Well i have been watching a couple of videos of youtube on how take sprites from a spritesheet (8x8) and i really liked the tutorial by DesignsByZepher. However the method he uses results in him importing a sorite sheet and then changing the colors to in-code selected colours.
http://www.youtube.com/watch?v=6FMgQNDNMJc displaying the sheet
http://www.youtube.com/watch?v=7eotyB7oNHE for the color rendering
The code that i have made from watching his video is:
package exikle.learn.game.gfx;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
public class SpriteSheet {
public String path;
public int width;
public int height;
public int[] pixels;
public SpriteSheet(String path) {
BufferedImage image = null;
try {
image = ImageIO.read(SpriteSheet.class.getResourceAsStream(path));
} catch (IOException e) {
e.printStackTrace();
}
if (image == null) { return; }
this.path = path;
this.width = image.getWidth();
this.height = image.getHeight();
pixels = image.getRGB(0, 0, width, height, null, 0, width);
for (int i = 0; i < pixels.length; i++) {
pixels[i] = (pixels[i] & 0xff) / 64;
}
}
}
^This is the code where an image gets imported
package exikle.learn.game.gfx;
public class Colours {
public static int get(int colour1, int colour2, int colour3, int colour4) {
return (get(colour4) << 24) + (get(colour3) << 16)
+ (get(colour2) << 8) + get(colour1);
}
private static int get(int colour) {
if (colour < 0)
return 255;
int r = colour / 100 % 10;
int g = colour / 10 % 10;
int b = colour % 10;
return r * 36 + g * 6 + b;
}
}
^ and the code which i think deals with all the colors but im kinda confused about this.
My question is how do i remove the color modifier and just import and display the sprite sheet as is, so with the color it already has?
So you're fiddling with the Minicraft source, I see. The thing about Notch's code is that he substantially limited himself technically in this game. What the engine is doing is basically saying every sprite/tile can have 4 colors (from the grey-scaled spritesheet), he generates his own color palette that he retrieves colors from and sets accordingly during rendering. I can't remember exactly how many bits per channel he set and such.
However, you obviously are very new to programming and imo there's nothing better than fiddling with and analyzing other people's code.. that is, if you actually can do so. The Screen class is where the rendering takes place and hence it's what uses the spritesheet and therefore gives color accordingly to whatever tile you tell it to get. Markus is quite clever, despite poorly written code (which is completely forgiven as he did have 48 hours to make the damned thing ;))
if you want to just display the spritesheet as is, you can either rewrite the render function or overload it to something like this... (in class Screen)
public void render() {
for(int y = 0; y < h; y++) {
if(y >= sheet.h) continue; //prevent going out of bounds on y-axis
for(int x = 0; x < w; x++) {
if(x >= sheet.w) continue; //prevent going out of bounds on x-axis
pixels[x + y * w] = sheet.pixels[x + y * sheet.w];
}
}
}
This will just put whatever of the sheet it can fit into the screen for rendering (it's a really simple piece of code, but should work), the next step will be copying the pixels over to the actual raster for display, which I'm sure you can handle. (If you have copy-pasted all of the minicraft source code or some other slightly modified source code, you might want to change some things about that as well.)
All the cheers!
This basics would be to replace the get(int) method...
private static int get(int colour) {
//if (colour < 0)
// return 255;
//int r = colour / 100 % 10;
//int g = colour / 10 % 10;
//int b = colour % 10;
//return r * 36 + g * 6 + b;
return colour;
}
I'd also get rid of
for (int i = 0; i < pixels.length; i++) {
pixels[i] = (pixels[i] & 0xff) / 64;
}
From the main method
But to be honest, wouldn't it be easier to simply use BufferedImage#getSubImage?
Related
I'm working on a game, nothing serious, just for fun.
I wrote a class 'ImageBuilder' to help creating some images.
Everything works fine, except one thing.
