockées sous forme de matrice de booléen}
\item{Un parser de fichiers efficace et donnant des fichier légers.}
\end{itemize}
\subsubsection*{Shapes}
Les pièces ainsi que la carte sont représentés par une matrice de booléen \verb|boolean[][]|.
Nous avons donc une classe \verb|shape|, parent de \verb|Map| et de \verb|Piece| dans lequel nous stockons notre matrice.
Ensuite, \verb|Map| Contient une liste de \verb|Piece|. Ces pièces contiennent une position représentée par la classe \verb|Vec2|.
Cette position est la position du carré supérieur gauche dans la \verb|Map|.
Avec toutes ces informations nous avons le nécessaire pour le moteur du jeu.
Il est facilement possible de manipuler la carte et les pièces. Il nous suffit alors de faire correspondre l'affichage avec
ces différentes classes. Ce qui est entrepris par la classe \verb|GameUI|.
Le tout est géré par la classe \verb|Controller| qui permet de choisir entre l'affichage d'un menu ou d'une partie en cours.
% \subsection{Difficultés}
\section{Points Forts}
\subsection{Parser de fichiers}
Pour la rétention des niveaux, plusieurs possibilités s'offraient à nous. Nous avons alors décidé d'accomplir une série d'objectifs propres à notre projet avec un parser de fichiers dédié.
Nous voulions que ce parser accomplisse les objectifs suivants:
\begin{itemize}
\item{Les données du niveau seront encapsulées dans un header/footer pour laisser la possibilité d'enregistrer plus d'informations (images/musiques) dans un seul fichier dans le futur.}
\item{La taille du fichier devra être aussi petite que possible, tout en gardant les informations nécessaires au bon fonctionnement du jeu.}
\item{Il sera possible d'enregistrer l'état d'une partie en cours.}
\end{itemize}
Ce parser est implémenté par la classe \verb|BinaryParser|.
\subsubsection*{spécification}
\begin{description}
\item[Header/Footer]{ Les données du niveau commencent par les 3 \emph{caractères} 'S', 'M', 'S' (ou \verb|0x534D53|) et se terminent par les 3 \emph{caractères} 'S', 'M', 'E' (ou \verb|0x534D45|)}
\item[Taille de carte]{ Le premier octet des données représente la largeur de la carte, le second sa hauteur.}
\item[Forme de la carte]{ Chaque cellule de la carte est représenté par un 1 ou un 0. Le 1 représente un emplacement libre, un 0 une cellule vide.
La forme de la carte peut alors être répartie sur un nombre indéterminé d'octets.
Nous pouvons déterminer ce nombre grace à
$$\frac{\text{largeur} * \text{hauteur } (+1 \text{ si multiple de } 8)}{8}$$
en division entière.}
\item[Nombre de pièce]{ L' (les) octet(s) qui forme(nt) la carte représente le nombre de pièce}
\item[Pour chaque pièces]{
\
\begin{description}
\item[Taille de la pièce]{La taille est représentée sur un seul octet sous forme de nibble\footnote{https://en.wikipedia.org/wiki/Nibble}. La première partie du nibble est la largeur. La seconde partie du nibble est la hauteur }
\item[Forme de la pièce]{ Chaque cellules de la pièce est représentée par un 1 ou un 0. La manière de le représenter et exactement la même que pour la forme de la carte }
\end{description}
Dans le cas où le fichier sauvegarde l'état de la partie, à la fin, et pour chaque pièce dans le même ordre que l'apparition des pièces:
\begin{description}
\item[Position de la pièce]{2 octets par pièces, 1 octet pour sa position en x et 1 octet pour sa position en y.
Dans le cas où la pièce est flottante (n'est pas placée dans la carte.), les octets contenant les caractères F puis L (0x464C) remplacent les coordonnées}
\end{description}
}
\end{description}
\subsubsection*{Exemple}
Voici le 'hexdump' du niveau 11
\begin{verbatim}
53 4d 53 05 05 e7 ff ff 80 06 33 ff 80 22 f0 22 |SMS.......3.."."|
b0 22 70 22 b0 11 80 53 4d 45 |."p"...SME|
\end{verbatim}
Représente une carte de la forme :
\begin{tikzpicture}
\filldraw[blue] (0,0) -- (0,5) -- (3,5) -- (3,4) -- (5,4) -- (5,0) -- cycle;
\draw[step=1cm,gray] (0, 0) grid (5,5);
\end{tikzpicture}
Avec les pièces :
\begin{tikzpicture}
\fill[red] (1,1) rectangle (4,4);
\fill[red] (5,1) rectangle (7,3);
\fill[red] (8,1) -- (8,3) -- (9,3) -- (9,2) -- (10,2) -- (10,1) -- cycle;
\fill[red] (11,1) -- (11,2) -- (12,2) -- (12,3) -- (13,3) -- (13,1) -- cycle;
\fill[red] (1,-2) -- (1,0) -- (2,0) -- (2,-1) -- (3,-1) -- (3,-2) -- cycle;
\fill[red] (4, -2) rectangle (5, -1);
\draw[step=1cm,gray] (0.5, -2.5) grid (13.5, 4.5);
\end{tikzpicture}
En plus de ce parser, et dans le cas où ce premier ne serait pas capable de stocker certaine carte (par exemple si une pièce mesure plus de 15x15),
nous avons également implémenté un parser très simple en utilisant l'interface \verb|Serialize| de java. Ce parser est implémenté et fonctionnel,
mais n'est pas utilisé dans le projet à l'heure actuelle.
Ces deux parseurs implémentent l'interface \verb|FileParser|.
Finalement, La classe \verb|FileParserFactory| permet une utilisation simple de ces parseurs. Celle-ci contient deux fonctions statiques.
\begin{itemize}
\item{\verb|Map loadMapFromFile(File)|}
permet de retourner la Map d'un fichier chargé.
\item{\verb|void saveFileFromMap(File, Map)|}
permet de sauvegarder une map dans un fichier.
\end{itemize}
Dans le cas d'une sauvegarde ou d'un chargement, le parser est choisi en fonction de l'extension de fichier ('.level', '.slevel', .'serialized', '.sserialized').
L'avantage de ce système est que nous pouvons facilement ajouter d'autres parser de fichiers dans le futur.
\subsection{Générateur de niveaux}
Le générateur de niveaux a été conçu de sorte à proposer 3 difficultés différentes:
\begin{itemize}
\item{Niveau Facile}
\item{Niveau Moyen}
\item{Niveau Difficile}
\end{itemize}
L'algorithme derrière est le même. En voici le principe :
\subsubsection*{Gestion du plateau}
Le joueur choisit une difficulté. En fonction de la difficulté choisie, la grandeur du plateau de jeu sera différente.
Si la difficulté choisie est facile ou moyenne, alors un curseur parcourt les extrémités du niveau.
Ce curseur sélectionne aléatoirement les cellules qui seront gardées ou non.
Grâce à ça, la forme du plateau n'est pas trop carrée.
Nous nous sommes basés sur le même principe pour le niveau de difficulté difficile mais en plus d'une taille encore plus grande,
le curseur parcourt les extrémités avec une profondeur de 2 afin de faire varier la carte plus grande.
Cela introduit le problème des cases isoléss. C'est pourquoi une boucle vérifie chaque cellule et la supprime si celle-ci est isolée.
\subsubsection*{Gestion des pièces}
Peu importe la difficulté du niveau, voici le fonctionnement :
Une taille maximum des pièces a été fixée au préalable à 3x3.
Par la suite, un curseur parcourt des cases de la carte préalablement conçue de manière aléatoire.
Pour chaque case, l'algorithme teste pour chaque case de la pièce, si l'espace est disponible.
Si ça n'est pas le cas, alors la pièce est modifiée afin de faire correspondre la pièce et la carte.
L'avantage de cette méthode est que les niveaux sont tous très différents.
Les désavantages sont que, par malchance, il est possible d'avoir énormément de piece 1x1.
il est aussi plus difficile d'appliquer des textures et dessins - à l'image du jeu de base - sur les pièces.
Malgré tout, avec nos nombreux tests, ce générateur de niveaux nous satisfait vraiment bien et la difficulté des niveaux correspond bien aux attentes.
\subsection{Interface graphique}
L'interface graphique du jeu tient sur 5 classes différentes.
\subsubsection*{Controller}
Classe principale. Elle s'occupe de la gestion des autres classes et de la cohérence entre elles.
Toutes les autres classes (présentes dans le package \verb|Scenes|) sont des sous classe de Parents.
Cela permet de les afficher grâce à la méthode statique \verb|switchRoot|.
C'est aussi le point d'entrée du programme.
\subsubsection*{MenuAccueil}
Classe s'occupant de générer la page d'accueil du jeu.
C'est-à-dire la première page que verra l'utilisateur.
Cette page permet d'accéder aux niveaux du jeu de base, mais également de générer les niveaux aléatoires.
De plus un dernier bouton "Load Game" permet de revenir sur la dernière partie en cours du joueur.
\subsubsection*{MenuLevel}
Classe s'occupant d'afficher les niveaux proposés dans le jeu, et qui,
en fonction du jour choisi, change les boutons et les niveaux disponibles.
\subsubsection*{ScreenLevelFinish}
Classe qui s'affiche à l'écran dès que le joueur a fini le niveau.
Celle-ci propose également de réessayer le niveau ou de retourner au menu principal.
\subsubsection*{GameUI}
Classe s'occupant de l'affichage d'un niveau.
S'occupe dans un premier temps d'afficher le plateau au milieu de l'écran.
Par la suite, les pièces sont dispersées à la gauche de l'écran et sont rendues disponibles à l'utilisateur.
Ces pièces sont déplaçables à l'aide de la souris.
Si elles sont lâchées sur un emplacement disponible du plateau, alors elles vont s'aligner avec ses cellules.
Pour se faire, nous regardons si le centre d'une cellule (la plus en haut à gauche) est présente dans une cellule du plateau.
Ensuite, on vérifie que toutes les cellules de la pièce ont bien la place dans le plateau pour se poser. Si c'est le cas, alors la pièce est posée.
\section{Points Faibles}
Bien que l'interface graphique permet de naviguer de manière fluide dans le jeu, il y a clairement un manque d'animation et de dynamisme
\emph{i.e}: transition de page à une autre, apparition des boutons ainsi qu'un manque de musique.
Toujours concernant l'affichage l'adaptation à la taille de l'écran peut être revue.
De plus suite à la perte de notre membre nous n'avons pas su gérer la partie du projet qui concerne le design/textures des pièces ainsi que l'histoire jeu préparée auparavant.
\section{Apports Positifs et négatifs}
\subsection{Anthony}
Personnellement, ce projet m'a permis de me plonger dans la conception d'un format de fichier personnalisé.
Cest un exercice que je navais pas encore fait jusqua maintenant. Malgré mes efforts pour prévoir un maximum de choses à lavance afin déviter de devoir modifier ma spécification pendant le développement, je me suis vite rendu compte que je navais pas pensé à tout et que je devrais changer des étapes pour pouvoir arriver à mes fins. Je pense que ce parser de fichier est vraiment améliorable mais je suis relativement fier du résultat.
J'ai pu présenter ce parser à Dr Quoitin qui a pu me conseiller sur différentes approches à ce problème.
J'en prends bonne note.
\subsection{Matteo}
Il est clair que je peux tirer plusieurs enseignements grâce à la réalisation de notre projet.
Tout d'abord, j'ai pu en apprendre beaucoup plus concernant la P.O.O en java, mais aussi j'en ai appris
d'avantage sur l'utilisation de la bibliothèque JavaFx.
De plus, durant la réalisation du projet, comme dit précédemment, nous avons utilisé plusieurs outils dont la plus grande découverte pour moi est
Git qui révèle son intérêt pour les travaux de groupes et qui, selon moi, se révélera tout aussi essentiel pour mes futurs projets
scolaires ainsi que professionnels.
\section{conclusion}
En conclusion, nous pouvons séparer notre travail en trois parties différentes:
\begin{enumerate}
\item Le parser de fichier (gestion sauvegarder/charger partie)
\item Logique du jeu (Map,Vec2,Shapes)
\item Liaison à l'UI (Javafx)
\end{enumerate}
Malgré notre travail concentré sur le bon fonctionnement du jeu avec un parser suivant nos objectifs, une utilisation de la P.O.O de manière très efficace
ainsi qu'une approche correcte de l'utilisation du framework Javafx, d'autres améliorations sont toujours possibles!
En effet, l'idée d'ajouter une histoire, des trophées, un Easter egg, des pièces spéciales ou un encore une table de score basée sur le temps,
reste possible afin de rendre notre jeu encore plus complet.
En conclusion, notre jeu a encore plein de possibilité afin d'être encore plus complet et amusant!
\end{document}

