Partially recursive flood-fill function - java

This is for an assignment. We were asked to make fully recursive and partially recursive flood-fill functions. I was able to complete the fully recursive function simply enough, but I'm struggling on the partially recursive one. I could use a second opinion on this because I've convinced myself that I have done it right and don't know where to look for a mistake anymore. I have included comments on my logic for each line of code.
//setup function for the partially recursive function.
void DoFloodFill( int x, int y )
{
x -= m_nTestShapeX;
y -= m_nTestShapeY;
m_nStartColor = GetPixel(x,y) | 0xff000000;
Graphics canvas = getGraphics();
canvas.setColor( m_objSelectedColor );
int w = m_objShape.getWidth();
int h = m_objShape.getHeight();
if( m_nStartColor == m_nSelectedColor)
{
return;
}
FloodFill( x, y, w, h, canvas);
}
void FloodFill( int x, int y, int w, int h, Graphics canvas )
{
int xx = 0, right = 0;
// if the x or y values are out of bounds return
if(x >= w || y >= h || x < 0 || y < 0)
return;
//if the passed in pixel is not the start color return
//base case for recursion
if(GetPixel(x,y) != this.m_nStartColor)
return;
//used to walk right untill a wall or bound is hit.
xx = x;
//walk right from the current pixel setting it to the desired color
while(xx < w && this.m_nStartColor == GetPixel(xx,y))
{
this.SetPixel(xx+100, y+100, canvas);
this.SetPixel(xx+100, y+100, this.m_nSelectedColor);
xx++;
}
//save the x value of the the pixel where the wall is
right = xx;
//used to left starting one pixel to the left of the current pixel
xx = x-1;
//walk left of the current pixel setting it to the desired color
while(xx >= 0 && this.m_nStartColor == GetPixel(xx,y) )
{
this.SetPixel(xx+100, y+100, canvas);
this.SetPixel(xx+100, y+100, this.m_nSelectedColor);
xx--;
}
//start from where the left wall is
for(; xx < right; xx++)
{
//now this should go up one/down one and repeat the right and left walks
//the base cases should prevent this from running in most cases
//because when it tries to walk down and the start color is not == to the current pixel it will return.
FloodFill(xx,y+1,w,h,canvas);
FloodFill(xx,y-1,w,h,canvas);
}
}
this is what it looks like when i click on a pixel. Where i clicked is marked in red.
eventual stack-overflows

From the above code change:
this.SetPixel(xx+100, y+100, m_nSelectedColor);
to
this.SetPixel(xx, y, m_nSelectedColor);

