⚠️ Warning: This is a draft ⚠️
This means it might contain formatting issues, incorrect code, conceptual problems, or other severe issues.
If you want to help to improve and eventually enable this page, please fork RosettaGit's repository and open a merge request on GitHub.
{{draft task}}
Task:
Create 16 Puzzle Game.
See details: 16 Puzzle Game
Video: [https://www.google.com/url?q=https%3A%2F%2F1drv.ms%2Fv%2Fs!AqDUIunCqVnIg0bsohQX8b5_dc5G&sa=D&sntz=1&usg=AFQjCNH_eKBfk_1m88kte3Wo7MIii8hn1A 16 Puzzle Game]
;Related task: :* 15 Puzzle Game
Go
package main
import (
"bufio"
"fmt"
"log"
"math/rand"
"os"
"strings"
"time"
)
const (
easy = 1
hard = 4
)
var n [16]int
func initGrid() {
for i := 0; i < 16; i++ {
n[i] = i + 1
}
}
func setDiff(level int) {
moves := 3
if level == hard {
moves = 12
}
rc := make([]int, 0, 4)
for i := 0; i < moves; i++ {
rc = rc[:0]
r := rand.Intn(2)
s := rand.Intn(4)
if r == 0 { // rotate random row
for j := s * 4; j < (s+1)*4; j++ {
rc = append(rc, j)
}
} else { // rotate random column
for j := s; j < s+16; j += 4 {
rc = append(rc, j)
}
}
var rca [4]int
copy(rca[:], rc)
rotate(rca)
if hasWon() { // do it again
i = -1
}
}
fmt.Println("Target is", moves, "moves.")
}
func drawGrid() {
fmt.Println()
fmt.Println(" D1 D2 D3 D4")
fmt.Println(" ╔════╦════╦════╦════╗")
fmt.Printf("R1 ║ %2d ║ %2d ║ %2d ║ %2d ║ L1\n", n[0], n[1], n[2], n[3])
fmt.Println(" ╠════╬════╬════╬════╣")
fmt.Printf("R2 ║ %2d ║ %2d ║ %2d ║ %2d ║ L2\n", n[4], n[5], n[6], n[7])
fmt.Println(" ╠════╬════╬════╬════╣")
fmt.Printf("R3 ║ %2d ║ %2d ║ %2d ║ %2d ║ L3\n", n[8], n[9], n[10], n[11])
fmt.Println(" ╠════╬════╬════╬════╣")
fmt.Printf("R4 ║ %2d ║ %2d ║ %2d ║ %2d ║ L4\n", n[12], n[13], n[14], n[15])
fmt.Println(" ╚════╩════╩════╩════╝")
fmt.Println(" U1 U2 U3 U4\n")
}
func rotate(ix [4]int) {
last := n[ix[3]]
for i := 3; i >= 1; i-- {
n[ix[i]] = n[ix[i-1]]
}
n[ix[0]] = last
}
func hasWon() bool {
for i := 0; i < 16; i++ {
if n[i] != i+1 {
return false
}
}
return true
}
func check(err error) {
if err != nil {
log.Fatal(err)
}
}
func main() {
initGrid()
rand.Seed(time.Now().UnixNano())
level := easy
scanner := bufio.NewScanner(os.Stdin)
for {
fmt.Print("Enter difficulty level easy or hard E/H : ")
scanner.Scan()
diff := strings.ToUpper(strings.TrimSpace(scanner.Text()))
if diff != "E" && diff != "H" {
fmt.Println("Invalid response, try again.")
} else {
if diff == "H" {
level = hard
}
break
}
}
check(scanner.Err())
setDiff(level)
var ix [4]int
fmt.Println("When entering moves, you can also enter Q to quit or S to start again.")
moves := 0
outer:
for {
drawGrid()
if hasWon() {
fmt.Println("Congratulations, you have won the game in", moves, "moves!!")
