Step by step write self-expression code-elimination ball (3)

Source: Internet
Author: User

Then, we can click the ball.

When you click a small ball, you can perform the following two steps: select the first step, and clear the second step.

This chapter first studies and selects.

First, we need to know the position of the clicked ball. However, the previous design did not include relevant parameters.

So we need to refactor ballactionlistener first.

 1   Package  Org. Stephen. bubblebreaker. listener;  2   3   Import  Java. AWT. event. actionevent;  4   Import  Java. AWT. event. actionlistener;  5   6  Import  Org. Stephen. bubblebreaker. Control. eventdispatcher;  7   Import  Org. Stephen. bubblebreaker. model. event;  8   Import  Org. Stephen. bubblebreaker. model. game;  9   10   Public   Class Ballactionlistener Implements  Actionlistener {  11  12       Int  X;  13       Int  Y;  14   15       Public Ballactionlistener ( Int X, Int  Y ){  16           This . X = X;  17           This . Y = Y;  18   }  19   20   @ Override  21       Public   Void  Actionreceivmed (actionevent e ){  22   Game. getinstance (). startselect (x, y );  23   Eventdispatcher. Send (event. update_bils );  24  }  25 }

In this way, through X, Y can know the selected position, and through the selected position, select the adjacent same color ball (game. getinstance (). startselect (INT, INT )). Then update the display.

The processing of the selection, because we need to spread from the selected point to the surrounding area constantly looking for adjacent same color balls. Therefore, we create a map to store the balls of the same color and use a Boolean to indicate whether the ball has been traversed.

 
1Map <integer, Boolean> marked =NewHashmap <integer, Boolean> ();

The flag indicating that all data values in the map are true.

Then the selectedAlgorithmIt can be described as follows:

 1       Public   Void Startselect ( Int X, Int Y ){  2   Clearmarkstate ();  3 Marked. Put (y * 12 + X, False  );  4 Integer key = y * 12 + X;  5           While (Key! = Null  ){  6 Markhomoneighbor (Key % 12, key/12 ); 7 Key = Getnextunselectedkey ();  8   }  9 }

The following three methods are required for implementation:

Clearmarkstate

 1       Public   Void  Clearmarkstate (){  2   Marked. Clear ();  3           For  (Ball [] row: grid. bballs ){ 4               For  (Ball ball: Row ){  5 Ball. Marked = False  ;  6 Ball. Selected = False  ;  7   }  8   }  9 }

Markhomoneighbor

 1      Public   Void Markhomoneighbor ( Int X, Int  Y ){  2 Ball [] [] bballs = Grid. bils;  3 Bils [y] [X]. Marked = True  ;  4 Bils [y] [X]. Selected = True  ;  5 Marked. Put (y * 12 + X,True  );  6           If (X> 0 & bils [y] [x-1 ]. Color. Equals (bils [y] [X]. Color )){  7 Bils [y] [x-1]. Marked = True  ;  8               If (! Marked. containskey (y * 12 + X-1 )){  9 Marked. Put (y * 12 + X-1, False  ); 10   }  11   }  12           If (X <11 & bils [y] [x + 1 ]. Color. Equals (bils [y] [X]. Color )){  13 Bils [y] [x + 1]. Marked = True  ;  14               If (! Marked. containskey (y * 12 + x + 1 )){  15 Marked. Put (y * 12 + x + 1, False  );  16   }  17   }  18           If (Y> 0 & bils [Y-1 ] [X]. color. Equals (bils [y] [X]. Color )){  19 Bils [Y-1] [X]. Marked = True  ;  20               If (! Marked. containskey (Y-1) * 12 + X )){  21 Marked. Put (Y-1) * 12 + X, False  );  22   }  23   }  24           If (Y <11 & bils [Y + 1 ] [X]. color. Equals (bils [y] [X]. Color )){  25 Bils [Y + 1] [X]. Marked = True ;  26               If (! Marked. containskey (Y + 1) * 12 + X )){  27 Marked. Put (Y + 1) * 12 + X, False  );  28   }  29   }  30 }

 

Getnextunselectedkey

 1       Private Integer getnextunselectedkey (){  2 Set <integer> set = Marked. keyset ();  3 Iterator <integer> iterator = Set. iterator ();  4           While  (Iterator. hasnext ()){  5 Integer key = Iterator. Next ();  6               If (Marked. Get (key) = False ){  7                   Return  Key;  8   }  9   }  10           Return   Null  ;  11 }

AboveCodeMarked and selected variables are generated during writing.

Note: The above code can also be implemented using recursive calls, and the code is more concise.

Then the display processing is added to the original mainframe. Render processing.

1If(Bils [y] [X]. Selected ){2This. Bils [y] [X]. setborder (borderfactory3 . Createlineborder (color. Cyan ));4}Else{5This. Bils [y] [X]. setborder (Null);6}

In this way, the selected operation can be processed, as shown in.

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