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TitleScreen.java~
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TitleScreen.java~
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/*----------------------------------------------------------------
* Author: Apurva Gandhi
* Email: ahgand22@g.holycross.edu
* Written: 11/29/2018
* This class implements the initial "splash" title screen window.
*
* You can test this class using:
* java TitleScreen
*----------------------------------------------------------------*/
import GUI.*;
/**
* <i>TitleScreen</i> object represents the "splash screen" at the start of the
* game. It shows the title and allows the user to select the game difficulty
* and possibly other options. TitleScreen extends Window, so it can be drawn on
* the screen. It also extends EventListener so it can respond to user
* interaction. See main() for an example of how to use this class.
*/
public class TitleScreen extends Window implements EventListener {
// The user's choice. Uses "quit" as the default if nothing else is chosen.
// Possible values are "quit", "easy", "medium", and "hard".
private String selection = "quit";
// Buttons for the different options.
private Button easy, okay, hard, quit, restore;
/**
* Initialize a new title screen.
*/
public TitleScreen() {
super("Minesweeper!", 600, 400);
setBackgroundColor(Canvas.LIGHT_GRAY);
// Add all the buttons
easy = new Button(280, 120, 160, 40, "1 - Easy");
okay = new Button(280, 170, 160, 40, "2 - Medium");
hard = new Button(280, 220, 160, 40, "3 - Hard");
quit = new Button(280, 320, 160, 40, "Q - Quit");
easy.setForegroundColor(Canvas.WHITE);
easy.setBackgroundColor(Canvas.GREEN.darker());
easy.setBorderColor(null);
okay.setForegroundColor(Canvas.WHITE);
okay.setBackgroundColor(Canvas.BLUE.darker());
okay.setBorderColor(null);
hard.setForegroundColor(Canvas.WHITE);
hard.setBackgroundColor(Canvas.ORANGE.darker());
hard.setBorderColor(null);
quit.setForegroundColor(Canvas.WHITE);
quit.setBackgroundColor(Canvas.RED.darker());
quit.setBorderColor(null);
add(easy);
add(okay);
add(hard);
add(quit);
// Add a title at the top
Label title = new Label(300, 70, "Minesweeper!");
title.setFont("SansSerif Bold", 48);
title.setForegroundColor(Canvas.DARK_BLUE);
add(title);
}
/**
* Paint the background for this window on the canvas. Don't call this
* directly, it is called by the GUI system automatically. This function
* should draw something on the canvas.
* @param canvas the canvas on which to draw.
*/
public void repaintWindowBackground(GUI.Canvas canvas)
{
// Put a nice logo on the left side
canvas.picture(70, 100, "logo.png");
// Also draw some "raised 3D" beveled rectangles, so they look like
// mines. We will use a mostly gray ones, and a few odd colors. I use a
// clever trick to pick the colors.
int r = (int)System.currentTimeMillis() / 500;
for (int i = 0; i < 30; i++)
{
for (int j = 0; j < 20; j++)
{
if (i >= 3 && i < 27 && j >= 2 && j < 18)
continue; // skip the middle part of the window
int x = i*20;
int y = j*20;
setRandomColor(canvas, r, i, j);
canvas.raisedBevelRectangle(x, y, 20, 20, 4.0);
}
}
}
// Pick a random color, but usually gray, and set the pen to that color.
private void setRandomColor(Canvas canvas, int r, int i, int j)
{
int h = r ^ ((i+1) * (j+1));
h = h ^ (h >> 16);
h = h ^ (h >> 8);
switch(h % 97)
{
case 0: canvas.setPenColor(Canvas.BLUE); break;
case 1: canvas.setPenColor(Canvas.CYAN); break;
case 2: canvas.setPenColor(Canvas.GREEN); break;
case 3: canvas.setPenColor(Canvas.MAGENTA); break;
case 4: canvas.setPenColor(Canvas.ORANGE); break;
case 5: canvas.setPenColor(Canvas.PINK); break;
case 6: canvas.setPenColor(Canvas.YELLOW); break;
case 7: canvas.setPenColor(Canvas.MAROON); break;
case 8: canvas.setPenColor(Canvas.TURQUOISE); break;
default: canvas.setPenColor(Canvas.GRAY); break;
}
}
/**
* Respond to key presses. This function will be called each time the user
* presses a key. The parameter indicates the character the user pressed.
* The function updates the state according to what character the user has
* pressed.
* @param c the character that was typed.
*/
public void keyTyped(char c)
{
if (c == '1')
{
selection = "easy";
hide();
}
else if (c == '2')
{
selection = "medium";
hide();
}
else if (c == '3')
{
selection = "hard";
hide();
}
else if (c == 'q' || c == 'Q')
{
selection = "quit";
hide();
}
else if (c == 'r' || c == 'R')
{
selection = "restore";
hide();
}
}
/**
* Respond to a mouse click. This function will be called each time the user
* clicks on the title window. The x, y parameters indicate the screen
* coordinates where the user has clicked, and the button parameter
* indicates which mouse button was clicked (either "left", "middle", or
* "right"). The function updates the state according to what the user has
* clicked.
* @param x the x coordinate where the user clicked, in pixels.
* @param y the y coordinate where the user clicked, in pixels.
* @param button either "left", "middle", or "right".
*/
public void mouseClicked(double x, double y, String button)
{
if (button.equals("left"))
{
if (easy.containsPoint(x, y))
{
selection = "easy";
hide();
}
else if (okay.containsPoint(x, y))
{
selection = "medium";
hide();
}
else if (hard.containsPoint(x, y))
{
selection = "hard";
hide();
}
else if (quit.containsPoint(x, y))
{
selection = "quit";
hide();
}
}
}
/**
* Get the selection. Call this after calling showAndWait() to find out
* what the user selected.
*/
public String getSelection()
{
return selection;
}
/**
* A main() function, for testing.
*/
public static void main(String args[])
{
TitleScreen t = new TitleScreen();
t.showAndAnimate(4);
System.out.println("You chose: " + t.getSelection());
}
}