public void paintBoard(Graphics2D g2) { double gbwidth = boardGridSize * 8d + lineLoc, gbheight = boardGridSize * 9d + lineLoc; g2.setPaint(red); g2.draw3DRect((int) lineLoc / 2, (int) lineLoc / 2, (int) gbwidth, (int) gbheight, true); g2.draw3DRect( (int) lineLoc / 2 + 3, (int) lineLoc / 2 + 3, (int) gbwidth - 6, (int) gbheight - 7, false); g2.setPaint(fg); for (int i = 0; i < 10; i++) { g2.draw( new Line2D.Double( lineLoc, lineLoc + boardGridSize * i, lineLoc + boardGridSize * 8, lineLoc + boardGridSize * i)); } for (int i = 0; i < 9; i++) { g2.draw( new Line2D.Double( lineLoc + boardGridSize * i, lineLoc, lineLoc + boardGridSize * i, lineLoc + boardGridSize * 4)); if (i == 0 || i == 8) g2.draw( new Line2D.Double( lineLoc + boardGridSize * i, lineLoc + boardGridSize * 4, lineLoc + boardGridSize * i, lineLoc + boardGridSize * 9)); else g2.draw( new Line2D.Double( lineLoc + boardGridSize * i, lineLoc + boardGridSize * 5, lineLoc + boardGridSize * i, lineLoc + boardGridSize * 9)); } drawX(lineLoc + boardGridSize * 4, lineLoc + boardGridSize, g2); drawX(lineLoc + boardGridSize * 4, lineLoc + boardGridSize * 8, g2); // black Pao drawLocation(lineLoc + boardGridSize, lineLoc + boardGridSize * 2, center, g2); drawLocation(lineLoc + boardGridSize * 7, lineLoc + boardGridSize * 2, center, g2); // red Pao drawLocation(lineLoc + boardGridSize, lineLoc + boardGridSize * 7, center, g2); drawLocation(lineLoc + boardGridSize * 7, lineLoc + boardGridSize * 7, center, g2); // black Zu drawLocation(lineLoc, lineLoc + boardGridSize * 3, right, g2); drawLocation(lineLoc + boardGridSize * 2, lineLoc + boardGridSize * 3, center, g2); drawLocation(lineLoc + boardGridSize * 4, lineLoc + boardGridSize * 3, center, g2); drawLocation(lineLoc + boardGridSize * 6, lineLoc + boardGridSize * 3, center, g2); drawLocation(lineLoc + boardGridSize * 8, lineLoc + boardGridSize * 3, left, g2); // red bin drawLocation(lineLoc, lineLoc + boardGridSize * 6, right, g2); drawLocation(lineLoc + boardGridSize * 2, lineLoc + boardGridSize * 6, center, g2); drawLocation(lineLoc + boardGridSize * 4, lineLoc + boardGridSize * 6, center, g2); drawLocation(lineLoc + boardGridSize * 6, lineLoc + boardGridSize * 6, center, g2); drawLocation(lineLoc + boardGridSize * 8, lineLoc + boardGridSize * 6, left, g2); // ---------------------------------------------------------------------- }
public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2 = (Graphics2D) g; g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); Dimension d = getSize(); Color fg3D = Color.lightGray; g2.setPaint(fg3D); g2.draw3DRect(0, 0, d.width - 1, d.height - 1, true); g2.draw3DRect(3, 3, d.width - 7, d.height - 7, false); g2.setPaint(fg); test.setBounds(boardGridSize * 4 + 10, boardGridSize * 5 - 20, 100, 50); this.add(test); paintBoard(g2); }
// also clip, transform, composite, // public boolean isOpaque(){return false;}//theOpaque!=null&&theOpaque;} // --------------------------------------------------------- private void doPaint(Graphics2D g, int s, Object o) { // process an operation from the buffer // System.out.println(s); Object o1 = null, o2 = null, o3 = null, o4 = null, o5 = null, o6 = null, o7 = null, o8 = null, o9 = null, o10 = null, o11 = null; if (o instanceof Object[]) { Object[] a = (Object[]) o; if (a.length > 0) o1 = a[0]; if (a.length > 1) o2 = a[1]; if (a.length > 2) o3 = a[2]; if (a.length > 3) o4 = a[3]; if (a.length > 4) o5 = a[4]; if (a.length > 5) o6 = a[5]; if (a.length > 6) o7 = a[6]; if (a.length > 7) o8 = a[7]; if (a.length > 8) o9 = a[8]; if (a.length > 9) o10 = a[9]; if (a.length > 10) o11 = a[10]; } switch (s) { case clear: paintBackground(g, theBackground); break; // public void addRenderingHints(Map<?,?> hints) // {toBuffer("addRenderingHints",hints );} case addRenderingHints: g.addRenderingHints((Map<?, ?