return
}
for {
fmt.Println("Moves so far =", moves, "\n")
fmt.Print("Enter move : ")
scanner.Scan()
move := strings.ToUpper(strings.TrimSpace(scanner.Text()))
check(scanner.Err())
switch move {
case "D1", "D2", "D3", "D4":
c := int(move[1] - 49)
ix[0] = 0 + c
ix[1] = 4 + c
ix[2] = 8 + c
ix[3] = 12 + c
rotate(ix)
moves++
continue outer
case "L1", "L2", "L3", "L4":
c := int(move[1] - 49)
ix[0] = 3 + 4*c
ix[1] = 2 + 4*c
ix[2] = 1 + 4*c
ix[3] = 0 + 4*c
rotate(ix)
moves++
continue outer
case "U1", "U2", "U3", "U4":
c := int(move[1] - 49)
ix[0] = 12 + c
ix[1] = 8 + c
ix[2] = 4 + c
ix[3] = 0 + c
rotate(ix)
moves++
continue outer
case "R1", "R2", "R3", "R4":
c := int(move[1] - 49)
ix[0] = 0 + 4*c
ix[1] = 1 + 4*c
ix[2] = 2 + 4*c
ix[3] = 3 + 4*c
rotate(ix)
moves++
continue outer
case "Q":
return
case "S":
initGrid()
setDiff(level)
moves = 0
continue outer
default:
fmt.Println("Invalid move, try again.")
}
}
}
}
Output
Sample game:
Enter difficulty level easy or hard E/H : e
Target is 3 moves.
When entering moves, you can also enter Q to quit or S to start again.
D1 D2 D3 D4
╔════╦════╦════╦════╗
R1 ║ 1 ║ 2 ║ 3 ║ 4 ║ L1
╠════╬════╬════╬════╣
R2 ║ 7 ║ 8 ║ 5 ║ 6 ║ L2
╠════╬════╬════╬════╣
R3 ║ 9 ║ 10 ║ 11 ║ 12 ║ L3
╠════╬════╬════╬════╣
R4 ║ 16 ║ 13 ║ 14 ║ 15 ║ L4
╚════╩════╩════╩════╝
U1 U2 U3 U4
Moves so far = 0
Enter move : l4
D1 D2 D3 D4
╔════╦════╦════╦════╗
R1 ║ 1 ║ 2 ║ 3 ║ 4 ║ L1
╠════╬════╬════╬════╣
R2 ║ 7 ║ 8 ║ 5 ║ 6 ║ L2
╠════╬════╬════╬════╣
R3 ║ 9 ║ 10 ║ 11 ║ 12 ║ L3
╠════╬════╬════╬════╣
R4 ║ 13 ║ 14 ║ 15 ║ 16 ║ L4
╚════╩════╩════╩════╝
U1 U2 U3 U4
Moves so far = 1
Enter move : l2
D1 D2 D3 D4
╔════╦════╦════╦════╗
R1 ║ 1 ║ 2 ║ 3 ║ 4 ║ L1
╠════╬════╬════╬════╣
R2 ║ 8 ║ 5 ║ 6 ║ 7 ║ L2
╠════╬════╬════╬════╣
R3 ║ 9 ║ 10 ║ 11 ║ 12 ║ L3
╠════╬════╬════╬════╣
R4 ║ 13 ║ 14 ║ 15 ║ 16 ║ L4
╚════╩════╩════╩════╝
U1 U2 U3 U4
Moves so far = 2
Enter move : l2
D1 D2 D3 D4
╔════╦════╦════╦════╗
R1 ║ 1 ║ 2 ║ 3 ║ 4 ║ L1
╠════╬════╬════╬════╣
R2 ║ 5 ║ 6 ║ 7 ║ 8 ║ L2
╠════╬════╬════╬════╣
R3 ║ 9 ║ 10 ║ 11 ║ 12 ║ L3
╠════╬════╬════╬════╣
R4 ║ 13 ║ 14 ║ 15 ║ 16 ║ L4
╚════╩════╩════╩════╝
U1 U2 U3 U4
Congratulations, you have won the game in 3 moves!!
Javascript
Try it here.