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- [Première entrevue](./rapports/130223.md) - [Première entrevue](./rapports/130223.md)
- [Deuxième entrevue](./rapports/200223.md) - [Deuxième entrevue](./rapports/200223.md)
- [Troisième entrevue](./rapports/230323.md)
# Specification
- [File Parser](./spec/FileParser.md)
# Histoire # Histoire

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@ -1,36 +1,39 @@
Intro histoire # Intro histoire
Après notre premier quadri à l unif assez compliqué entre calculus, inégalités et physique Après notre premier quadri à l unif assez compliqué entre calculus, inégalités et physique
et la perte de temps dans les transports en commun. et la perte de temps dans les transports en commun.
Je décide de enfin me prendre un kot à Mons pour réussir ce quadri en beauté Je décide de enfin me prendre un kot à Mons pour réussir ce quadri en beauté
intro à jouer # Day 1
## intro à jouer
Faire les cartons de différentes cours Faire les cartons de différentes cours
Calculus --> big carton( encombrant pas possible de tourner) Calculus --> big carton( encombrant pas possible de tourner)
Algo 1 --> pc portable (fragile) Algo 1 --> pc portable (fragile)
Math elem carton avec une inégalité dessus qui change dès qu on tourne la pièce) Math elem carton avec une inégalité dessus qui change dès qu on tourne la pièce)
Objet perso à chacun Objet perso à chacun
Mat --> poids de sport 1. Mat --> poids de sport
Eddy --> balle de basket,... 2. Eddy --> balle de basket,...
Anthony --> tenue de scout 3. Anthony --> tenue de scout
Déménagement histoire : ## Déménagement histoire :
Arrivé à l appartement : Arrivé à l appartement :
La pièce est assez petite mais avec assez d'imagination je serai tout mettre La pièce est assez petite mais avec assez d'imagination je serai tout mettre
(j'aurais aimé déjà être en master pour faire une AI qui me aiderai à ranger tous (j'aurais aimé déjà être en master pour faire une AI qui me aiderai à ranger tous
ça peut-etre que chatgpt pourrait m aider..) ça peut-etre que chatgpt pourrait m aider..)
Déménagement à jouer : ## Déménagement à jouer :
Galère à tout rangé --> (interaction avec le jouer) Galère à tout rangé --> (interaction avec le jouer)
--> en repensant c est peut-être pour ça que l ancien propriétaire et partie et que le prix était de si bas --> en repensant c est peut-être pour ça que l ancien propriétaire et partie et que le prix était de si bas
Notion de jour donc cours unifs -> pas le temps de ranger dans le WK on doit terminer en semaine Notion de jour donc cours unifs -> pas le temps de ranger dans le WK on doit terminer en semaine
continuité histoire # Day 2
## continuité histoire
Après un long mardi terminer par le cours d algo 2 il est Après un long mardi terminer par le cours d algo 2 il est
tant de ranger le dernier carton dans la buanderie après une 10 minute de marche tant de ranger le dernier carton dans la buanderie après une 10 minute de marche
@ -38,23 +41,29 @@ j arrive à mon kot mais qlq chose à changer, la couleur de la porte n est plus
De plus il faut tirer et plus poussé pour l ouvrir. De plus il faut tirer et plus poussé pour l ouvrir.
Après être rentré tous les cartons sont refait et l ordre des pièces à changer Après être rentré tous les cartons sont refait et l ordre des pièces à changer
à jouer ## à jouer
----> refaire des niveaux différents pour ranger les cartons ----> refaire des niveaux différents pour ranger les cartons
(intercation pendant le jeu) (intercation pendant le jeu)
--> Hormis la fatigue qui me gagne et se sentiment étrange par rapport à ce kot --> Hormis la fatigue qui me gagne et se sentiment étrange par rapport à ce kot
je defais encore une fois tous mes cartons je defais encore une fois tous mes cartons
(je ne sais pas comment mais tout mes exo en calculus ont été corrigées les cartons sont tous remplie de rouge lol) (je ne sais pas comment mais tout mes exo en calculus ont été corrigées les cartons sont tous remplie de rouge) Après avoir défait le dernier carton dans le bureau je remarque une Trap mystérieuse mais il est déjà 23h et demain j'ai une longue journée qui m'attend (8-10 et 15h45-17h45)
Day 2 histoire # Day 3 histoire
Après avoir défait le dernier carton dans le bureau je remarque une Trap mystérieuse mais il est déjà 23h et demain j'ai une longue journée qui m'attend (8-10 et 15h45-17h45)
La nuit passe --> rien ne bouge La nuit passe --> rien ne bouge
(Level bonus) (Level bonus)
(choix entre faire le petit dej ou allez directement en cours) (choix entre faire le petit dej ou allez directement en cours)
## Si choix petit dej
Après un bon petit déj --> puzzle cassé les oeuf au bonne endroit dans la poêle Après un bon petit déj --> puzzle cassé les oeuf au bonne endroit dans la poêle
mettre le bacon au bonne endroit mettre le bacon au bonne endroit
## si choix rien déjeuner
rien ne se passer (peut avoir de l'importance pour la suite ex : fin pendant la journée donc allez faire des courses idée de niveau de remplir le caddie)
La journée se termine je croise les doigts pour que tout reste comme avant La journée se termine je croise les doigts pour que tout reste comme avant
Puis on ouvre la Trap est... space cat avec qlq level Puis on ouvre la Trap est... space cat avec qlq level
ou reveil devant l examen de calculus ou reveil devant l examen de calculus

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# 23 mars 2023
Nous nous sommes rassemblés ce jeudi afin de parler de plusieurs sujets tel que :
1. L'avancement du travail d'Eddy.
2. Clarifiction sur les tâches.
3. Rassembler notre travail.
## L'avancement du travail d'Eddy
Eddy a commencé à travailler avec javaFX afin de modéliser les premiers mouvements/ déplacement sur les pièces dont nous aurons besoins pour la suite du projet. Il va rajouter son travail sur notre git.
## Clarifiction sur les tâches du projet
En ceux qui concerne Eddy va continuer de :
- Travailler sur les mouvements des pièces
- Faire l'interface graphique pour le jeu.
Anthony va :
- Continuer à travailler sur Map
- Travailler sur son Parser
Pour finir Matteo va :
- S'occuper de faire le menu du jeu
- Faire la musique du jeu
## Rassembler notre travail
Après la mise en commun du travaille d'Eddy avec celle d'Anthony deux points important ont été souligné.
En effet désormais Anthony se consacre sur toutes les propriétés des pièces à l'intérieur du plateau de jeu, tandis que Eddy lui fait en sorte de lier son travail pour les mouvements en dehors du plateau c'est-à-dire la sélection des pièces, la sélections de la texture en bref l'interface graphique.
De plus concernant la position des pièces il a été décidé de se référer au coin en haut à gauche de la matrice une méthode qui pourra nous aider est la méthode Vec2 qui Anthony a rajouté
En ce qui concerne la création du menu pour Matteo, il faudrait créer une classe select level pour que chaque level contiennent : le parser qui est relié à Shape et à Pièce mais aussi à l'interface graphique.

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<!-- --- -->
<!-- title: File Parser -->
<!-- author: Debucquoy Anthony (tonitch) -->
<!-- date: 5 March 2023 -->
<!-- --- -->
# File Parser Specification
For the Project, I wanted to challenge myself, I decided to do my own file parser with my own specification that would
have the special objective of being really small.
## The File format
The file would use the .level file extension.
The file can contain anything, the used data is enclosed between a header and a footer.
This could be used to add: musics, images and other stuff in the level file itself
Only one Header and One Footer should be present in the file.
The parser will only read the first one it finds so to avoid problem, it is best practise to put the
level data at the top of the file.
- The HEADER will be defined by the succesion of the characters 'S', 'M' then 'S'
- The FOOTER will be defined by the succesion of the characters 'S', 'M', then 'E'
- The bytes in between are the level data
- byte 1: Width of the map
- byte 2: Height of the map
- bytes 3 -> Width * Height (+1 if Width * Height % 8 is not 0)
- byte after Map Data: Pieces amount
- for each pieces
- 1 byte: size of the piece
- 4 first bits : width
- 4 last bits: height
- next bytes -> Width * Height (+1 if Width * Height % 8 is not 0)
### Saved file
For saved file, the extension will be .slevel
The only difference is that at the end of the map data (after the pieces and before the
Footer. there will be the position of each pieces from their top-left corner in the map.
following this pattern for each pieces
- 'F' and 'L' on 2 bytes for floating positions when the piece is not placed
- x and y on 2 bytes for position if the piece is placed
## Known Limitation
1) by putting the piece size on one byte. We limit the maximum piece size to 15 x 15 (1111 | 1111)
I don't think we will ever need a piece larger than 5x5 so this is clearly a feature, not a bug! :-)
We might use the same methods for the pieces positions but there could be a posibility to have
larger map if I use 2 bytes for the positions.