Related

Cannot work out how to compare 2 dimensional arrays of different sizes

So I am building a project in order to build a tetris style game, and I want to be able to test whether the shape will be able to be added to a 5 x 5 grid. The shape is modelled by a 2D array, where a 1 is considered to be a single block of the shape (the shapes are made of a few blocks). The shapes are modelled with a 3 x 3 grid. The thing I must do is check the grid for whether the shape will be able to fit on top of it. Take for example placing a line shape at the top square of the grid, the line will go out of bounds and should not work, or another example is that the grid may already have a shape on it and so the line should not be able to be put on top of it.
This is the code that I've got thus far, and it is not working, I'm just really having a tough time conceptualising what to do. Thank you in advance.
Please note that cols is the number of columns in the grid (5) and rows is the same (5). Game piece is the shape, and the co-ordinates is where the user has clicked on the 5x5 grid.
Also: The anchor point of the shape is 1,1 of the 3x3 grid (so the anchor point is right in the middle of the grid). And get(int x, int y) method is getting the value stored in the 5x5 grid.
Sorry if this was not made clear in the beginning but I am trying to basically see whether the shape stored in the 3x3 grid (made up of blocks) can be placed on top of the 5x5 grid. The 3x3 grid that contains the block has a centre anchor point, so it would be 1,1 (since arrays start with 0). If the 5x5 grid has other blocks that are at the same co-ordinate of the new shape being added, then I want it to return false or if the shape becomes out of bounds when being placed on the 5x5 grid, but if it can be added successfully then it will return true.
public boolean canPlayPiece (GamePiece piece, int x, int y) {
logger.info("canPlayPiece - Block clicked coordinates: " + x + "," + y);
// Piece co-ordinates are 3 x 3, each element that is 1 means there is a block there
int[][] pieceCoordinates = piece.getBlocks();
// For loop to iterate through the grid
// first looping through x values
for (int i = x - 1; i < cols; i++) {
System.out.println("i= " + i);
// nested for loop to find the y values stored inside the x
for (int j = y - 1; j < rows; j++) {
System.out.println("j: " + j);
if (pieceCoordinates[x][y] == 1 && get(i,j) != 0) {
logger.info("canPlayPiece: FALSE");
return false;
}
}
}
logger.info("canPlayPiece: TRUE");
return true;
}
Ok i made the following for you:
public boolean canPlayPiece(GamePiece piece, int x, int y) {
int[][] pc = piece.getBlocks();
final int w = 3, h = 3, e = w - 1;
final int offX = -1, offY = -1; // The offset of the left top corner from 'x' and 'y'
int i, si, ei, ax, ay, rx, ry;
for (ei = w * h - 1; ei >= 0 && pc[ei / w][ei % w] == 0; ei--);
for (si = 0; si <= ei && pc[si / w][si % w] == 0; si++);
for (i = si + 1, ax = si % w; ax > 0 && i <= ei; i++) if (pc[i / w][rx = i % w] != 0) { si += Math.min(rx - ax, 0); ax = rx; }
for (i = ei - 1, ax = ei % w; ax < e && i >= si; i--) if (pc[i / w][rx = i % w] != 0) { ei += Math.max(rx - ax, 0); ax = rx; }
if (si > ei) return true; // There is no block in the piece's grid
int sx = si % w, sy = si / w, ex = ei % w, ey = ei / w; // The bounds of the shape inside of pc
int asx = x + offX + sx, asy = y + offY + sy, aex = asx + ex - sx, aey = asy + ey - sy;
if ((asx | asy | aex | aey | cols - 1 - aex | rows - 1 - aey) < 0) return false; // Would be out of bounds
for (rx = sx, ax = asx; rx <= ex; rx++, ax++) {
for (ry = sy, ay = asy; ry <= ey; ry++, ay++) {
// if (grid[ay][ax] != 0 && pc[ry][rx] != 0) return false; // Block overlaps another block
if (get(ax, ay) != 0 && pc[ry][rx] != 0) return false; // Block overlaps another block
}
}
return true;
}
First it figues out the bounds of the shape inside of 'pc' grid (the grid returned by 'piece.getBlocks()')
If there is no shape inside of 'pc' it will return true, since an empty shape can be placed anywhere (change the return value to false, if you want to return false in that case)
If the inner shape would go out of bounds, when being inserted, it will return false
In the end it will walk through both the grid (using your 'get(x: int, y: int) function) and 'pc' to check whether the shape in 'pc' overlaps with any preexisting blocks inside the grid. And if it doesn't it returns true.
I really hope that this works for you. I tested it out and it worked at least for me.

Matrixes and for loops becoming inconsistent?