You'll also need a html file:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<link href="https://fonts.googleapis.com/css?family=Ubuntu+Mono&display=swap" rel="stylesheet">
<link rel="stylesheet" type="text/css" media="screen" href="./css/main.css">
<title>16 Puzzle</title>
</head>
<body>
<div id="done">WELL DONE!</div>
<div id="board"></div>
<div id="moves"></div>
<button id="shuffle">SHUFFLE</button>
<script src="./src/index.js" type="module"></script>
</body>
</html>
And css file:
* {
margin: 0;
border: 0;
text-align: center;
font-family: 'Ubuntu Mono', monospace;
user-select: none;
}
button {
border-radius: 5px;
width: 300px;
height: 80px;
font-size: 40px;
margin-top: 60px;
}
#board {
width: 410px;
height: 410px;
margin: 120px auto 30px auto;
}
#done {
font-size: 140px;
padding: 20px;
color: #fff;
background-color: rgba(0, 23, 56, .5);
border: 1px solid rgb(0, 90, 220);
width: 700px;
position: absolute;
top: 250px;
left: calc(50% - 380px);
}
#moves {
font-size: 40px;
line-height: 80px;
height: 80px;
width: 300px;
margin: auto;
border: 1px solid #000;
border-radius: 5px;
}
.btn,
.numbers,
.hide {
float: left;
width: 64px;
height: 64px;
line-height: 65px;
font-size: 40px;
border: 1px solid black;
color: black;
background-color: white;
cursor: none;
margin: 1px;
transition: all .3s;
}
.btn:hover {
background-color: rgba(71, 231, 71, 0.5);
cursor: pointer;
}
.hide {
border: 1px solid white;
cursor: none;
}
class Puzzle {
constructor() {
this.moves;
this.started;
this.board = document.getElementById("board");
document.getElementById("shuffle").addEventListener("click", () => {
this.shuffle();
});
this.reset();
}
reset() {
while (this.board.hasChildNodes()) {
this.board.removeChild(this.board.firstChild);
}
this.moves = 0;
this.started = false;
document.getElementById("moves").innerText = this.moves;
document.getElementById("done").style.visibility = "hidden";
let t = 1;
for (let y = 0; y < 6; y++) {
for (let x = 0; x < 6; x++) {
const d = document.createElement("div");
d.id = `${x}_${y}`;
if (y === 0 || x === 0 || y === 5 || x === 5) {
if (((y === 0 || y === 5) && (x === 0 || x === 5))) {
d.className = "hide";
} else {
d.className = "btn";
if (y === 0) {
d.innerText = "🡇";
d.func = () => {
this.rollDownRight(x, true);
};
} else if (y === 5) {
d.innerText = "🡅";
d.func = () => {
this.rollUpLeft(x, true);
};
}
if (x === 0) {
d.innerText = "🡆";
d.func = () => {
this.rollDownRight(y, false);
};
} else if (x === 5) {
d.innerText = "🡄";
d.func = () => {
this.rollUpLeft(y, false);
};
}
d.addEventListener("click", (ev) => {
ev.srcElement.func();
})
}
} else {
d.className = "numbers";
d.innerText = `${t}`;
t++;
}
this.board.appendChild(d);
}
}
document.getElementById("shuffle").innerText = "SHUFFLE";
}
shuffle() {
if (this.started) {
this.reset();
} else {
this.started = true;
const e = Math.floor(Math.random() * 30) + 30;
for (let z = 0; z < e; z++) {
switch (Math.floor(Math.random() * 4)) {
case 0:
this.rollDownRight(Math.floor(Math.random() * 4) + 1, false);
break;
case 1:
this.rollUpLeft(Math.floor(Math.random() * 4) + 1, true);
break;
case 2:
this.rollUpLeft(Math.floor(Math.random() * 4) + 1, false);
break;
case 3:
this.rollDownRight(Math.floor(Math.random() * 4) + 1, true);
break;
}
}
this.moves = 0;
document.getElementById("moves").innerText = this.moves;
document.getElementById("shuffle").innerText = "RESTART";
}
}
getElements(l, col) {
const z = Array.from(document.querySelectorAll(".numbers"));