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@ -19,7 +19,9 @@ repositories {
dependencies { dependencies {
// Use JUnit Jupiter for testing. // Use JUnit Jupiter for testing.
testImplementation 'org.junit.jupiter:junit-jupiter:5.9.1' testImplementation 'org.junit.jupiter:junit-jupiter:5.9.2'
testImplementation 'org.junit.jupiter:junit-jupiter-api:5.9.2'
testImplementation 'org.junit.jupiter:junit-jupiter-params:5.9.2'
// This dependency is used by the application. // This dependency is used by the application.
implementation 'com.google.guava:guava:31.1-jre' implementation 'com.google.guava:guava:31.1-jre'
@ -27,7 +29,7 @@ dependencies {
application { application {
// Define the main class for the application. // Define the main class for the application.
mainClass = 'school_project.Controller' mainClass = project.hasProperty("mainClass") ? project.getProperty("mainClass") : 'school_project.Controller'
} }
javafx { javafx {
@ -39,3 +41,7 @@ tasks.named('test') {
// Use JUnit Platform for unit tests. // Use JUnit Platform for unit tests.
useJUnitPlatform() useJUnitPlatform()
} }
run{
standardInput = System.in
}

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@ -1,32 +1,77 @@
/*
* This Java source file was generated by the Gradle 'init' task.
*/
package school_project; package school_project;
import javafx.application.Application; import javafx.application.Application;
import javafx.scene.Group; import javafx.scene.Parent;
import javafx.scene.Scene; import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.input.KeyCode;
import javafx.scene.input.KeyCombination;
import javafx.stage.Screen;
import javafx.stage.Stage; import javafx.stage.Stage;
import school_project.Scenes.GameUI;
import school_project.Scenes.MenuAccueil;
import school_project.Parsers.FileParserFactory;
import java.io.File;
import java.io.IOException;
public class Controller extends Application { public class Controller extends Application {
private static Stage stage;
Parent root;
public static Vec2 screen_size;
@Override @Override
public void start(Stage primaryStage) throws Exception { public void start(Stage primaryStage) throws IOException {
primaryStage.setTitle("test"); new File("save.slevel");
Button btn = new Button("test"); stage = primaryStage;
btn.setOnAction(event -> System.out.println("hey")); screen_size = new Vec2(
(int) Screen.getPrimary().getBounds().getWidth(),
(int) Screen.getPrimary().getBounds().getHeight()
);
Group root = new Group(); stage.setTitle("ROAD TO MASTER YOU");
root.getChildren().add(btn);
Scene scene = new Scene(root, 300,300); // Full Screen mode
primaryStage.setScene(scene);
primaryStage.show(); root = new MenuAccueil();
switchRoot(root);
stage.show();
} }
public static void switchRoot(Parent root){
Scene scene = new Scene(root);
if(root instanceof GameUI){
scene.setOnKeyPressed(event ->{
GameUI game = (GameUI) root;
if(event.getCode() == KeyCode.ESCAPE){
try {
FileParserFactory.saveFileFromMap(new File("save.slevel"), game.getLevel());
switchRoot(new MenuAccueil());
} catch (IOException e) {
throw new RuntimeException(e);
}
}
});
}
else if(root instanceof MenuAccueil){
scene.setOnKeyPressed(event ->{
if(event.getCode()==KeyCode.ESCAPE){
stage.close();
}
});
}
stage.setScene(scene);
stage.setFullScreen(true);
stage.setFullScreenExitHint("");
stage.setFullScreenExitKeyCombination(KeyCombination.NO_MATCH);
}
public static void main(String[] args) { public static void main(String[] args) {
launch(); launch();
} }
} }

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@ -0,0 +1,136 @@
package school_project;
import java.util.ArrayList;
import java.util.Arrays;
/**
* Represent the map with its pieces.
* Every piece has a position element that represent its position on the map
*/
public class Map extends Shape{
private final ArrayList<Piece> pieces = new ArrayList<>();
public Map(boolean[][] matrix) {
super(matrix);
}
public Map() {
super();
}
public void addPiece(Piece piece){
piece.setLinked_map(this);
pieces.add(piece);
}
public void addPiece(Piece[] pieces) {
for (Piece p : pieces)
this.addPiece(p);
}
/**
* try to place a piece on the map, return true if succeed and false if it failed
* @param piece the piece to place
* @param pos the position to place the piece in matrix position
* @return true if the piece can and is placed and false if it can't and won't not be palced
*/
public boolean placePiece(Piece piece, Vec2 pos){
if(!pieces.contains(piece))
return false;
piece.setPosition(null);
// In the map limits
if ( pos.x + piece.height > height
|| pos.y+piece.width > width
|| pos.x < 0
|| pos.y < 0)
return false;
ArrayList<Vec2> occupation = new ArrayList<>();
for(Piece p: pieces){
if(p.getPosition() == null || p == piece)
continue;
for (Vec2 o : p.getOccupation()) {
occupation.add(o);
}
}
for (int x = pos.x; x < pos.x + piece.height; x++) {
for (int y = pos.y; y < pos.y + piece.width; y++) {
if ((!getShape()[x][y] || occupation.contains(new Vec2(x, y))) && piece.getShape()[x - pos.x][y - pos.y]) {
return false;
}
}
}
piece.setPosition(pos);
return true;
}
/**
* Check if every pieces has a space on the board to know if the game is finished
* @return true if the game is finished, false if not
*/
public boolean gameDone(){
ArrayList<Vec2> posList = getPosList();
for(Piece p: pieces){
posList.removeAll(p.getOccupation());
}
return posList.isEmpty();
}
/**
* Return a matrix with all used space on the map to see if a piece can fit in a space
*
* @return matrix of boolean with false being the not used space
*/
public boolean[][] getUsedSpace(){
// Copy of the map to avoid side effect
boolean[][] used = new boolean[height][width];
for (int i = 0; i < height; i++) {
used[i] = Arrays.copyOf(matrix[i], width);
}
for (Piece p : pieces) {
if(p.getPosition() == null)
continue;
for(int x = 0; x < p.height; x++){
for(int y = 0; y < p.width; y++){
if (p.getShape()[x][y]){
used[p.getPosition().x + x][p.getPosition().y + y] = false;
}
}
}
}
return used;
}
public ArrayList<Piece> getPieces() {
return pieces;
}
/**
* return a new Clean Map without any pieces on it for saving purpose
* @return a New Map Object without any pieces or saved data
*/
public Map getCleanedMap() {
try {
Map ret = (Map) this.clone();
ret.getPieces().clear();
return ret;
} catch (CloneNotSupportedException e) {
throw new RuntimeException(e);
}
}
/**
* set the position of each pieces in the map to null
*/
public void resetPiecesPositions(){
for (Piece p : pieces) {
p.setPosition(null);
}
}
}

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@ -0,0 +1,104 @@
package school_project;
import school_project.Utils.Array;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.Random;
public class MapGenerator {
private static final Random rand = new Random();
public enum Difficulty {
Easy,
Medium,
Difficult,
}
public static Map generate(Difficulty difficulty){
Vec2 map_size;
int depth = 1; // how much the map shape generator could grind
// define map size depending on the difficulty
switch (difficulty){
case Easy:
map_size = new Vec2(rand.nextInt(2) + 3, rand.nextInt(2) + 3);
break;
case Medium:
map_size = new Vec2(rand.nextInt(3)+5, rand.nextInt(3)+5);
break;
case Difficult:
map_size = new Vec2(rand.nextInt(2)+8, rand.nextInt(2)+8);
depth = 2;
break;
default:
map_size = new Vec2();
break;
}
// Cut edges
boolean[][] map_shape = new boolean[map_size.x][map_size.y];
for (boolean[] b : map_shape) {
Arrays.fill(b, true);
}
for (int i = 0; i < map_shape.length; i++) {
for (int j = 0; j < map_shape[0].length; j++) {
if(i > depth - 1 && i < map_shape.length - depth && j > depth - 1 && j < map_shape[0].length - depth){
j = map_shape[0].length - depth;
}
map_shape[i][j] = rand.nextBoolean();
}
}
//delete lonely piece
for (int i =0;i<map_shape.length;i++){
for (int j = 0; j<map_shape[i].length;j++){
boolean test = false;
if(map_shape[i][j]){
for(int k = Math.max(i - 1, 0); k<= Math.min(i+1,map_shape.length-1); k++){
for (int l = Math.max(j - 1, 0); l<= Math.min(j+1,map_shape[i].length-1); l++){
if (k==i && l == j)
continue;
if (map_shape[k][l])
test = true;
}
}
if (!test)
map_shape[i][j] = false;
}
}
}
Map ret = new Map(map_shape);
boolean[][] piece_layout = Array.MatrixCopyOf(map_shape);
ArrayList<Vec2> EmptySlots = new ArrayList<>();
for (int i = 0; i < piece_layout.length; i++) {
for (int j = 0; j < piece_layout[i].length; j++) {
if(piece_layout[i][j]){
EmptySlots.add(new Vec2(i, j));
}
}
}
while (EmptySlots.size() > 0){
Collections.shuffle(EmptySlots);
Vec2 selected = EmptySlots.get(0);
int size = 3;
boolean[][] shape = new boolean[size][size];
for(int i = 0; i < size; i++){
for (int j = 0; j < size; j++) {
Vec2 checked = new Vec2(i, j).add(selected);
if(EmptySlots.contains(checked)){
EmptySlots.remove(checked);
piece_layout[checked.x][checked.y] = false;
shape[i][j] = true;
}
}
}
Piece piece = new Piece(shape);
piece.RotateRight(rand.nextInt(4));
ret.addPiece(piece);
}
//generate pieces
return ret;
}
}