>) o); break; case clip1: g.clip((Shape) o); break; case draw1: g.draw((Shape) o); break; case draw3DRect: g.draw3DRect((Integer) o1, (Integer) o2, (Integer) o3, (Integer) o4, (Boolean) o5); break; case drawGlyphVector: g.drawGlyphVector((GlyphVector) o1, (Float) o2, (Float) o3); break; case drawImage1: g.drawImage((BufferedImage) o1, (BufferedImageOp) o2, (Integer) o3, (Integer) o4); break; case drawImage2: g.drawImage((Image) o1, (AffineTransform) o2, (ImageObserver) o3); break; case drawRenderableImage: g.drawRenderableImage((RenderableImage) o1, (AffineTransform) o2); break; case drawRenderedImage: g.drawRenderedImage((RenderedImage) o1, (AffineTransform) o2); break; case drawString1: g.drawString((AttributedCharacterIterator) o1, (Float) o2, (Float) o3); break; case drawString2: g.drawString((AttributedCharacterIterator) o1, (Integer) o2, (Integer) o3); break; case drawString3: g.drawString((String) o1, (Float) o2, (Float) o3); break; case drawString4: g.drawString((String) o1, (Integer) o2, (Integer) o3); break; case fill: g.fill((Shape) o); break; case fill3DRect: g.fill3DRect((Integer) o1, (Integer) o2, (Integer) o3, (Integer) o4, (Boolean) o5); break; case rotate1: g.rotate((Double) o); break; case rotate2: g.rotate((Double) o1, (Double) o2, (Double) o3); break; case scale1: g.scale((Double) o1, (Double) o2); break; case setBackground: g.setBackground( (Color) o); // paintBackground(g,(Color)o); /*super.setBackground((Color)o) ;*/ break; case setComposite: g.setComposite((Composite) o); break; case setPaint: g.setPaint((Paint) o); break; case setRenderingHint: g.setRenderingHint((RenderingHints.Key) o1, o2); break; case setRenderingHints: g.setRenderingHints((Map<?, ?>) o); break; case setStroke: g.setStroke((Stroke) o); break; case setTransform: g.setTransform(makeTransform(o)); break; case shear: g.shear((Double) o1, (Double) o2); break; case transform1: g.transform(makeTransform(o)); break; case translate1: g.translate((Double) o1, (Double) o2); break; case translate2: g.translate((Integer) o1, (Integer) o2); break; case clearRect: g.clearRect((Integer) o1, (Integer) o2, (Integer) o3, (Integer) o4); break; case copyArea: g.copyArea( (Integer) o1, (Integer) o2, (Integer) o3, (Integer) o4, (Integer) o5, (Integer) o6); break; case drawArc: g.drawArc( (Integer) o1, (Integer) o2, (Integer) o3, (Integer) o4, (Integer) o5, (Integer) o6); break; case drawBytes: g.drawBytes((byte[]) o1, (Integer) o2, (Integer) o3, (Integer) o4, (Integer) o5); break; case drawChars: g.drawChars((char[]) o1, (Integer) o2, (Integer) o3, (Integer) o4, (Integer) o5); break; case drawImage4: g.drawImage((Image) o1, (Integer) o2, (Integer) o3, (Color) o4, (ImageObserver) o5); break; case drawImage5: g.drawImage((Image) o1, (Integer) o2, (Integer) o3, (ImageObserver) o4); break; case drawImage6: g.drawImage( (Image) o1, (Integer) o2, (Integer) o3, (Integer) o4, (Integer) o5, (Color) o6, (ImageObserver) o7); break; case drawImage7: g.drawImage( (Image) o1, (Integer) o2, (Integer) o3, (Integer) o4, (Integer) o5, (ImageObserver) o6); break; case drawImage8: g.drawImage( (Image) o1, (Integer) o2, (Integer) o3, (Integer) o4, (Integer) o5, (Integer) o6, (Integer) o7, (Integer) o8, (Integer) o9, (Color) o10, (ImageObserver) o11); break; case drawImage9: g.drawImage( (Image) o1, (Integer) o2, (Integer) o3, (Integer) o4, (Integer) o5, (Integer) o6, (Integer) o7, (Integer) o8, (Integer) o9, (ImageObserver) o10); break; case drawLine: g.drawLine((Integer) o1, (Integer) o2, (Integer) o3, (Integer) o4); break; case drawOval: g.drawOval((Integer) o1, (Integer) o2, (Integer) o3, (Integer) o4); break; case drawPolygon1: g.drawPolygon((int[]) o1, (int[]) o2, (Integer) o3); break; case drawPolygon2: g.drawPolygon((Polygon) o); break; case drawPolyline: g.drawPolyline((int[]) o1, (int[]) o2, (Integer) o3); break; case drawRect: g.drawRect((Integer) o1, (Integer) o2, (Integer) o3, (Integer) o4); break; case drawRoundRect: g.drawRoundRect( (Integer) o1, (Integer) o2, (Integer) o3, (Integer) o4, (Integer) o5, (Integer) o6); break; case fillArc: g.fillArc( (Integer) o1, (Integer) o2, (Integer) o3, (Integer) o4, (Integer) o5, (Integer) o6); break; case fillOval: g.fillOval((Integer) o1, (Integer) o2, (Integer) o3, (Integer) o4); break; // {toBuffer("fillPolygon",mkArg(xPoints, yPoints, nPoints) );} case