for (let e = 15; e > -1; e--) {
if (z[e].id[(col ? 0 : 2)] != l) {
z.splice(e, 1)
}
}
return z;
}
rollDownRight(x, col) {
if (!this.started) return;
const z = this.getElements(x, col),
a = z[3].innerText;
for (let r = 3; r > 0; r--) {
z[r].innerText = z[r - 1].innerText;
}
z[0].innerText = a;
this.updateMoves();
this.checkSolved();
}
rollUpLeft(x, col) {
if (!this.started) return;
const z = this.getElements(x, col),
a = z[0].innerText;
for (let r = 0; r < 3; r++) {
z[r].innerText = z[r + 1].innerText;
}
z[3].innerText = a;
this.updateMoves();
this.checkSolved();
}
updateMoves() {
this.moves++;
document.getElementById("moves").innerText = this.moves;
}
checkSolved() {
function check() {
const z = document.querySelectorAll(".numbers");
let u = 1;
for (let r of z) {
if (r.innerText != u) return false;
u++;
}
return true;
}
if (this.started && check()) {
document.getElementById("done").style.visibility = "visible";
}
}
}
new Puzzle();
Julia
using Gtk, Random
function puzzle16app(bsize)
aclock, clock = "\u27f2", "\u27f3"
win = GtkWindow("16 Game", 300, 300) |> (GtkFrame() |> (box = GtkBox(:v)))
toolbar = GtkToolbar()
newgame = GtkToolButton("New Game")
set_gtk_property!(newgame, :label, "New Game")
set_gtk_property!(newgame, :is_important, true)
push!(toolbar, newgame)
grid = GtkGrid()
map(w -> push!(box, w),[toolbar, grid])
buttons = Array{Gtk.GtkButtonLeaf,2}(undef, bsize + 2, bsize + 2)
for i in 1:bsize+2, j in 1:bsize+2
grid[i,j] = buttons[i,j] = GtkButton()
set_gtk_property!(buttons[i,j], :expand, true)
end
inorder = string.(reshape(1:bsize*bsize, bsize, bsize))
puzzle = shuffle(inorder)
rotatecol(puzzle, col, n) = puzzle[:, col] .= circshift(puzzle[:, col], n)
rotaterow(puzzle, row, n) = puzzle[row, :] .= circshift(puzzle[row, :], n)
iswon() = puzzle == inorder
won = false
function findrowcol(button)
for i in 1:bsize+2, j in 1:bsize+2
if buttons[i, j] == button
return i, j
end
end
return 0, 0
end
function playerclicked(button)
if !won
i, j = findrowcol(button)
if i == 1
rotatecol(puzzle, j - 1, 1)
elseif i == bsize + 2
rotatecol(puzzle, j - 1, -1)
elseif j == 1
rotaterow(puzzle, i - 1, 1)
elseif j == bsize + 2
rotaterow(puzzle, i - 1, -1)
end
end
update!()
end
function setup!()
for i in 1:bsize+2, j in 1:bsize+2
if 1 < j < bsize + 2
if i == 1
signal_connect(playerclicked, buttons[i, j], "clicked")
elseif i == bsize + 2
signal_connect(playerclicked, buttons[i, j], "clicked")
end
elseif 1 < i < bsize + 2
if j == 1
signal_connect(playerclicked, buttons[i, j], "clicked")
elseif j == bsize + 2
signal_connect(playerclicked, buttons[i, j], "clicked")
end
end
end
end
function update!()
for i in 1:bsize+2, j in 1:bsize+2
if 1 < j < bsize + 2
if i == 1
set_gtk_property!(buttons[i, j], :label, clock)
elseif i == bsize + 2
set_gtk_property!(buttons[i, j], :label, aclock)
else
set_gtk_property!(buttons[i, j], :label, puzzle[i-1, j-1])
end
elseif 1 < i < bsize + 2
if j == 1
set_gtk_property!(buttons[i, j], :label, clock)
elseif j == bsize + 2
set_gtk_property!(buttons[i, j], :label, aclock)
end
end
end
if iswon()
won = true
info_dialog("Game over.\nScore: $score", win)
end
showall(win)
end
function initialize!(w)
puzzle = shuffle(inorder)
won = false
update!()
end
setup!()
condition = Condition()
endit(w) = notify(condition)
signal_connect(initialize!, newgame, :clicked)
signal_connect(endit, win, :destroy)
initialize!(win)
showall(win)
wait(condition)
end
puzzle16app(4)
Phix
NB arrow keys not tested on linux, but "UDLR" should work...