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@ -0,0 +1,221 @@
package school_project.Parsers;
import school_project.Map;
import school_project.Piece;
import school_project.Utils.Bitwise;
import school_project.Vec2;
import java.io.*;
import java.util.Arrays;
public class BinaryParser implements FileParser {
@Override
public Map getLevel(File file, boolean saved_data) throws IOException {
Map ret;
FileInputStream fileStream = new FileInputStream(file);
byte[] level_data = ExtractLevelData(fileStream);
ret = new Map(ExtractMapFromLevelData(level_data));
ret.addPiece(ExtractPiecesFromLevelData(level_data, saved_data));
fileStream.close();
return ret;
}
@Override
public void saveLevel(File file, Map level_data, boolean save_data) throws IOException {
int byteSize = getByteSizeForMap(level_data, save_data);
byte[] data = new byte[byteSize];
int i = 0;
data[i++] = 'S'; data[i++] = 'M'; data[i++] = 'S';
data[i++] = (byte) level_data.getWidth(); data[i++] = (byte) level_data.getHeight();
for(byte b : BuildByteFromMatrix(level_data.getShape())){
data[i++] = b;
}
data[i++] = (byte) level_data.getPieces().size();
for (Piece p : level_data.getPieces()) {
data[i++] = Bitwise.NibbleToByte((byte) p.getWidth(), (byte) p.getHeight());
for(byte b : BuildByteFromMatrix(p.getShape())){
data[i++] = b;
}
}
if (save_data){
for (Piece p : level_data.getPieces()) {
Vec2 _piece_pos = p.getPosition();
if(_piece_pos == null){
data[i++] = 'F';
data[i++] = 'L';
}else{
data[i++] = (byte) _piece_pos.x;
data[i++] = (byte) _piece_pos.y;
}
}
}
data[i++] = 'S'; data[i++] = 'M'; data[i++] = 'E';
FileOutputStream save_file = new FileOutputStream(file);
save_file.write(data);
save_file.flush();
save_file.close();
}
/**
* Extract Level data from file content
* @param fileStream file stream to read extract data from
* @return Level data as an array of byte
* @throws IOException Expected if we can't read the file
*/
static byte[] ExtractLevelData(InputStream fileStream) throws IOException {
byte[] bytes = fileStream.readAllBytes();
int start_position = 0, end_position = 0;
for (int i = 0; i < bytes.length; i++) {
if(bytes[i] == 83 && bytes[i+1] == 77 && bytes[i+2] == 83){ // SMS
start_position = i+3;
break;
}
}
for (int i = start_position; i < bytes.length - 2; i++) {
if(bytes[i] == 83 && bytes[i+1] == 77 && bytes[i+2] == 69){ // SME
end_position = i;
break;
}
}
return Arrays.copyOfRange(bytes, start_position, end_position);
}
/**
* Get Pieces out of the level data
*
* @param levelData full data of the level without header and footer
* @param saved_data Should extract saved data and included it in the pieces
* @return array of Piece from level data
*/
static Piece[] ExtractPiecesFromLevelData(byte[] levelData, boolean saved_data) {
byte map_width = levelData[0], map_height = levelData[1];
byte piece_count = levelData[2 + map_width * map_height / 8 + (map_height * map_width % 8 != 0 ? 1 : 0)];
Piece[] ret = new Piece[piece_count];
byte[] pieces_data = Arrays.copyOfRange(levelData, 3 + map_width * map_height / 8 + (map_height * map_width % 8 != 0 ? 1 : 0), levelData.length);
byte[] pieces_positions = saved_data ? Arrays.copyOfRange(levelData, levelData.length - piece_count*2,levelData.length ): null;
int piece_offset = 0;
for (int piece_index = 0; piece_index < piece_count; piece_index++) {
Vec2 _piece_size = Bitwise.ByteToNible(pieces_data[piece_index + piece_offset]);
byte[] _piece_data = Arrays.copyOfRange(pieces_data, piece_index + piece_offset + 1, piece_index + piece_offset + 1 + _piece_size.x * _piece_size.y / 8 + (_piece_size.x * _piece_size.y % 8 != 0 ? 1 : 0));
boolean[][] _piece_matrix = BuildMatrixFromBytes(_piece_size.x, _piece_size.y, _piece_data);
ret[piece_index] = new Piece(_piece_matrix);
if(saved_data){
Vec2 _piece_pos = (pieces_positions[piece_index*2] == 70 && pieces_positions[piece_index*2+1] == 76) ?
null : new Vec2(pieces_positions[piece_index*2], pieces_positions[piece_index*2 + 1]);
ret[piece_index].setPosition(_piece_pos);
}
piece_offset += _piece_size.x * _piece_size.y / 8 + (_piece_size.x * _piece_size.y % 8 != 0 ? 1 : 0);
}
return ret;
}
/**
* Get the Map Matrix out of the level data
* @param level_data full data of the level without header and footer
* @return boolean matrix of the map
*/
static boolean[][] ExtractMapFromLevelData(byte[] level_data){
int map_width = level_data[0], map_height = level_data[1];
byte[] map_data = Arrays.copyOfRange(level_data, 2, 2 + map_width * map_height / 8 + (map_height * map_width % 8 != 0 ? 1 : 0));
return BuildMatrixFromBytes(map_width, map_height, map_data);
}
/**
* take a boolean matrix and build an array of byte following the specs of the parser
* @param shape bolean matrix where true are 1 and false are 0
* @return byte array with each element compiled for file format
*/
static byte[] BuildByteFromMatrix(boolean[][] shape){
int width = shape[0].length , height = shape.length;
boolean[] b_list = new boolean[width * height];
for (int x = 0; x < shape.length; x++) {
for (int y = 0; y < shape[x].length; y++) {
b_list[x * shape[x].length + y] = shape[x][y];
}
}
byte[] ret = new byte[width * height / 8 + (width * height % 8 == 0 ? 0 : 1)];
for (int i = 0; i < ret.length; i++) {
byte current_byte = 0;
boolean[] current_byte_data = Arrays.copyOfRange(b_list, i * 8, i * 8 + 8);
for (boolean curr_data: current_byte_data) {
current_byte = (byte) (current_byte << 1);
current_byte = (byte) (current_byte | (curr_data ? 1 : 0));
}
ret[i] = current_byte;
}
return ret;
}
/**
* Build a boolean Matrix From a byte array
* Each Byte is composed of 8 bit, each bit is 1 or 0
* if the bit is 0 then it's a false for this cell
* else it's true for this cell
* @param matrix_width width of the matrix
* @param matrix_height height of the matrix
* @param matrix_data byte array of the data to export
* @return boolean Matrix of the data decompiled
*/
static boolean[][] BuildMatrixFromBytes(int matrix_width, int matrix_height, byte[] matrix_data){
boolean[][] ret = new boolean[matrix_height][matrix_width];
// Transforming the bit from matrix_data's byte into boolean array for better manipulation
boolean[] b_array = new boolean[matrix_height * matrix_width];
int index = 0;
for(byte b: matrix_data){
for (int i = 0; i < 8; i++) { // because 8 bit in a byte
b_array[index] = Bitwise.IsBitSetAt(b, i);
index++;
if(index >= matrix_height * matrix_width)
break;
}
}
// Transforming b_array to a 2D matrix
for (int x = 0; x < matrix_height; x++) {
for (int y = 0; y < matrix_width; y++) {
ret[x][y] = b_array[y + x * matrix_width];
}
}
return ret;
}
/**
* give the amount of byte needed to store the given Map
* following the binary file format
* @param level the map to check
* @param data should add save data or only level data
* @return integer of the ammount of byte needed
*/
public static int getByteSizeForMap(Map level, boolean data){
int ret = 6; // header + footer
ret += 2; //size of the piece
ret += ((level.getWidth() * level.getHeight()) / 8); // size of the map
ret += level.getHeight() * level.getWidth() % 8 == 0 ? 0 : 1; // Add 1 if the size of map is not a mult of 8
ret += 1; // amount of pieces
for(Piece p: level.getPieces()){
ret += 1; // size of the piece
ret += p.getHeight() * p.getWidth() / 8;
ret += p.getHeight() * p.getWidth() % 8 == 0 ? 0 : 1; // add 1 if the size of the piece is not mult of 8
if(data){
ret += 2; // if the piece is not placed, only one byte else 2
}
}
return ret;
}
}

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@ -0,0 +1,33 @@
package school_project.Parsers;
import school_project.Map;
import java.io.File;
import java.io.FileNotFoundException;
import java.io.IOException;
public interface FileParser {
/**
* Parse the file and create a Map with its shape and pieces setup
*
* @param file file to parse
* @param saved_data does the saved data should be added to the map
* @return Map Object parsed with file data
* @see <a href="http://school.debucquoy.me/spec/FileParser.html#file-parser-specification"> Parser Specification</a>
* @throws FileNotFoundException if the file was not found or was not accessible
* @throws IOException if an I/O occurs
*/
Map getLevel(File file, boolean saved_data) throws IOException;
/**
* Save Map to a file without all it's data
* Could be used for generating level file. might not be used in game.
* @param file the file where to save
* @param levelData the map to save
* @param save_data should save the map data (need to be false only in development I think)
* @throws FileNotFoundException The file could not be created
* @throws IOException if an I/O occurs
*/
void saveLevel(File file, Map levelData, boolean save_data) throws IOException;
}

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@ -0,0 +1,132 @@
package school_project.Parsers;
import javafx.util.Pair;
import school_project.Map;
import school_project.Piece;
import java.io.File;
import java.io.FileNotFoundException;
import java.io.IOException;
import java.io.NotSerializableException;
import java.util.Scanner;
/**
* This is used to find the right parser to parser a save/level file.
* This should be the only right way to save/load a file! you can just use `Map loadMapFromFile(File)` to load a file
* and `void saveFileFromMap(File, Map)` to save a file
*
* <p>
* there is currently 2 file format with 2 variation each (save file or level file)
* - BinaryParser
* - ".level"
* - ".slevel"
* - SerializeParser
* - ".serialized"
* - ".sserialized"
* </p>
*
* <p>
* More file format can be added in the future by adding a new class that implement parser
* and adding it to this file
* </p>
*
* @author tonitch
*/
public class FileParserFactory {
/**
* Load a file and return a map
* If this is a save map, return the map with its save data
* @param file file to get data from
* @return Map generated from the file
* @throws FileNotFoundException if the file was not found or was not accessible
* @throws IOException if an I/O occurs
*/
public static Map loadMapFromFile(File file) throws IOException {
Pair<FileParser, Boolean> parser= getFileParser(file);
return parser.getKey().getLevel(file, parser.getValue());
}
/**
* Save a file in a specific format, this format is defined by the file extension
* This file extention could be: ".level", ".slevel", ".serialized", ".sserialized"
* for save file use the .s variations
* @param file file name to be saved to with the right extension
* @param map map file to save
* @throws NotSerializableException the file extension is not recognised
* @throws FileNotFoundException The file could not be created
* @throws IOException if an I/O occurs
*/
public static void saveFileFromMap(File file, Map map) throws IOException {
Pair<FileParser, Boolean> parser= getFileParser(file);
parser.getKey().saveLevel(file, map, parser.getValue());
}
private static Pair<FileParser, Boolean> getFileParser(File file) throws NotSerializableException {
FileParser fileParser;
boolean save_data;
if (file.toString().toLowerCase().endsWith(".level")){
fileParser = new BinaryParser();
save_data = false;
}else if(file.toString().toLowerCase().endsWith(".slevel")){
fileParser = new BinaryParser();
save_data = true;
}else if(file.toString().toLowerCase().endsWith(".serialized")){
fileParser = new SerializeParser();
save_data = false;
}else if(file.toString().toLowerCase().endsWith(".sserialized")) {
fileParser = new SerializeParser();
save_data = true;
}else {
throw new NotSerializableException("This file format is not supported");
}
return new Pair<FileParser, Boolean>(fileParser, save_data);
}
public static void main(String[] args) throws IOException {
Scanner in = new Scanner(System.in);
Map level = new Map();
System.out.print("Entrez le nom du fichier:");
File file = new File(in.nextLine());
System.out.print("Entrez la largeur de la map:");
int map_width = in.nextInt();
System.out.print("Entrez la hauteur de la map:");
int map_height = in.nextInt();
boolean[][] map_shape = new boolean[map_height][map_width];
for (int i = 0; i < map_height; i++) {
for (int j = 0; j < map_width; j++) {
System.out.print("mur (" + i + ", " + j + ")? (y/n):");
map_shape[i][j] = in.next(".").charAt(0) != 'y';
}
}
level.setShape(map_shape);
System.out.println(level);
System.out.print("Entrez le nombre de pieces:");
int piece_amount = in.nextInt();
for (int i = 0; i < piece_amount; i++) {
System.out.print("Entrez la largeur de la piece" + (i+1) +": ");
int _piece_width = in.nextInt();
System.out.print("Entrez la hauteur de la piece" + (i+1) +": ");
int _piece_height = in.nextInt();
boolean[][] _piece_shape = new boolean[_piece_height][_piece_width];
for (int k = 0; k < _piece_height; k++) {
for (int j = 0; j < _piece_width; j++) {
System.out.print("mur (" + k + ", " + j + ")? (y/n):");
_piece_shape[k][j] = in.next(".").charAt(0) != 'y';
}
}
level.addPiece(new Piece(_piece_shape));
}
saveFileFromMap(file, level);
}
}