fillPolygon1: g.fillPolygon((int[]) o1, (int[]) o2, (Integer) o3); break; case fillPolygon2: g.fillPolygon((Polygon) o); break; case fillRect: g.fillRect((Integer) o1, (Integer) o2, (Integer) o3, (Integer) o4); break; case fillRoundRect: g.fillRoundRect( (Integer) o1, (Integer) o2, (Integer) o3, (Integer) o4, (Integer) o5, (Integer) o6); break; case setClip1: g.setClip((Shape) o); break; case setColor: g.setColor((Color) o); break; case setFont: g.setFont((Font) o); break; case setPaintMode: g.setPaintMode(); break; case setXORMode: g.setXORMode((Color) o); break; case opaque: super.setOpaque((Boolean) o); break; case drawOutline: // g.drawString((String)o1, (Integer)o2, (Integer)o3) ;break; { FontRenderContext frc = g.getFontRenderContext(); TextLayout tl = new TextLayout((String) o1, g.getFont(), frc); Shape s1 = tl.getOutline(null); AffineTransform af = g.getTransform(); g.translate((Integer) o2, (Integer) o3); g.draw(s1); g.setTransform(af); } ; break; default: System.out.println("Unknown image operation " + s); } }
/* * (non-Javadoc) * @see javax.swing.JComponent#paintComponent(java.awt.Graphics) * * g2: used to paint JPanel * return: void * * List of Local Variables: * g: Graphics2D object used to paint onto panel * skyBlue: Color object used to paint * navyBlue: Color object used to paint * azure: Color object used to paint * purple: Color object used to paint * red: Color object used to paint * thinStroke: Stroke object used for painting * mediumStroke: Stroke object used for painting * times: Font object used for drawString * heading: Font object used for drawString * newAI: AIRecurse object used to find best move * x: int variable to hold x co-ordinate of best move * y: int variable to hold y co-ordinate of best move * * Explanation: procedural method to paint onto panel */ public void paintComponent(Graphics g2) { // needed to custom paint super.paintComponent(g2); // cast Graphics to Graphics2D // more functions ie 3DRect and some other stuff Graphics2D g = (Graphics2D) g2; // create colors/strokes/fonts to use Color skyBlue = new Color(135, 206, 235); Color navyBlue = new Color(0, 0, 128); Color azure = new Color(240, 255, 255); Color purple = new Color(199, 21, 133); Color red = new Color(255, 69, 0); Stroke thinStroke = new BasicStroke(3); Stroke mediumStroke = new BasicStroke(5); Font times = new Font("Times New Roman", Font.BOLD, 60); Font heading = new Font("Times New Roman", Font.BOLD, 40); // font for Turn/Victory/Tie Headings // draw border g.setColor(navyBlue); g.setStroke(thinStroke); g.drawRect(20, 20, 750, 525); g.draw3DRect(20, 20, 750, 525, false); // draw player Board g.setFont(heading); if (player == 1) { g.setColor(red); if (playerOne != null) { if (playerOne.length() > 10) { // take first letters g.drawString("P1: " + playerOne.substring(0, 10), 50, 75); } else { g.drawString("P1: " + playerOne, 50, 75); } } } else { g.setColor(purple); if (playerOne != null) { if (playerOne.length() > 10) { g.drawString("P1: " + playerOne.substring(0, 10), 50, 75); } else { g.drawString("P1: " + playerOne, 50, 75); } } } if (player == 2) { g.setColor(red); if (playerTwo != null) { if (playerTwo.length() > 10) { g.drawString("P2: " + playerTwo.substring(0, 10), 450, 75); } else { g.drawString("P2: " + playerTwo, 450, 75); } } } else { g.setColor(purple); if (playerTwo != null) { if (playerTwo.length() > 10) { g.drawString("P2: " + playerTwo.substring(0, 10), 450, 75); } else { g.drawString("P2: " + playerTwo, 450, 75); } } } // draw score Board g.setColor(skyBlue); g.setStroke(thinStroke); g.drawRect(50, 235, 145, 75); g.draw3DRect(50, 235, 145, 75, false); g.setColor(navyBlue); g.drawString("P1: " + pointsP1, 57, 285); g.setColor(skyBlue); g.drawRect(50, 330, 145, 75); g.draw3DRect(50, 330, 145, 75, false); g.setColor(navyBlue); g.drawString("P2: " + pointsP2, 57, 380); // draw board for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { g.setColor(skyBlue); g.fillRect(225 + 100 * i, 125 + 100 * j, 100, 