I initialize a variabile like this:
// other stuff
m_tile = new ImageBuilder(TILE_SIZE, TILE_SIZE, BufferedImage.TYPE_INT_RGB).paint(0xff069dee).paintBorder(0xff4c4a4a, 1).build();
// other stuff
Then, in the rendering method, i have:
for (int x = 0; x < 16; x++) {
for (int y = 0; y < 16; y++) {
g.drawImage(m_tile, x * (TILE_SIZE + m_padding.x) + m_margin.x, y * (TILE_SIZE + m_padding.y) + m_margin.y, null);
}
}
Note: m_padding and m_margin are just two Vector2i
This draws on the screen a simple 16x16 table using that image, but the game is almost frozen, i can't get more than like 10 FPS.
I tried to creating the image without that class, by doing this (TILE_SIZE = 32):
m_tile = new BufferedImage(TILE_SIZE, TILE_SIZE, BufferedImage.TYPE_INT_RGB);
for (int x = 0; x < TILE_SIZE; x++) {
for (int y = 0; y < TILE_SIZE; y++) {
if (x == 0 || y == 0 || x + 1 == TILE_SIZE || y + 1 == TILE_SIZE)
m_tile.setRGB(x, y, 0x4c4a4a);
else
m_tile.setRGB(x, y, 0x069dee);
}
}
This time, i get 60 FPS.
I can't figure out with is the difference, i used to creating image using 'ImageBuilder' and all is fine, but not this time.
ImageBuilder class:
// Constructor
public ImageBuilder(int width, int height, int imageType) {
this.m_width = width;
this.m_height = height;
this.m_image = new BufferedImage(m_width, m_height, imageType);
this.m_pixels = ((DataBufferInt) m_image.getRaster().getDataBuffer()).getData();
this.m_image_type = imageType;
}
public ImageBuilder paint(int color) {
for (int i = 0; i < m_pixels.length; i++) m_pixels[i] = color;
return this;
}
public ImageBuilder paintBorder(int color, int stroke) {
for (int x = 0; x < m_width; x++) {
for (int y = 0; y < m_height; y++) {
if (x < stroke || y < stroke || x + stroke >= m_width || y + stroke >= m_height) {
m_pixels[x + y * m_width] = color;
}
}
}
return this;
}
public BufferedImage build() {
return m_image;
}
There are other methods, but i don't call them, so i don't think is necessary to write them
What am i doing wrong?
My guess is that the problem is your ImageBuilder accessing the backing data array of the data buffer:
this.m_pixels = ((DataBufferInt) m_image.getRaster().getDataBuffer()).getData();
Doing so, may (will) ruin the chances for this image being hardware accelerated. This is documented behaviour, from the getData() API doc:
Note that calling this method may cause this DataBuffer object to be incompatible with performance optimizations used by some implementations (such as caching an associated image in video memory).
You could probably get around this easily, by using a temporary image in your bilder, and returning a copy of the temp image from the build() method, that has not been "tampered" with.
For best performance, always using a compatible image (as in createCompatibleImage(), mentioned by #VGR in the comments) is a good idea too. This should ensure you have the fastest possible hardware blits.
I have a long png file containing many sprites in a row, but their width/height changes by a little bit. However, all sprites have a fixed blue color 1px border around it.
However, after each sprite, the borders are connected to each other by 2px (just border after border that interacts) see this:
But at the bottom of the sprites, it misses one pixel point
Is there an existing algorithm that can get all pixels between a color border like this, including the border when giving the pixels?
Or any other ideas how to grab all sprites of one file like this and give them a fixed size?
I took your image and transformed it to match your description.
In plain text I went form left to right and identify lines that might indicate a start or end to an image and used a tracker variable to decide which is which.