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package school_project.Parsers;
import school_project.Map;
import java.io.*;
public class SerializeParser implements FileParser{
@Override
public Map getLevel(File file, boolean saved_data) throws IOException {
// saved_data is ignored in this case because the file is serialized data and it already knows if should have saved_data or not at this point
FileInputStream fileStream = new FileInputStream(file);
ObjectInputStream objectStream = new ObjectInputStream(fileStream);
try {
return (Map) objectStream.readObject();
} catch (ClassNotFoundException e) {
throw new IOException("the serialized file format has not found any object in the file");
}
}
@Override
public void saveLevel(File file, Map levelData, boolean save_data) throws IOException {
FileOutputStream fileStream = new FileOutputStream(file);
ObjectOutputStream objectStream = new ObjectOutputStream(fileStream);
objectStream.writeObject(save_data ? levelData : levelData.getCleanedMap());
objectStream.close();
fileStream.close();
}
}

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package school_project;
import javafx.scene.paint.Color;
import javafx.scene.paint.Paint;
import java.util.ArrayList;
import java.util.Random;
/**
* Represent a Piece in the game.
* Every Piece should be contained in a Map Object.
* A piece has a position witch is the position of its top-leftest position in its matrix.
* If the piece is not placed in the Map (in a floating state) the position should be null;
*/
public class Piece extends Shape{
private Vec2 Position;
private Map linked_map;
private transient Paint color; // https://www.baeldung.com/java-transient-keyword
public Piece(boolean[][] matrix) {
super(matrix);
Random rand = new Random();
// the %.8 is there to avoid pieces that are too "white" so that we can see them
color = new Color(rand.nextDouble()%.8, rand.nextDouble() %.8, rand.nextDouble()%.8, 1);
}
public void setColor(Paint p){
color = p;
}
public Paint getColor(){
return color;
}
public Vec2 getPosition() {
return Position;
}
public void setPosition(Vec2 position){
this.Position = position;
}
public ArrayList<Vec2> getOccupation(){
ArrayList<Vec2> ret = new ArrayList<>();
if(Position == null)
return ret;
for (int x = 0; x < height; x++) {
for (int y = 0; y < width; y++) {
if(getShape()[x][y]){
ret.add(new Vec2(getPosition().x + x, getPosition().y + y));
}
}
}
return ret;
}
/**
* set the map the piece is into the the map argument
* @param map map where to place the piece
*/
public void setLinked_map(Map map){
this.linked_map = map;
}
/**
* Rotate the matrix of the piece. Used when the player right click
*
* @param times Set the amount of time the rotation should be executed. Should be set between 1 and 3.
*/
public void RotateRight(int times){
while(times > 0) {
boolean[][] temp_matrix = new boolean[width][height];
for (int i = 0; i < width; i++) {
for (int j = 0; j < height; j++) {
temp_matrix[i][j] = matrix[-j+height-1][i];
}
}
times--;
matrix = temp_matrix;
height = matrix.length;
width = matrix[0].length;
}
}
@Override
public boolean equals(Object obj) {
if(obj instanceof Piece){
Piece pieceObj = (Piece) obj;
if (pieceObj.getPosition() != null && this.getPosition() != null){
return pieceObj.getPosition().equals(this.getPosition()) && pieceObj.getShape().equals(getShape());
}
return pieceObj.getShape().equals(getShape());
}
return false;
}
}

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package school_project.Scenes;
import javafx.scene.Group;
import javafx.scene.input.MouseButton;
import school_project.Controller;
import school_project.Map;
import school_project.Piece;
import school_project.Scenes.ScreenLevelFinish;
import school_project.Utils.MatrixShape;
import school_project.Vec2;
import java.io.FileNotFoundException;
public class GameUI extends Group{
public final static int SEGMENT_SIZE = 50;
public final static int SPACE_SIZE = 5;
private final Vec2 piece_pos_click = new Vec2();
private Map level;
public GameUI(Map level) throws FileNotFoundException {
super();
this.level = level;
MatrixShape grid = new MatrixShape(level);
//center the grid
grid.setLayoutX((Controller.screen_size.x - grid.boundary_size.x) >> 1);
grid.setLayoutY((Controller.screen_size.y - grid.boundary_size.y) >> 1);
getChildren().add(grid);
Vec2 piece_space = new Vec2(SPACE_SIZE, SPACE_SIZE);
int column = 0;
for (Piece p : level.getPieces()) {
MatrixShape _piece = new MatrixShape(p);
if(piece_space.y + _piece.boundary_size.y >= Controller.screen_size.y){
column++;
piece_space.y = SPACE_SIZE;
piece_space.x = (SEGMENT_SIZE*3 + SPACE_SIZE*4 )* column;
}
_piece.setLayoutX(piece_space.x);
_piece.setLayoutY(piece_space.y);
piece_space.y += _piece.boundary_size.y;
if(p.getPosition() != null){
_piece.setLayoutX(grid.getLayoutX() + p.getPosition().y * (SEGMENT_SIZE+SPACE_SIZE));
_piece.setLayoutY(grid.getLayoutY() + p.getPosition().x * (SEGMENT_SIZE+SPACE_SIZE));
}
// Pieces Events
_piece.setOnMouseClicked(event -> {
if(event.getButton() == MouseButton.SECONDARY){
((Piece) _piece.shape).RotateRight(1);
_piece.update();
}
});
_piece.setOnMousePressed(event -> {
piece_pos_click.x = (int) event.getX();
piece_pos_click.y = (int) event.getY();
});
_piece.setOnMouseDragged(event -> {
_piece.toFront();
_piece.setLayoutX(event.getSceneX() - piece_pos_click.x);
_piece.setLayoutY(event.getSceneY() - piece_pos_click.y);
});
_piece.setOnMouseReleased(event -> {
if(event.getButton() != MouseButton.PRIMARY)
return;
p.setPosition(null);
if(event.getSceneX() > grid.getLayoutX() && event.getSceneX() < grid.getLayoutX() + grid.boundary_size.x
&& event.getSceneY() > grid.getLayoutY() && event.getSceneY() < grid.getLayoutY() + grid.boundary_size.y )
{
// Inverted because screen is x ; y and matrix is x ; y
Vec2 piece_position_in_grid = new Vec2(
(int) (_piece.getLayoutY() + (SEGMENT_SIZE+SPACE_SIZE)/2 - grid.getLayoutY())/(SEGMENT_SIZE+SPACE_SIZE),
(int) (_piece.getLayoutX() + (SEGMENT_SIZE+SPACE_SIZE)/2 - grid.getLayoutX())/(SEGMENT_SIZE+SPACE_SIZE)
);
level.placePiece(p, piece_position_in_grid);
if(p.getPosition() != null){
_piece.setLayoutX(grid.getLayoutX() + p.getPosition().y * (SEGMENT_SIZE+SPACE_SIZE));
_piece.setLayoutY(grid.getLayoutY() + p.getPosition().x * (SEGMENT_SIZE+SPACE_SIZE));
}
if(level.gameDone()){
Controller.switchRoot(new ScreenLevelFinish(level));
}
}
});
getChildren().add(_piece);
}
}
public Map getLevel() {
return level;
}
}

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package school_project.Scenes;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.control.Button;
import javafx.scene.control.ChoiceBox;
import javafx.scene.control.Label;
import javafx.scene.layout.StackPane;
import javafx.scene.paint.Color;
import javafx.scene.text.Font;
import school_project.Controller;
import school_project.MapGenerator;
import school_project.Parsers.FileParserFactory;
import java.io.File;
import java.io.FileNotFoundException;
import java.io.IOException;
public class MenuAccueil extends StackPane {
public MenuAccueil(){
super();
//create all the objet that I need
ChoiceBox<String> SlctDifficulty = new ChoiceBox<>();
SlctDifficulty.getItems().addAll("Easy", "Medium", "Difficult");
Label RdmLvl = new Label("Random Level : ");
Button LoadLvl = new Button("Load game");
Button SelectLevel= new Button("Select Level");
Label Title = new Label("Welcome to Road to Master");
SlctDifficulty.setOnAction(event -> {
String choosediff = SlctDifficulty.getSelectionModel().getSelectedItem();
switch (choosediff) {
case "Easy":
try {
Controller.switchRoot(new GameUI(MapGenerator.generate(MapGenerator.Difficulty.Easy)));
} catch (FileNotFoundException e) {
throw new RuntimeException(e);
}
break;
case "Medium":
try {
Controller.switchRoot(new GameUI(MapGenerator.generate(MapGenerator.Difficulty.Medium)));
} catch (FileNotFoundException e) {
throw new RuntimeException(e);
}
break;
case "Difficult":
try {
Controller.switchRoot(new GameUI(MapGenerator.generate(MapGenerator.Difficulty.Difficult)));
} catch (FileNotFoundException e) {
throw new RuntimeException(e);
}
break;
}
});
//set up all the Button where I need
getChildren().addAll(Title,SlctDifficulty,SelectLevel,RdmLvl,LoadLvl);
RdmLvl.setFont(Font.font(25));
RdmLvl.setTextFill(Color.GOLD);
Title.setFont(Font.font(40));
Title.setTextFill(Color.RED);
setAlignment(Title, Pos.TOP_CENTER);
setAlignment(LoadLvl,Pos.BOTTOM_CENTER);
setAlignment(SlctDifficulty,Pos.CENTER_LEFT);
setAlignment(SelectLevel,Pos.CENTER_RIGHT);
setAlignment(RdmLvl, Pos.CENTER_LEFT);
setMargin(RdmLvl,new Insets(0,0,0,100));
setMargin(SlctDifficulty,new Insets(0,0,0,300));
setMargin(SelectLevel,new Insets(0,300,0,0));
setMargin(Title,new Insets(200,0,0,0));
setMargin(LoadLvl,new Insets(0,0,200,0));
SelectLevel.setOnAction(event -> Controller.switchRoot(new MenuLevel(1)));
LoadLvl.setOnAction(event -> {
try {
Controller.switchRoot(new GameUI(FileParserFactory.loadMapFromFile(new File("save.slevel"))));
} catch (IOException e) {
throw new RuntimeException(e);
}
});
getStyleClass().add("BorderPane");
getStylesheets().add(String.valueOf(getClass().getResource("StyleMenuAcceuil.css")));
}
}