100); g.setStroke(mediumStroke); g.setColor(navyBlue); g.drawRect(225 + 100 * i, 125 + 100 * j, 100, 100); g.draw3DRect(225 + 100 * i, 125 + 100 * j, 100, 100, true); } } // draw buttons box g.setColor(purple); g.setStroke(thinStroke); g.drawRoundRect(560, 125, 100, 265, 25, 25); // draw Victory/Tie/Message Box g.setColor(skyBlue); g.setStroke(thinStroke); g.drawRect(50, 140, 145, 75); g.draw3DRect(50, 140, 145, 75, false); if (checkWin(board) == 1) { // check for player 1 win g.setFont(heading); // set font g.setColor(navyBlue); // set color g.drawString("P1 Win", 57, 190); // victory message if (gameOver == false) { // only add one time (and not 129841298410324812341234 per win) pointsP1 += 100; // add points } repaint(); // repaint gameOver = true; // set boolean flag to true } else if (checkWin(board) == 2) { // check for player 2 win g.setFont(heading); g.setColor(navyBlue); g.drawString("P2 Win", 57, 190); if (gameOver == false) { pointsP2 += 100; } repaint(); gameOver = true; } else if (checkTie(board) > 0) { // check for tie g.setFont(heading); g.setColor(navyBlue); g.drawString("Tie!", 57, 190); if (gameOver == false) { pointsP1 += 25; pointsP2 += 25; } repaint(); gameOver = true; } else { // non finished game g.setFont(heading); g.setColor(navyBlue); if (ifAI1 == false && ifAI2 == false) { // show whether its Human VS Human / Human VS AI / AI VS AI g.drawString("H vs H", 57, 190); } else if (ifAI1 == false && ifAI2 == true) { g.drawString("H vs AI", 57, 190); } else if (ifAI1 == true && ifAI2 == false) { g.drawString("H vs AI", 57, 190); } else { g.drawString("AI vs AI", 57, 190); } } // draw pieces (X/O) g.setFont(times); g.setColor(azure); for (int y = 0; y < 3; y++) { for (int x = 0; x < 3; x++) { if (board[y][x] == 1) { g.drawString("X", 250 + 100 * x, 200 + 100 * y); } if (board[y][x] == 2) { g.drawString("O", 250 + 100 * x, 200 + 100 * y); } } } if (player == 1 && ifAI1 == true || player == 2 && ifAI2 == true) { /* * Algorithm 1: Initial * Straight forward, Play The Game And Code It Like A Player Style * Essentially we rank certain moves as move favorable and less favorable * 3 in a row is most favorable, * Two 2 in a row is next most favorable (guarantees a 3 in a row in 1 move) * The idea was simply to program it, like I would play Tic Tac Toe (and I never lose!) * AI newAI = new AI(); int[] coOrd = newAI.findMove(board, player); int y = coOrd[0]; int x = coOrd[1]; if (x>-1 && y>-1){ board[y][x]= player; if (player==1){ //change player turn player++; } else{ player--; } repaint(); } */ /* * Algorithm 2: Recursive Method * So the idea is, instead of playing to win, we can just play to not lose and * take wins if we see them * The "recursive method" basically ranks "terminal states" ie. win/loss/tie * Win is positive, tie = 0, loss is negative * And we recursively go through every possible move * * When tested, this was slower than my first Algorithm. * However, since this is a recursion test */ AIRecurse newAI = new AIRecurse(); if (newAI.checkFirstMove(board)) { // Basically, against ideal play, any move is the same really // However, through experience from playing tic tac toe in younger grades, I know corners is // optimal starting position // Doing some mathematics of all possible end game results, show corners leave least room // for error for opponent // Also I randomize, because watching the same game over and over again is boring // Corners are 0,0 2,0 0,2 2,2 int x = 2 * (int) Math.round((Math.random())); int y = 2 * (int) Math.round((Math.random())); if (x > -1 && y > -1 && gameOver == false) { board[y][x] = player; if (player == 1) { // change player turn player++; } else { player--; } repaint(); } } else { int[] coOrd = newAI.findMove(board, player); // int[] coOrd to hold co-ordinates of move int y = coOrd[0]; // two variables to hold coordinates int x = coOrd[1]; if (x > -1 && y > -1 && gameOver == false) { // make sure x/y are > -1 board[y][x] = player; // change board if (player == 1) { // change player turn player++; } else { player--; } repaint(); // re-paint with updated state } } } }