I approached it like this in Java:
import javax.imageio.ImageIO;
import java.awt.image.BufferedImage;
import java.awt.image.Raster;
import java.io.File;
import java.io.IOException;
public class PixelArtSizeFinder {
public static void main(String[] args) throws IOException {
File imageFile = new File("pixel_boat.png");
BufferedImage image = ImageIO.read(imageFile);
int w = image.getWidth();
int h = image.getHeight();
System.out.format("Size: %dx%d%n", w, h);
Raster data = image.getData();
int objectsFound = 0;
int startObjectWidth = 0;
int endObjectWidth = 0;
boolean scanningObject = false;
for (int x = 0; x < w; x++) {
boolean verticalLineContainsOnlyTransparentOrBorder = true;
for (int y = 0; y < h; y++) {
int[] pixel = data.getPixel(x, y, new int[4]);
if (isOther(pixel)) {
verticalLineContainsOnlyTransparentOrBorder = false;
}
}
if (verticalLineContainsOnlyTransparentOrBorder) {
if (scanningObject) {
endObjectWidth = x;
System.out.format("Object %d: %d-%d (%dpx)%n",
objectsFound,
startObjectWidth,
endObjectWidth,
endObjectWidth - startObjectWidth);
} else {
objectsFound++;
startObjectWidth = x;
}
scanningObject ^= true; //toggle
}
}
}
private static boolean isTransparent(int[] pixel) {
return pixel[3] == 0;
}
private static boolean isBorder(int[] pixel) {
return pixel[0] == 0 && pixel[1] == 187 && pixel[2] == 255 && pixel[3] == 255;
}
private static boolean isOther(int[] pixel) {
return !isTransparent(pixel) && !isBorder(pixel);
}
}
and the result was
Size: 171x72
Object 1: 0-27 (27px)
Object 2: 28-56 (28px)
Object 3: 57-85 (28px)
Object 4: 86-113 (27px)
Object 5: 114-142 (28px)
Object 6: 143-170 (27px)
I don't know if any algorithm or function already exists for this but what you can do is :
while the boats are all the same and you wanna get all the pixels between two blue pixels so you can use something like this :
for all i in vertical pixels
for all j in horizontal pixels
if pixel(i,j) == blue then
j = j+ 1
while pixel(i,j) != blue then
you save this pixel in an array for example
j = j+1
end while
end if
end for
end for
This is just an idea and for sure not the most optimal but you can you use it and perform it to make it better ;)
I have following code, which creates grayscale BufferedImage and then sets random colors of each pixel.
import java.awt.image.BufferedImage;
public class Main {
public static void main(String[] args) {
BufferedImage right = new BufferedImage(100, 100, BufferedImage.TYPE_BYTE_GRAY);
int correct = 0, error = 0;
for (int i = 0; i < right.getWidth(); i++) {
for (int j = 0; j < right.getHeight(); j++) {
int average = (int) (Math.random() * 255);
int color = (0xff << 24) | (average << 16) | (average << 8) | average;
right.setRGB(i, j, color);
if(color != right.getRGB(i, j)) {
error++;
} else {
correct++;
}
}
}
System.out.println(correct + ", " + error);
}
}
In approximately 25-30% pixels occurs weird behaviour, where I set color and right afterwards it has different value than was previously set. Am I setting colors the wrong way?
Here is your solution: ban getRGB and use the Raster (faster and easier than getRGB) or even better DataBuffer (fastest but you have to handle the encoding):
import java.awt.image.BufferedImage;
public class Main
{
public static void main(String[] args)
{
BufferedImage right = new BufferedImage(100, 100, BufferedImage.TYPE_BYTE_GRAY);
int correct = 0, error = 0;
for (int x=0 ; x < right.getWidth(); x++)
for (int j = 0; j < right.getHeight(); j++)
{
int average = (int) (Math.random() * 255) ;
right.getRaster().setSample(x, y, 0, average) ;
if ( average != right.getRaster().getSample(x, y, 0) ) error++ ;
else correct++;
}
System.out.println(correct + ", " + error);
}
}
In your case getRGB is terrible, because the encoding is an array of byte (8 bits), and you have to manipulate RGB values with getRGB. The raster does all the work of conversion for you.
I think your issue has to do with the image type (third parameter for BufferedImage constructor). If you change the type to BufferedImage.TYPE_INT_ARGB, then you will get 100% correct results.
Looking at the documentation for BufferedImage.getRGB(int,int) there is some conversion when you get RGB that is not the default color space
Returns an integer pixel in the default RGB color model (TYPE_INT_ARGB) and default sRGB colorspace. Color conversion takes place if this default model does not match the image ColorModel.
So you're probably seeing the mismatches due to the conversion.