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package school_project.Scenes;
import javafx.geometry.HPos;
import javafx.geometry.Insets;
import javafx.scene.control.Button;
import javafx.scene.layout.ColumnConstraints;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.RowConstraints;
import school_project.Controller;
import school_project.Parsers.FileParserFactory;
import java.io.File;
import java.io.IOException;
public class MenuLevel extends GridPane {
private int StartLevel;
public MenuLevel(int choose_day) {
//create all Object that I need
RowConstraints[] Rows = new RowConstraints[5];
ColumnConstraints[] Columns = new ColumnConstraints[3];
Button[] Days = new Button[3];
Button BckMenu = new Button("Back to menu");
BckMenu.setOnAction(event -> Controller.switchRoot(new MenuAccueil()));
setHalignment(BckMenu,HPos.CENTER);
add(BckMenu,2,4);
for (int i = 0; i < Days.length; i++){
Days[i] = new Button("Day"+(i+1));
}
//it's here that I know which day I can show on the screen
if (choose_day == 1) {
StartLevel = 1;
add(Days[1],0,0);
add(Days[2],2,0);
setHalignment(Days[1], HPos.CENTER);
setHalignment(Days[2], HPos.CENTER);
}
else if (choose_day == 2) {
StartLevel = 11;
add(Days[0], 0, 0);
add(Days[2], 2, 0);
setHalignment(Days[0], HPos.CENTER);
setHalignment(Days[2], HPos.CENTER);
}
else if (choose_day == 3) {
StartLevel = 21;
add(Days[0], 0, 0);
add(Days[1], 2, 0);
setHalignment(Days[0], HPos.CENTER);
setHalignment(Days[1], HPos.CENTER);
}
Days[0].setOnAction(event -> Controller.switchRoot(new MenuLevel(1)));
Days[1].setOnAction(event -> Controller.switchRoot(new MenuLevel(2)));
Days[2].setOnAction(event -> Controller.switchRoot(new MenuLevel(3)));
//It's here that I put all buttons where I need (base on column not row)
for (int i = 0; i < 3; i++) {
for (int j = 1; j < 5; j++) {
Button levelButton = new Button("level "+(StartLevel));
levelButton.setOnAction(event -> {
try {
String levelName = ((Button)event.getSource()).getText().replace(" ", "") + ".level";
GameUI level = new GameUI(FileParserFactory.loadMapFromFile(new File(Controller.class.getResource("levels/" + levelName).getFile())));
Controller.switchRoot(level);
} catch (IOException e) {
System.out.println("Le niveau " + StartLevel + "n'existe pas.");
}
});
if(i==0){
StartLevel+=3;
add(levelButton,i,j);
setHalignment(levelButton,HPos.CENTER);
if(j==4){
StartLevel-=11;
}
}
else if(i==1&&j!=4) {
StartLevel += 3;
add(levelButton, i, j);
setHalignment(levelButton,HPos.CENTER);
if (j == 3) {
StartLevel -=8;
}
}
else if(i==2&&j!=4){
StartLevel+=3;
add(levelButton,i,j);
setHalignment(levelButton,HPos.CENTER);
}
}
}
for(int i=0;i<=2;i++){
Columns[i] = new ColumnConstraints();
Columns[i].setPercentWidth(33);
getColumnConstraints().addAll(Columns[i]);
}
for (int i= 0;i<=4;i++){
Rows[i] = new RowConstraints();
Rows[i].setPercentHeight(20);
getRowConstraints().addAll(Rows[i]);
}
setHgap(20);
setVgap(20);
setPadding(new Insets(20,10,10,20));
getStyleClass().add("GridPane");
getStylesheets().add(String.valueOf(getClass().getResource("StyleMenuAcceuil.css")));
}
}

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package school_project.Scenes;
import javafx.geometry.Insets;
import javafx.geometry.Pos;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.StackPane;
import javafx.scene.text.Font;
import school_project.Controller;
import school_project.Map;
import java.io.FileNotFoundException;
public class ScreenLevelFinish extends StackPane {
public ScreenLevelFinish(Map lastlevel){
super();
Button retry = new Button("Retry Level");
Label CongraMess = new Label(" LEVEL DONE GREAT JOB ");
CongraMess.setFont(Font.font(40));
Button BckMenu = new Button("Back to Menu");
BckMenu.setFont(Font.font(25));
Button ChooseLvl = new Button("Choose level");
ChooseLvl.setFont(Font.font(25));
BckMenu.setOnAction(event -> Controller.switchRoot(new MenuAccueil()));
ChooseLvl.setOnAction(event -> Controller.switchRoot(new MenuLevel(1)));
retry.setOnAction(event -> {
try {
lastlevel.resetPiecesPositions();
Controller.switchRoot(new GameUI(lastlevel));
} catch (FileNotFoundException e) {
throw new RuntimeException(e);
}
});
getChildren().addAll(BckMenu,ChooseLvl,CongraMess,retry);
setAlignment(retry,Pos.BOTTOM_CENTER);
setAlignment(BckMenu, Pos.CENTER_RIGHT);
setAlignment(ChooseLvl, Pos.CENTER_LEFT);
setAlignment(CongraMess, Pos.TOP_CENTER);
setMargin(BckMenu, new Insets(0,300,0,0 ));
setMargin(ChooseLvl,new Insets(0,0,0,300));
setMargin(CongraMess,new Insets(300,0,0,0));
setMargin(retry,new Insets(0,0,300,0));
getStyleClass().add("StackPane");
getStylesheets().add(String.valueOf(getClass().getResource("StyleMenuAcceuil.css")));
}
}

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package school_project;
import school_project.Utils.Array;
import java.io.Serializable;
import java.util.ArrayList;
/**
* Base class for everything that is a shape kind, like map and pieces
* it contain a matrix of boolean where the shape is defined by the true's
*/
public class Shape implements Serializable, Cloneable{
protected boolean[][] matrix;
protected int height, width;
public Shape() {
matrix = new boolean[0][0];
}
public Shape(boolean[][] matrix){
this.setShape(matrix);
}
public void setShape(boolean[][] matrix) throws IllegalArgumentException{
for (boolean[] row: matrix){
if(row.length != matrix[0].length){
throw new IllegalArgumentException("The argument should be a square matrix");
}
}
for (int i = 0; i < matrix.length; i++) {
if(!Array.isRowOnlyFalse(matrix, i)) {
for (int j = 0; j < i; j++) {
matrix = Array.MatrixRemoveRow(matrix, 0);
}
break;
}
}
for (int i = matrix.length-1; i >= 0; i--) {
if(!Array.isRowOnlyFalse(matrix, i)) {
for (int j = matrix.length-1; j > i; j--) {
matrix = Array.MatrixRemoveRow(matrix, j);
}
break;
}
}
for (int i = 0; i < matrix[0].length; i++) {
if(!Array.isColumnOnlyFalse(matrix, i)) {
for (int j = 0; j < i; j++) {
matrix = Array.MatrixRemoveColumn(matrix, 0);
}
break;
}
}
for (int i = matrix[0].length-1; i >= 0; i--){
if(!Array.isColumnOnlyFalse(matrix, i)) {
for (int j = matrix[0].length-1; j > i; j--) {
matrix = Array.MatrixRemoveColumn(matrix, j);
}
break;
}
}
height = matrix.length;
width = matrix[0].length;
this.matrix = matrix;
}
public int getHeight() {
return height;
}
public int getWidth() {
return width;
}
public boolean[][] getShape() {
return matrix;
}
/**
* Get the list of all the open possition of the map
* @return ArrayList of vec2 of all the positions
*/
public ArrayList<Vec2> getPosList(){
ArrayList<Vec2> ret = new ArrayList<>();
for (int x = 0; x < height; x++) {
for (int y = 0; y < width; y++) {
if(matrix[x][y]){
ret.add(new Vec2(x, y));
}
}
}
return ret;
}
@Override
public String toString() {
String ret = "";
for (boolean[] row : matrix) {
for (boolean el : row) {
if(el) ret = ret.concat("");
else ret = ret.concat("");
}
ret = ret.concat("\n");
}
return ret;
}
}

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package school_project.Utils;
import java.util.Arrays;
public class Array{
public static boolean[][] MatrixCopyOf(boolean[][] o){
boolean[][] ret = new boolean[o.length][];
for (int i = 0; i < o.length; i++){
ret[i] = Arrays.copyOf(o[i], o[i].length);
}
return ret;
}
public static boolean[][] MatrixRemoveRow(boolean[][] o, int row){
boolean[][] newMatrix = new boolean[o.length - 1][o[0].length];
int newRow = 0;
for (int i = 0; i < o.length; i++) {
if(i == row)
i++;
if(i >= o.length)
continue;
newMatrix[newRow] = o[i];
newRow++;
}
return newMatrix;
}
public static boolean[][] MatrixRemoveColumn(boolean[][] o, int col){
boolean[][] newMatrix = new boolean[o.length][o[0].length - 1];
for (int i = 0; i < o.length; i++) {
int newCol = 0;
for(int j = 0; j < o[0].length; j++){
if(j == col)
j++;
if(j >= o[0].length)
continue;
newMatrix[i][newCol] = o[i][j];
newCol++;
}
}
return newMatrix;
}
public static boolean isRowOnlyFalse(boolean[][] o, int row){
boolean mark = true;
for (int i = 0; i < o[row].length; i++) {
if(o[row][i])
mark = false;
}
return mark;
}
public static boolean isColumnOnlyFalse(boolean[][] o, int column){
boolean mark = true;
for (int i = 0; i < o.length; i++) {
if(o[i][column])
mark = false;
}
return mark;
}
}

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package school_project.Utils;
import school_project.Vec2;
public class Bitwise {
/**
* Check if the bit at pos is 1 or 0
* @param b byte to test
* @param pos position in b to check
* @return true if the bit at pos is 1 or false if it is 0
*/
public static boolean IsBitSetAt(byte b, int pos){
pos = 7 - pos;
return (b & (1 << pos))!= 0;
}
/**
* Transform a byte (8 bit) to two Nible (4 bit) with a split in the middle
* Exemple:
* in = 01000101 (=69)
* out = { 00000100, 00000101 } (={4, 5})
*
* @param in the byte to split
* @return an arrya of 2 byte ret[0] = left part; ret[1] = right part
*/
public static Vec2 ByteToNible(byte in){
Vec2 ret = new Vec2();
ret.x = (byte) (in >> 4);
ret.y = (byte) (in & 15); // apply the mask '00001111'
return ret;
}
/**
* Transform 2 byte into 1 with a left part ( 4 bits ) and a right part ( 4 bits)
* @param left first 4 bits
* @param right last 4 bits
* @return concatenated byte
*/
public static byte NibbleToByte(byte left, byte right){
return (byte) ((left << 4) | right);
}
}