This is a follow-up post to my previous question, here. I got a remarkable response to instead of using array data tracking, to use matrixes. Now, the code here works just as planned (as in, the rectangles somewhat most of the time get filled in properly with white), but it's very inconsistent. When holding the left or right mouse button the colors phase over each other in a battle of randomness, and I don't know nearly that much about why this is happening. Just for reference, I'm using Java in Processing 3.
This is a result that I made with the project. As you can see, it looks fine.
Except for that jitter when hovering over a rect, and that more than not the rectangles are not being filled in half the time. And plus, the hover color is cycling almost randomly.
int cols, rows;
int scl = 20;
boolean[][] matrix = new boolean[scl+1][scl+1];
void setup() {
size(400, 400);
int w = 400;
int h = 400;
cols = w / scl;
rows = h / scl;
}
void draw() {
background(255);
for (int x = 0; x < cols; x++) {
for (int y = 0; y < rows; y++) {
int xpos = x*scl;
int ypos = y*scl;
stroke(55);
if ((mouseX >= xpos && mouseX <= xpos+scl) &&
(mouseY >= ypos && mouseY <= ypos+scl)) {
fill(75);
if (mousePressed == true) {
println("Clicked at: " + xpos + " and " + ypos);
if (!matrix[xpos/scl][ypos/scl]) {
matrix[xpos/scl][ypos/scl] = true;
} else {
matrix[xpos/scl][ypos/scl] = false;
}
fill(100);
//here is the desired location for the fill to remain constant even
//after unclicking and leaving hover
}
println("Mouse at: " + xpos + " and " + ypos);
} else {
fill(50);
}
if (matrix[x][y]) {
//fill(204, 102, 0);
fill(240);
rect(xpos, ypos, scl, scl);
}
rect(xpos, ypos, scl, scl);
}
}
}
Remeber that Processing fires the draw() function 60 times per second.
So your check for whether the mouse is pressed is happening 60 times per second. That means you're toggling the state of whatever cell the mouse is in 60 times per second.
To fix that problem, you might switch to using the event functions like mousePressed() instead of constantly polling every frame.
From the reference:
int value = 0;
void draw() {
fill(value);
rect(25, 25, 50, 50);
}
void mousePressed() {
if (value == 0) {
value = 255;
} else {
value = 0;
}
}
As for certain cells being skipped over, that's because when you move the mouse, it doesn't actually go through every pixel. It "jumps" from frame to frame. Those jumps are usually small enough that humans don't notice it, but they're large enough that it's skipping over cells.
One solution to this is to use the pmouseX and pmouseY variables to calculate a line from the previous mouse position to the current mouse position, and fill in any cells that would have been hit along the way.