Wild guess:
Remove (0xff << 24) | which is the alpha channel, how intransparent/opaque the color is. Given yes/no transparent and average < or >= 128 application of transparency, 25% could be the wrong color mapping (very wild guess).
In my 2D game I'm using graphic tools to create nice, smooth terrain represented by black color:
Simple algorithm written in java looks for black color every 15 pixels, creating following set of lines (gray):
As you can see, there's some places that are mapped very bad, some are pretty good. In other case it would be not necessary to sample every 15 pixels, eg. if terrain is flat.
What's the best way to covert this curve to set of points [lines], using as little points as possible?
Sampling every 15 pixels = 55 FPS, 10 pixels = 40 FPS
Following algorithm is doing that job, sampling from right to left, outputting pasteable into code array:
public void loadMapFile(String path) throws IOException {
File mapFile = new File(path);
image = ImageIO.read(mapFile);
boolean black;
System.out.print("{ ");
int[] lastPoint = {0, 0};
for (int x = image.getWidth()-1; x >= 0; x -= 15) {
for (int y = 0; y < image.getHeight(); y++) {
black = image.getRGB(x, y) == -16777216 ? true : false;
if (black) {
lastPoint[0] = x;
lastPoint[1] = y;
System.out.print("{" + (x) + ", " + (y) + "}, ");
break;
}
}
}
System.out.println("}");
}
Im developing on Android, using Java and AndEngine
This problem is nearly identical to the problem of digitization of a signal (such as sound), where the basic law is that the signal in the input that had the frequency too high for the sampling rate will not be reflected in the digitized output. So the concern is that if you check ever 30 pixels and then test the middle as bmorris591 suggests, you might miss that 7 pixel hole between the sampling points. This suggests that if there are 10 pixel features you cannot afford to miss, you need to do scanning every 5 pixels: your sample rate should be twice the highest frequency present in the signal.
One thing that can help improve your algorithm is a better y-dimension search. Currently you are searching for the intersection between sky and terrain linearly, but a binary search should be faster
int y = image.getHeight()/2; // Start searching from the middle of the image
int yIncr = y/2;
while (yIncr>0) {
if (image.getRGB(x, y) == -16777216) {
// We hit the terrain, to towards the sky
y-=yIncr;
} else {
// We hit the sky, go towards the terrain
y+=yIncr;
}
yIncr = yIncr/2;
}
// Make sure y is on the first terrain point: move y up or down a few pixels
// Only one of the following two loops will execute, and only one or two iterations max
while (image.getRGB(x, y) != -16777216) y++;
while (image.getRGB(x, y-1) == -16777216) y--;
Other optimizations are possible. If you know that your terrain has no cliffs, then you only need to search the window from lastY+maxDropoff to lastY-maxDropoff. Also, if your terrain can never be as tall as the entire bitmap, you don't need to search the top of the bitmap either. This should help to free some CPU cycles you can use for higher-resolution x-scanning of the terrain.
I propose to find border points which exists on the border between white and dark pixels. After that we can digitize those points. To do that, we should define DELTA which specify which point we should skip and which we should add to result list.