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package school_project.Utils;
import javafx.scene.Node;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.GridPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Paint;
import javafx.scene.shape.Rectangle;
import school_project.*;
import school_project.Scenes.GameUI;
import java.io.FileInputStream;
import java.io.FileNotFoundException;
public class MatrixShape extends GridPane {
public Shape shape;
public Vec2 boundary_size = new Vec2();
private Paint color;
public MatrixShape(Shape shape) {
super();
this.shape = shape;
if(shape instanceof Piece){
Piece p = (Piece) shape;
color = p.getColor();
}
update();
setHgap(GameUI.SPACE_SIZE);
setVgap(GameUI.SPACE_SIZE);
}
public void update(){
getChildren().clear();
boolean[][] shape_matrix = shape.getShape();
for (int i = 0; i < shape_matrix.length; i++) {
for (int j = 0; j < shape_matrix[i].length; j++) {
Node _cell;
if(shape_matrix[i][j]){
if(shape instanceof Piece){
Piece p = (Piece) shape;
_cell = new Rectangle(GameUI.SEGMENT_SIZE, GameUI.SEGMENT_SIZE);
((Rectangle) _cell).setFill(color);
}else{
try {
_cell = new ImageView(new Image(new FileInputStream(Controller.class.getResource("tile.png").getFile())));
} catch (FileNotFoundException e) {
throw new RuntimeException(e);
}
}
}
else{
_cell = new Pane();
((Pane) _cell).setPrefSize(GameUI.SEGMENT_SIZE, GameUI.SEGMENT_SIZE);
}
add(_cell, j, i);
}
}
boundary_size = new Vec2((GameUI.SEGMENT_SIZE + GameUI.SPACE_SIZE) * shape.getWidth(), (GameUI.SEGMENT_SIZE + GameUI.SPACE_SIZE) * shape.getHeight());
}
public void setColor(Paint p) {
color = p;
}
}

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package school_project;
import java.io.Serializable;
/**
* This is used to represent a position/vector/... any ensemble of 2 elements that have to work together in
* a plan. This way we can use some basic operations over them.
*/
public class Vec2 implements Serializable {
public int x, y;
public Vec2() {
x = 0;
y = 0;
}
public Vec2(int x, int y ){
this.x = x;
this.y = y;
}
@Override
public boolean equals(Object obj) {
if (obj instanceof Vec2) {
Vec2 vec = (Vec2) obj;
return this.x == vec.x && this.y == vec.y;
}
return false;
}
public Vec2 add(Vec2 o){
return new Vec2(x + o.x, y + o.y);
}
@Override
public String toString() {
return "("+x+","+y+")";
}
}

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.BorderPane{
-fx-background-image: url("BackGround-menu.jpg");
-fx-background-position:center;
}
.GridPane{
-fx-background-image: url("Background-select-level.jpg");
-fx-background-position:right;
}
.StackPane{
-fx-background-image: url("BackGround-LvlFinish.jpg");
}

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SMSààSME

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package school_project;
import org.junit.jupiter.api.Test;
import static org.junit.jupiter.api.Assertions.*;
class MapGeneratorTest {
@Test
void generate() {
Map[] maps = new Map[] {
MapGenerator.generate(MapGenerator.Difficulty.Easy),
MapGenerator.generate(MapGenerator.Difficulty.Medium),
MapGenerator.generate(MapGenerator.Difficulty.Difficult),
};
for(Map m: maps){
System.out.println("==========");
System.out.println(m);
System.out.println("++++++++++++++++++++");
for (Piece p: m.getPieces()){
System.out.println(p);
}
}
}
}

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package school_project;
import org.junit.jupiter.api.Test;
import static org.junit.jupiter.api.Assertions.*;
class MapTest {
@Test
void getUsedSpace() {
boolean[][] map_matrix = {
{false, true, true, false},
{false, true, true, true},
{true, true, true, false},
{false, true, true, true}
};
Map testMap = new Map(map_matrix);
boolean[][] piece1_matrix = {
{true, true},
{true, true},
};
Piece piece1 = new Piece(piece1_matrix);
testMap.addPiece(piece1);
piece1.setPosition(new Vec2(0,1));
boolean[][] result_matrix = {
{false, false, false, false},
{false, false, false, true},
{true, true, true, false},
{false, true, true, true}
};
assertArrayEquals(result_matrix, testMap.getUsedSpace());
}
}

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package school_project.Parsers;
import org.junit.jupiter.api.Test;
import school_project.Map;
import school_project.Piece;
import school_project.Vec2;
import java.io.ByteArrayInputStream;
import java.io.IOException;
import java.util.Arrays;
import static org.junit.jupiter.api.Assertions.*;
class BinaryParserTest {
static byte[] file_data = {
'S', 'M', 'S',
6, 5, (byte) 0x31, (byte) 0xEC, (byte) 0xF3, (byte) 0xFC,
4,
(byte) 0x22, (byte) 0x70,
(byte) 0x33, (byte) 0x99, (byte) 0x80,
(byte) 0x32, (byte) 0x7C,
(byte) 0x33, (byte) 0xDB, (byte) 0x80,
'S', 'M', 'E'
};
@Test
void getByteSizeForMap() {
boolean[][] map_shape = {
{ true, true, true },
{ true, false, true },
{ true, true, true },
};
boolean[][] piece1_shape = {
{ true, true },
{ true, false },
{ true, true },
};
boolean[][] piece2_shape = {
{ true },
{ true },
{ true },
};
Map map = new Map(map_shape);
Piece piece1 = new Piece(piece1_shape);
Piece piece2 = new Piece(piece2_shape);
map.addPiece(new Piece[]{piece1, piece2});
piece2.setPosition(new Vec2(0, 2));
assertEquals(15, BinaryParser.getByteSizeForMap(map, false));
assertEquals(19, BinaryParser.getByteSizeForMap(map, true));
}
@Test
void BuildByteFromMatrix(){
byte[] map_data = Arrays.copyOfRange(file_data, 5, 9);
boolean[][] map_shape = {
{false, false, true, true, false, false},
{false, true, true, true, true, false},
{true, true, false, false, true, true},
{true, true, false, false, true, true},
{true, true, true, true, true, true},
};
assertArrayEquals(map_data, BinaryParser.BuildByteFromMatrix(map_shape));
}
@Test
void BuildMatrixFromByte_map(){
byte[] map_data = Arrays.copyOfRange(file_data, 5, 9);
boolean[][] map_shape = {
{false, false, true, true, false, false},
{false, true, true, true, true, false},
{true, true, false, false, true, true},
{true, true, false, false, true, true},
{true, true, true, true, true, true},
};
assertArrayEquals(map_shape, BinaryParser.BuildMatrixFromBytes(6, 5, map_data));
}
@Test
void BuildMatrixFromByte_piece1(){
byte[] piece1_data = Arrays.copyOfRange(file_data, 11, 12);
boolean[][] piece1_shape = {
{false, true},
{true, true},
};
assertArrayEquals(piece1_shape, BinaryParser.BuildMatrixFromBytes(2, 2, piece1_data));
}
@Test
void BuildMatrixFromByte_piece2(){
byte[] piece2_data = Arrays.copyOfRange(file_data, 13, 15);
boolean[][] piece2_shape = {
{true, false, false},
{true, true, false},
{false, true, true},
};
assertArrayEquals(piece2_shape, BinaryParser.BuildMatrixFromBytes(3, 3, piece2_data));
}
@Test
void BuildMatrixFromByte_piece3(){
byte[] piece3_data = Arrays.copyOfRange(file_data, 16, 17);
boolean[][] piece3_shape = {
{false, true, true},
{true, true, true},
};
assertArrayEquals(piece3_shape, BinaryParser.BuildMatrixFromBytes(3, 2, piece3_data));
}
@Test
void BuildMatrixFromByte_piece4(){
byte[] piece4_data = Arrays.copyOfRange(file_data, 18, 20);
boolean[][] piece4_shape = {
{true, true, false},
{true, true, false},
{true, true, true},
};
assertArrayEquals(piece4_shape, BinaryParser.BuildMatrixFromBytes(3, 3, piece4_data));
}
@Test
void ExtractLevelData() throws IOException {
boolean[][] expected_map_shape = {
{false, false, true, true, false, false},
{false, true, true, true, true, false},
{true, true, false, false, true, true},
{true, true, false, false, true, true},
{true, true, true, true, true, true},
};
byte[] level_data = BinaryParser.ExtractLevelData(new ByteArrayInputStream(file_data));
boolean[][] map = BinaryParser.ExtractMapFromLevelData(level_data);
assertArrayEquals(expected_map_shape, map);
}
@Test
void ExtractPiecesFronLevelDataTest() throws IOException {
boolean[][] piece1_shape = {
{false, true},
{true, true},
};
boolean[][] piece2_shape = {
{true, false, false},
{true, true, false},
{false, true, true},
};
boolean[][] piece3_shape = {
{false, true, true},
{true, true, true},
};
boolean[][] piece4_shape = {
{true, true, false},
{true, true, false},
{true, true, true},
};
boolean[][][] pieces_shapes = {
piece1_shape,
piece2_shape,
piece3_shape,
piece4_shape
};
byte[] level_data = BinaryParser.ExtractLevelData(new ByteArrayInputStream(file_data));
Piece[] pieces = BinaryParser.ExtractPiecesFromLevelData(level_data, false);
for (int i = 0; i < pieces_shapes.length; i++) {
assertArrayEquals(pieces_shapes[i], pieces[i].getShape());
}
}
}