Breaking bricks with chain reaction

I am developing a game in java just for fun. It is a ball brick breaking game of some sort.
Here is a level, when the ball hits one of the Orange bricks I would like to create a chain reaction to explode all other bricks that are NOT gray(unbreakable) and are within reach of the brick being exploded.
So it would clear out everything in this level without the gray bricks.
I am thinking I should ask the brick that is being exploded for other bricks to the LEFT, RIGHT, UP, and DOWN of that brick then start the same process with those cells.
//NOTE TO SELF: read up on Enums and List
When a explosive cell is hit with the ball it calls the explodeMyAdjecentCells();
//This is in the Cell class
public void explodeMyAdjecentCells() {
exploded = true;
ballGame.breakCell(x, y, imageURL[thickness - 1][0]);
cellBlocks.explodeCell(getX() - getWidth(),getY());
cellBlocks.explodeCell(getX() + getWidth(),getY());
cellBlocks.explodeCell(getX(),getY() - getHeight());
cellBlocks.explodeCell(getX(),getY() + getHeight());
remove();
ballGame.playSound("src\\ballgame\\Sound\\cellBrakes.wav", 100.0f, 0.0f, false, 0.0d);
}
//This is the CellHandler->(CellBlocks)
public void explodeCell(int _X, int _Y) {
for(int c = 0; c < cells.length; c++){
if(cells[c] != null && !cells[c].hasExploded()) {
if(cells[c].getX() == _X && cells[c].getY() == _Y) {
int type = cells[c].getThickness();
if(type != 7 && type != 6 && type != 2) {
cells[c].explodeMyAdjecentCells();
}
}
}
}
}
It successfully removes my all adjacent cells,
But in the explodeMyAdjecentCells() method, I have this line of code
ballGame.breakCell(x, y, imageURL[thickness - 1][0]);
//
This line tells the ParticleHandler to create 25 small images(particles) of the exploded cell.
Tough all my cells are removed the particleHandler do not create particles for all the removed cells.
The problem was solved youst now, its really stupid.
I had set particleHandler to create max 1500 particles. My god how did i not see that!
private int particleCellsMax = 1500;
private int particleCellsMax = 2500;
thx for all the help people, I will upload the source for creating the particles youst for fun if anyone needs it.
The source code for splitting image into parts was taken from:
Kalani's Tech Blog
//Particle Handler
public void breakCell(int _X, int _Y, String URL) {
File file = new File(URL);
try {
FileInputStream fis = new FileInputStream(file);
BufferedImage image = ImageIO.read(fis);
int rows = 5;
int colums = 5;
int parts = rows * colums;
int partWidth = image.getWidth() / colums;
int partHeight = image.getHeight() / rows;
int count = 0;
BufferedImage imgs[] = new BufferedImage[parts];
for(int x = 0; x < colums; x++) {
for(int y = 0; y < rows; y++) {
imgs[count] = new BufferedImage(partWidth, partHeight, image.getType());
Graphics2D g = imgs[count++].createGraphics();
g.drawImage(image, 0, 0, partWidth, partHeight, partWidth * y, partHeight * x, partWidth * y + partWidth, partHeight * x + partHeight, null);
g.dispose();
}
}
int numParts = imgs.length;
int c = 0;
for(int iy = 0; iy < rows; iy ++) {
for(int ix = 0; ix < colums; ix++) {
if(c < numParts) {
Image imagePart = Toolkit.getDefaultToolkit().createImage(imgs[c].getSource());
createCellPart(_X + ((image.getWidth() / colums) * ix), _Y + ((image.getHeight() / rows) * iy), c, imagePart);
c++;
} else {
break;
}
}
}
} catch(IOException io) {}
}
You could consider looking at this in a more OO way, and using 'tell don't ask'. So you would look at having a Brick class, which would know what its colour was, and its adjacent blocks. Then you would tell the first Block to explode, it would then know that if it was Orange (and maybe consider using Enums for this - not just numbers), then it would tell its adjacent Blocks to 'chain react' (or something like that), these blocks would then decide what to do (either explode in the case of an orange block - and call their adjacent blocks, or not in the case of a grey Block.
I know its quite different from what your doing currently, but will give you a better structured program hopefully.
I would imagine a method that would recursively get all touching cells of a similar color.
Then you can operate on that list (of all touching blocks) pretty easily and break all the ones are haven't been broken.
Also note that your getAdjentCell() method has side effects (it does the breaking) which isn't very intuitive based on the name.
// I agree with Matt that color (or type) should probably be an enum,
// or at least a class. int isn't very descriptive
public enum CellType { GRAY, RED, ORANGE }
public class Cell{
....
public final CellType type;
/**
* Recursively find all adjacent cells that have the same type as this one.
*/
public List<Cell> getTouchingSimilarCells() {
List<Cell> result = new ArrayList<Cell>();
result.add(this);
for (Cell c : getAdjecentCells()) {
if (c != null && c.type == this.type) {
result.addAll(c.getTouchingSimilarCells());
}
}
return result;
}
/**
* Get the 4 adjacent cells (above, below, left and right).<br/>
* NOTE: a cell may be null in the list if it does not exist.
*/
public List<Cell> getAdjecentCells() {
List<Cell> result = new ArrayList<Cell>();
result.add(cellBlock(this.getX() + 1, this.getY()));
result.add(cellBlock(this.getX() - 1, this.getY()));
result.add(cellBlock(this.getX(), this.getY() + 1));
result.add(cellBlock(this.getX(), this.getY() - 1));
return result;
}
}