constant level = 5,
ESC=27, UP=328, DOWN=336, LEFT=331, RIGHT=333
sequence board = tagset(16), solve = board
procedure print_board()
printf(1," 1 2 3 4\n")
for r=1 to 4 do
printf(1,"%d: %2d %2d %2d %2d\n",r&board[r*4-3..r*4])
end for
puts(1,"\n")
end procedure
procedure move(integer d,rc)
-- d is 1..4 for up/down/left/right
-- rc is 1..4 for row(d>=3)/column(d<=2)
sequence idx = repeat(0,4),
tiles = repeat(0,4)
for i=1 to 4 do
idx[i] = iff(d<=2?rc+(i-1)*4:(rc-1)*4+i)
tiles[i] = board[idx[i]]
end for
-- ?{d,rc,idx}
idx = iff(mod(d,2)?idx[4]&idx[1..3]:idx[2..4]&idx[1])
for i=1 to 4 do
board[idx[i]] = tiles[i]
end for
end procedure
for i=1 to level do move(rand(4),rand(4)) end for
while 1 do
print_board()
if board=solve then
puts(1,"Solved!\n")
exit
end if
puts(1,"Your move (escape|Up/Down|Left/Right & 1/2/3/4):")
integer d, rc
while true do
while true do
d = find(upper(wait_key()),{ESC,UP,DOWN,LEFT,RIGHT}&"UDLR")-1
if d!=-1 then exit end if
end while
if d=0 then
puts(1,"\n\nYou gave up!\n")
exit
end if
if d>4 then d-=4 end if
puts(1,"UDLR"[d])
while true do
rc = find(upper(wait_key()),ESC&"1234UDLR"&{UP,DOWN,LEFT,RIGHT})-1
if rc>4 then
if rc>8 then rc -= 4 end if
d = rc-4
puts(1,"\b \b"&"UDLR"[d])
else
if rc!=-1 then exit end if
end if
end while
if rc=0 then
puts(1,"\b \b")
else
printf(1,"%d\n\n",rc)
move(d,rc)
exit
end if
end while
if d=0 then exit end if
end while
Output
(a level 2 game)
1 2 3 4
1: 1 2 7 4
2: 5 6 11 8
3: 9 10 16 12
4: 14 15 3 13
Your move (escape|Up/Down|Left/Right & 1/2/3/4):D3
1 2 3 4
1: 1 2 3 4
2: 5 6 7 8
3: 9 10 11 12
4: 14 15 16 13
Your move (escape|Up/Down|Left/Right & 1/2/3/4):R4
1 2 3 4
1: 1 2 3 4
2: 5 6 7 8
3: 9 10 11 12
4: 13 14 15 16
Solved!
REXX
This REXX version allows the user to choose the grid size for the 16 game (puzzle), as well as the difficulty of the puzzle.
The user's responses may have optional whitespace in the answer, and the answer can be in any case (lower or uppercase).
Not all errors are checked so as to keep the program simpler.
/*REXX pgm implements the 16 game; displays game grid, prompts for a move, game won? */
sep= copies("─",8); pad=left('',1+length(sep) ) /*pad=9 blanks. SEP is used for msgs.*/
parse arg N hard seed . /*obtain optional arguments from the CL*/
er= '***error***' /*literal used to indicate an error msg*/
if N=='' | N=="," then N= 4 /*Not specified? Then use the default.*/
if hard=='' | hard=="," then hard= 2 /* " " " " " " */
if \isInt(N) then do; say sep er "grid size isn't an integer: " N; exit 1; end
if N<2 | N>9 then do; say sep er "grid size is out of range: " N; exit 1; end
if isInt(seed) then call random , , seed /*use repeatability seed for RANDOM BIF*/
say sep 'Playing a ' N*N " game with a difficulty level of: " hard
#=0
do r=1 for N /* [◄] build a solution for testing. */
do c=1 for N; #= #+1; @.r.c= # /*bump number (count), define a cell. */
end /*c*/
end /*r*/
/* [↓] HARD is the puzzle difficulty.*/
do hard; row= random(1) /*scramble the grid HARD # of times.*/
if row then call move random(1,N)substr('LR', random(1, 2), 1) /* ◄── move row. */
else call move substr('abcdefghi',random(1,N), 1)substr("+-",random(1,2),1)
end /*hard*/ /* [↓] move col.*/
/*play 16─game until solved or quit.*/
do until done() /*perform moves until puzzle is solved.*/
call move /*get user's move(s) and validate it.*/
if errMsg\=='' then do; say sep er errMsg"."; iterate; end /*possible error msg?*/
end /*until*/
call show; say sep 'Congratulations! The' N**2"─puzzle is solved."