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package school_project.Parsers;
import org.junit.jupiter.api.*;
import org.junit.jupiter.api.io.TempDir;
import school_project.Map;
import school_project.Piece;
import school_project.Vec2;
import java.io.File;
import java.io.IOException;
import java.nio.file.Path;
import static org.junit.jupiter.api.Assertions.*;
class FileParserFactoryTest {
static Map generateMapTest(){
boolean[][] map_shape = {
{false, false, true, true, false, false},
{false, true, true, true, true, false},
{true, true, false, false, true, true},
{true, true, false, false, true, true},
{true, true, true, true, true, true},
};
boolean[][] piece1_shape = {
{false, true},
{true, true},
};
boolean[][] piece2_shape = {
{true, false, false},
{true, true, false},
{false, true, true},
};
boolean[][] piece3_shape = {
{false, true, true},
{true, true, true},
};
boolean[][] piece4_shape = {
{true, true, false},
{true, true, false},
{true, true, true},
};
Piece[] pieces = { new Piece(piece1_shape), new Piece(piece2_shape), new Piece(piece3_shape), new Piece(piece4_shape) };
Map map = new Map(map_shape);
map.addPiece(pieces);
pieces[0].setPosition(new Vec2(1, 0));
pieces[1].setPosition(new Vec2(3, 0));
pieces[2].setPosition(new Vec2(3, 3));
pieces[3].setPosition(new Vec2(0, 2));
return map;
}
@Test
void saveLoadFileFromMap_Binary(@TempDir Path tmpFolder) throws IOException {
Map map = generateMapTest();
FileParserFactory.saveFileFromMap(tmpFolder.resolve("TestBinaryLevel.level").toFile(), map);
Map testMap = FileParserFactory.loadMapFromFile(tmpFolder.resolve("TestBinaryLevel.level").toFile());
assertArrayEquals(map.getCleanedMap().getShape(), testMap.getShape());
for (int i = 0; i < map.getPieces().size(); i++) {
assertArrayEquals(map.getPieces().get(i).getShape(), testMap.getPieces().get(i).getShape());
}
}
@Test
void saveLoadFileFromMap_save_Binary(@TempDir Path tmpFolder) throws IOException {
Map map = generateMapTest();
FileParserFactory.saveFileFromMap(tmpFolder.resolve("TestBinarySave.slevel").toFile(), map);
Map testMap = FileParserFactory.loadMapFromFile(tmpFolder.resolve("TestBinarySave.slevel").toFile());
assertArrayEquals(map.getShape(), testMap.getShape());
for (int i = 0; i < map.getPieces().size(); i++) {
assertArrayEquals(map.getPieces().get(i).getShape(), testMap.getPieces().get(i).getShape());
assertEquals(map.getPieces().get(i).getPosition(), testMap.getPieces().get(i).getPosition());
}
}
@Test
void saveLoadFileFromMap_Serialized(@TempDir Path tmpFolder) throws IOException {
Map map = generateMapTest();
FileParserFactory.saveFileFromMap( tmpFolder.resolve("TestSerializedLevel.serialized").toFile(), map);
Map testMap = FileParserFactory.loadMapFromFile( tmpFolder.resolve("TestSerializedLevel.serialized").toFile());
assertArrayEquals(map.getShape(), testMap.getShape());
for (int i = 0; i < map.getPieces().size(); i++) {
assertArrayEquals(map.getPieces().get(i).getShape(), testMap.getPieces().get(i).getShape());
}
}
@Test
void saveLoadFileFromMap_save_Serialized(@TempDir Path tmpFolder) throws IOException{
Map map = generateMapTest();
FileParserFactory.saveFileFromMap(tmpFolder.resolve("TestSerializedSave.sserialized").toFile(), map);
Map testMap = FileParserFactory.loadMapFromFile(tmpFolder.resolve("TestSerializedSave.sserialized").toFile());
assertArrayEquals(map.getShape(), testMap.getShape());
for (int i = 0; i < map.getPieces().size(); i++) {
assertArrayEquals(map.getPieces().get(i).getShape(), testMap.getPieces().get(i).getShape());
assertEquals(map.getPieces().get(i).getPosition(), testMap.getPieces().get(i).getPosition());
}
}
}

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package school_project;
import org.junit.jupiter.api.Test;
import static org.junit.jupiter.api.Assertions.*;
class PieceTest {
@Test
void rotateRight() {
boolean[][] piece1_matrix = {
{true, false, false},
{false, true, false},
{true, true, false},
};
boolean[][] piece1_matrix_result = {
{true, false, true},
{true, true, false},
};
boolean[][] piece2_matrix = {
{true},
{false},
{true},
};
boolean[][] piece2_matrix_result = {
{true, false, true},
};
boolean[][] piece3_matrix_result = {
{false, true, true},
{true, false, true},
};
Piece piece1 = new Piece(piece2_matrix);
piece1.setShape(piece1_matrix);
Piece piece2 = new Piece(piece2_matrix);
Piece piece3 = new Piece(piece1_matrix);
Piece piece4 = new Piece(piece1_matrix);
piece1.RotateRight(1);
assertArrayEquals(piece1_matrix_result, piece1.getShape());
piece2.RotateRight(1);
assertArrayEquals(piece2_matrix_result, piece2.getShape());
piece3.RotateRight(3);
assertArrayEquals(piece3_matrix_result, piece3.getShape());
piece4.RotateRight(3);
assertNotEquals(piece1_matrix_result, piece4.getShape());
}
}

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package school_project;
import org.junit.jupiter.api.Test;
import school_project.Utils.Array;
import java.util.Arrays;
import static org.junit.jupiter.api.Assertions.*;
class ShapeTest {
@Test
void setShape() {
boolean[][] matrix_shape1 = {
{true, false},
{true, true},
{true, false}
};
boolean[][] matrix_shape2 = {
{true, false, true},
{true, true, true},
{true, false, true},
};
boolean[][] matrix_shape3 = {
{true, false, true},
{true, true}
};
boolean[][] matrix_shape4 = {
{true},
{false},
{true}
};
boolean[][] matrix_shape5 = {
{false, false, false, false, false},
{false, false, false, false, false},
{false, true, true, true, false},
{false, true, false, true, false},
{false, false, false, false, false},
{false, false, false, false, false},
};
boolean[][] matrix_shape5_result = {
{true, true, true},
{true, false, true},
};
boolean[][] matrix_shape6 = {
{true, false},
{false, false}
};
boolean[][] matrix_shape6_result = {
{true},
};
System.out.println(Array.isRowOnlyFalse(matrix_shape1, 0));
Shape shape1 = new Shape();
shape1.setShape(matrix_shape1);
assertEquals(3, shape1.getHeight());
assertEquals(2, shape1.getWidth());
Shape shape2 = new Shape(matrix_shape2);
assertEquals(3, shape2.getHeight());
assertEquals(3, shape2.getWidth());
assertThrows(IllegalArgumentException.class, () -> new Shape(matrix_shape3));
Shape shape4 = new Shape(matrix_shape4);
assertEquals(3, shape4.getHeight());
assertEquals(1, shape4.getWidth());
Shape shape5 = new Shape(matrix_shape5);
assertArrayEquals(matrix_shape5_result, shape5.getShape());
Shape shape6 = new Shape(matrix_shape6);
assertArrayEquals(matrix_shape6_result, shape6.getShape());
}
}

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package school_project.Utils;
import org.junit.jupiter.api.Test;
import static org.junit.jupiter.api.Assertions.*;
class ArrayTest {
@Test
void matrixCopyOf() {
boolean[][] a = new boolean[][] {
{true, false, true},
{false, false, false},
{true, false, true},
};
boolean[][] b = new boolean[][] {
{true, false, true},
{false, false, false},
{true, false, true},
};
boolean[][] c = Array.MatrixCopyOf(a);
assertArrayEquals(a, c);
a[1][1] = true;
assertArrayEquals(b, c);
}
@Test
void matrixRemoveRow() {
boolean[][] a = new boolean[][] {
{true, false, true},
{false, false, false},
{true, false, true},
};
boolean[][] b = new boolean[][] {
{true, false, true},
{true, false, true},
};
boolean[][] result = Array.MatrixRemoveRow(a, 1);
assertArrayEquals(b, result);
}
@Test
void matrixRemoveColumn() {
boolean[][] a = new boolean[][] {
{true, false, true},
{false, false, false},
{true, false, true},
};
boolean[][] b = new boolean[][] {
{true, true},
{false, false},
{true, true},
};
boolean[][] result = Array.MatrixRemoveColumn(a, 1);
assertArrayEquals(b, result);
}
@Test
void isRowOnlyFalse() {
boolean[][] a = new boolean[][] {
{true, false, true},
{false, false, false},
{true, false, true},
};
assertTrue(Array.isRowOnlyFalse(a, 1));
assertFalse(Array.isRowOnlyFalse(a, 0));
}
@Test
void isColumnOnlyFalse() {
boolean[][] a = new boolean[][] {
{true, false, true},
{false, false, false},
{true, false, true},
};
assertTrue(Array.isColumnOnlyFalse(a, 1));
assertFalse(Array.isColumnOnlyFalse(a, 0));
}
}

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<!DOCTYPE html>
<html lang="fr">
<head>
<meta charset="utf-8">
<title>Level - Road to masterU</title>
<link href="style-Level.css" rel="stylesheet">
</head>
<body>
<main>
<section class="select-day">
<h1>Day 1</h1>
<a href="" class="lien-icone">></a>
</section>
<section class="select-level">
<div class="level"><a href="">1</a></div>
<div class="level"><a href="">2</a></div>
<div class="level"><a href="">3</a></div>
<div class="level"><a href="">4</a></div>
<div class="level"><a href="">5</a></div>
<div class="level"><a href="">6</a></div>
<div class="level"><a href="">7</a></div>
<div class="level"><a href="">8</a></div>
<div class="level"><a href="">9</a></div>
<div class="level"><a href="">10</a></div>
</section>
</main>
<footer>
<a href="Menu.html" class="back-to-accueil">Menu</a>
</footer>
</body>

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<!DOCTYPE html>
<html lang="fr">
<head>
<meta charset="utf-8">
<title>Menu - Road to masterU</title>
<link href="style-menu.css" rel="stylesheet">
</head>
<body>
<main>
<section class="title">
<h1>ROAD TO MASTERU </h1>
</section>
<section class="setting">
<a href="" class="setting-Play"><h2>Play</h2></a>
<a href="Level.html" class="setting-level"><h2>Level</h2></a>
</section>
</main>
<footer>
<a href="" class="lien-icone"><img src="../Trophee-pic.jpg" alt="trophy"></a>
<a href="" class="lien-icone"><img src="" alt="link-setting"></a>
</footer>
</body>

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body{
background-image: url("../Background-select-level.jpg");
background-position: right;
}
h1,.lien-icone,.back-to-accueil{
font-size: 75px;
padding-top: 80px;
color:gold;
}
footer{
text-align: center;
padding:50px
}
a{
text-decoration: none;
color:black;
}
.select-day{
display: flex;
flex-direction: row;
justify-content: center;
align-items: baseline;
}
.select-level{
display:grid;
grid-template-columns: 40px 40px 40px;
grid-gap: 30px;
justify-content: center;
}
.level{
height: 60px;
border:3px solid black;
}
.level>a{
font-size:30px;
display: flex;
justify-content:center;
}
.lien-icone{
padding-left: 10px;
}

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body{
background-image: url("../BackGround-menu.jpg");
background-position: center;
}
h1{
font-size: 75px;
padding-top: 80px;
text-decoration: underline;
}
h1,h2{
text-align: center;
color: gold;
}
h2{
font-size: 50px;
padding-top: 40px;
}
footer{
position:absolute;
bottom:0;
padding-bottom: 10px;
right:10px;
}
a{
text-decoration: none;
}

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