Unable to get the conditions right

I am trying to make a program of a bouncing ball. I have tried some conditions in it.But i have not got what i wanted.The ball keeps on moving back and forth in the diagonal direction of the frame.Where is the problem ? I have highlighted the main logic of this program.
Here is the program :
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
class MovingBall2D extends JPanel{
int x_Pos=0;
int y_Pos=0;
int speedX=1;
int speedY=1;
int diameter=30;
int height=30;
int frameX=500;
int frameY=500;
MovingBall2D() {
ActionListener taskPerformer = new ActionListener() {
public void actionPerformed(ActionEvent ae) {
if( x_Pos > ( frameX - diameter ) ) { // <------ logic starts from here
x_Pos = frameX - diameter;
speedX = -1;
}
else if(x_Pos < 0) {
x_Pos = 0;
speedX = 1;
}
else if( y_Pos > ( frameY - diameter ) ) {
y_Pos = frameY - height;
speedY = -1;
}
else if(y_Pos < 0) {
y_Pos = 0;
speedY = 1;
}
x_Pos = x_Pos + speedX;
y_Pos = y_Pos + speedY;
repaint();
}
};
new Timer(10,taskPerformer).start(); // <------- logic ends here
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.red);
g.fillOval(x_Pos,y_Pos,diameter,height);
}
}
class Main2D {
Main2D() {
JFrame fr=new JFrame();
MovingBall2D o = new MovingBall2D();
fr.add(o);
fr.setSize(500,500);
fr.setVisible(true);
fr.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String args[]) {
new Main2D();
}
}
EDIT - Ball moves back and forth. Why this happens? I expect the output shown here.
If the question is unclear to any one please compile and then run to see the output .
The ball starts at position 0, 0. At each time step from then until it hits a wall, its x position and y position each increase by 1. So at time 471, its position is (471, 471). At this point both the x and y conditions for turning around are true, so both get switched and the ball turns completely around.
If you change the starting position to something like (0, 30) or change one of the speeds to something other than 1 or -1 you will see that your code works. The ball will always be following some loop, but because of the frame size and ball placement yours happens to be very small.
However, I would suggest that you remove the else conditions. It is possible in a single frame for the ball to be too far left and too far down, so in that frame both conditions should be fixed, not just one. Also, you may notice the ball continuing off the screen in the y direction. This is because your main frame is set to the same height as the panel. The frame height includes the portion used for the top window bar, so it needs to be slightly larger than the panel it is holding.
In all four of your cases, you set the corresponding speed to -1:
speedX = -1;
//...
speedY = -1;
But you only want it to be negative when X is greater than the width or Y is greater than the height. In the other two cases, you want the speed to be positive.
Or, maybe what you were going for was
speedX *= -1;
Which would toggle the speed to the opposite direction.
Seems to me that speedX and speedY are not properly updated. I think it should be like this instead:
if( x_Pos > ( frameX - diameter ) ) { // <------ logic starts from here
x_Pos = frameX - diameter;
speedX = -1;
}
else if(x_Pos < 0) {
x_Pos = 0;
speedX = 1;
}
else if( y_Pos > ( frameY - diameter ) ) {
y_Pos = frameY - height;
speedY = -1;
}
else if(y_Pos < 0) {
y_Pos = 0;
speedY = 1;
}
x_Pos = x_Pos + speedX;
y_Pos = y_Pos + speedY;
I think you have all the logic right, but your initialization makes it sure to bounce diagonally (from bottom left to top right)
Change them up, use random values OR hardcode them like so
int x_Pos=100; // These are changed so the ball no longer starts at bottom left
int y_Pos=20;
int speedX=1; //This should be fine as long as your initial position is different
int speedY=1;
int diameter=30;
int height=30;
int frameX=500;
int frameY=500;
I also think this would work
int x_Pos = 100* Math.Rand(1);
etc.

question about drawing with out java2D

I have another question, this is also extra credit and not homework. This time I need to create a border with out using java2d. The instructions are...
Write a method called drawRectangleBorder having six parameters which does not use the graphics package. It draws a rectangular border starting at the x and y coordinates given as the first two parameters, having a width and height given by the third and fourth parameters, the width of the border given by the fifth parameter in the color given by the sixth parameter. The parameter list is: x, y, width, height, borderWidth, color
I used a previous method I made to create a border around the outside of a picture but the best I can make it do now is a couple scattered boxes. The most recent version will not show anything
public void drawRectangleBorder(
int x, int y, int width, int height, int border, Color newColor) {
int startX = 0;
int startY = 0;
// top and bottom
for (startX = x; x < width; x++) {
for (startY = y; y < border; y++) {
// top pixel
this.getPixel(startX, startY).setColor(newColor);
// bottom pixel
this.getPixel(startX + width, startY + height).setColor(newColor);
} // for-y
} // for-x
// left and right
for (startX = x; x < border; x++) {
for (startY = y; y < height; y++) {
// left pixel
this.getPixel(startX, startY).setColor(newColor);
// right pixel
this.getPixel(startX + width, StartY + height).setColor(newColor);
} // for-y
} // for-x
return;
} // end drawRectangleBorder
Again I thank you for any input.
You can alter the pixels in a java.awt.BufferedImage as shown here.
I might be too sleepy but I think your forgetting to set the pixel back into this (whatever this is ^^)
I'm guessing this.getPixel sends your back a copy so you might want to do something like
Pixel p = this.getPixel( startX, startY );
p.setColor(newColor);
this.setPixel(startX, startY, p);

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