DELTA = 3, Number of points = 223
DELTA = 5, Number of points = 136
DELTA = 10, Number of points = 70
Below, I have put source code, which prints image and looking for points. I hope, you will be able to read it and find a way to solve your problem.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferByte;
import java.io.File;
import java.io.IOException;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Program {
public static void main(String[] args) throws IOException {
BufferedImage image = ImageIO.read(new File("/home/michal/Desktop/FkXG1.png"));
PathFinder pathFinder = new PathFinder(10);
List<Point> borderPoints = pathFinder.findBorderPoints(image);
System.out.println(Arrays.toString(borderPoints.toArray()));
System.out.println(borderPoints.size());
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new ImageBorderPanel(image, borderPoints));
frame.pack();
frame.setMinimumSize(new Dimension(image.getWidth(), image.getHeight()));
frame.setVisible(true);
}
}
class PathFinder {
private int maxDelta = 3;
public PathFinder(int delta) {
this.maxDelta = delta;
}
public List<Point> findBorderPoints(BufferedImage image) {
int width = image.getWidth();
int[][] imageInBytes = convertTo2DWithoutUsingGetRGB(image);
int[] borderPoints = findBorderPoints(width, imageInBytes);
List<Integer> indexes = dwindlePoints(width, borderPoints);
List<Point> points = new ArrayList<Point>(indexes.size());
for (Integer index : indexes) {
points.add(new Point(index, borderPoints[index]));
}
return points;
}
private List<Integer> dwindlePoints(int width, int[] borderPoints) {
List<Integer> indexes = new ArrayList<Integer>(width);
indexes.add(borderPoints[0]);
int delta = 0;
for (int index = 1; index < width; index++) {
delta += Math.abs(borderPoints[index - 1] - borderPoints[index]);
if (delta >= maxDelta) {
indexes.add(index);
delta = 0;
}
}
return indexes;
}
private int[] findBorderPoints(int width, int[][] imageInBytes) {
int[] borderPoints = new int[width];
int black = Color.BLACK.getRGB();
for (int y = 0; y < imageInBytes.length; y++) {
int maxX = imageInBytes[y].length;
for (int x = 0; x < maxX; x++) {
int color = imageInBytes[y][x];
if (color == black && borderPoints[x] == 0) {
borderPoints[x] = y;
}
}
}
return borderPoints;
}
private int[][] convertTo2DWithoutUsingGetRGB(BufferedImage image) {
final byte[] pixels = ((DataBufferByte) image.getRaster().getDataBuffer()).getData();
final int width = image.getWidth();
final int height = image.getHeight();
final boolean hasAlphaChannel = image.getAlphaRaster() != null;
int[][] result = new int[height][width];
if (hasAlphaChannel) {
final int pixelLength = 4;
for (int pixel = 0, row = 0, col = 0; pixel < pixels.length; pixel += pixelLength) {
int argb = 0;
argb += (((int) pixels[pixel] & 0xff) << 24); // alpha
argb += ((int) pixels[pixel + 1] & 0xff); // blue
argb += (((int) pixels[pixel + 2] & 0xff) << 8); // green
argb += (((int) pixels[pixel + 3] & 0xff) << 16); // red
result[row][col] = argb;
col++;
if (col == width) {
col = 0;
row++;
}
}
} else {
final int pixelLength = 3;
for (int pixel = 0, row = 0, col = 0; pixel < pixels.length; pixel += pixelLength) {
int argb = 0;
argb += -16777216; // 255 alpha
argb += ((int) pixels[pixel] & 0xff); // blue
argb += (((int) pixels[pixel + 1] & 0xff) << 8); // green
argb += (((int) pixels[pixel + 2] & 0xff) << 16); // red
result[row][col] = argb;
col++;
if (col == width) {
col = 0;
row++;
}
}
}
return result;
}
}
class ImageBorderPanel extends JPanel {
private static final long serialVersionUID = 1L;
private BufferedImage image;
private List<Point> borderPoints;
public ImageBorderPanel(BufferedImage image, List<Point> borderPoints) {
this.image = image;
this.borderPoints = borderPoints;
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(image, 0, 0, null);
Graphics2D graphics2d = (Graphics2D) g;
g.setColor(Color.YELLOW);
for (Point point : borderPoints) {
graphics2d.fillRect(point.x, point.y, 3, 3);
}
}
}
In my source code I have used example from this question:
Java - get pixel array from image
The most efficient solution (with respect to points required) would be to allow for variable spacing between points along the X axis. This way, a large flat part would require very few points/samples and complex terrains would use more.
In 3D mesh processing, there is a nice mesh simplification algorithm named "quadric edge collapse", which you can adapt to your problem.
Here is the idea, translated to your problem - it actually gets much simpler than the original 3D algorithm:
Represent your curve with way too many points.
For each point, measure the error (i.e. difference to the smooth terrain) if you remove it.
Remove the point that gives the smallest error.
Repeat until you have reduced the number of points far enough or errors get too large.
To be more precise regarding step 2: Given points P, Q, R, the error of Q is the difference between the approximation of your terrain by two straight lines, P->Q and Q->R, and the approximation of your terrain by just one line P->R.
Note that when a point is removed only its neighbors need an update of their error value.
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;
}
}