exit /*stick a fork in it, we're all done. */
/*──────────────────────────────────────────────────────────────────────────────────────*/
done: #=0; do r=1 to N; do c=1 to N; #=#+1; if @.r.c\==# then return 0; end; end; return 1
isInt: return datatype( arg(1), 'W') /*return 1 if arg is a whole number. */
ghost: do r=1 for n; do c=1 for n; !.r.c= @.r.c; end /*r*/; end /*c*/; return
/*──────────────────────────────────────────────────────────────────────────────────────*/
move: arg x /*obtain optional move from ARG or ask.*/
ask1= sep 'Please enter a row number followed by a L or R, or'
ask2= sep ' enter a column letter followed by a + or -' @quit
@quit= ' (or Quit):'
if x=='' then do
if queued()==0 then do; say; call show; say ask1; say ask2
end
pull x; x= space(x, 0) /*obtain a response; elide whitespace.*/
end
y= left(x, 1); d= right(x, 1) /*get a number or letter, and also a ± */
num= isInt(d); let= datatype(y,'U') /*get direction to shift, based on type*/
if abbrev('QUIT', x, 1) then do; say; say; say sep "quitting."; exit; end
select
when x == '' then errMsg= "nothing entered"
when length(x)>2 then errMsg= "improper response: " x
when num & (y <1 | y >N ) then errMsg= "row isn't in range: " y
when num & (d\="L" & d\='R') then errMsg= "row shift isn't L or R: " d
when let & (y <"A" | y >HI ) then errMsg= "col isn't in range: " y
when let & (d\="+" & d\='-') then errMsg= "col shift isn't + or -: " d
otherwise errMsg=
end /*select*/ /* [↑] verify the human entered data. */
call ghost; yn= pos(y, 'ABCDEFGHI') /*create a ghost grid for easy moving. */
if isInt(y) then if d=='R' then do c=1 for N; cm= c-1; if c==1 then cm= c+N-1
@.y.c= !.y.cm
end
else do c=1 for N; cp= c+1; if c==N then cp= 1
@.y.c= !.y.cp
end
else if d=='-' then do r=1 for N; rm= r-1; if r==1 then rm= r+N-1
@.r.yn= !.rm.yn
end
else do r=1 for N; rp= r+1; if r==N then rp= 1
@.r.yn= !.rp.yn
end
return
/*──────────────────────────────────────────────────────────────────────────────────────*/
show: top= '╔'copies( copies("═", 2)'╦', N); top= left( top, length(top) - 1)"╗"
bar= '╠'copies( copies("═", 2)'╬', N); bar= left( bar, length(bar) - 1)"╣"
bot= '╚'copies( copies("═", 2)'╩', N); bot= left( bot, length(bot) - 1)"╝"
ind= left('', 3 + length(N) ) /*compute indentation.*/
col= ind ind ind' ' subword("a- b- c- d- e- f- g- h- i-", 1, n)
HI= substr('abcdefghi', N, 1); upper HI
say col ind ind ind '- means shift a column down'; say pad ind top
do r=1 for N; z= r'R' " ║" /*build NxN game grid*/
do c=1 for N; z= z || right(@.r.c, 2)'║' /*build row by row. */
end /*c*/
z= z ' ' r"L" /*add right-side info*/
if r==1 then z= z pad'L means shift a row left' /* " 1st help info.*/
if r==2 then z= z pad'R means shift a row right' /* " 2nd " " */
say pad z; if r\==N then say pad ind bar
end /*r*/
say pad ind bot; say;
say translate(col, '+', "-") ind ind ind "+ means shift a column up"; say
return
output|text= when using the default inputs:
──────── Playing a 16 game with a difficulty level of: 2
a- b- c- d- - means shift a column down
╔══╦══╦══╦══╗
1R ║ 1║ 2║15║ 4║ 1L L means shift a row left
╠══╬══╬══╬══╣
2R ║ 5║ 6║ 3║ 8║ 2L R means shift a row right
╠══╬══╬══╬══╣
3R ║12║ 9║ 7║11║ 3L
╠══╬══╬══╬══╣
4R ║13║14║10║16║ 4L
╚══╩══╩══╩══╝
a+ b+ c+ d+ + means shift a column up
──────── Please enter a row number followed by a L or R, or
──────── enter a column letter followed by a + or - (or Quit):
c + ◄■■■■■■■■ user input
a- b- c- d- - means shift a column down
╔══╦══╦══╦══╗
1R ║ 1║ 2║ 3║ 4║ 1L L means shift a row left
╠══╬══╬══╬══╣
2R ║ 5║ 6║ 7║ 8║ 2L R means shift a row right
╠══╬══╬══╬══╣
3R ║12║ 9║10║11║ 3L
╠══╬══╬══╬══╣
4R ║13║14║15║16║ 4L
╚══╩══╩══╩══╝
a+ b+ c+ d+ + means shift a column up
──────── Please enter a row number followed by a L or R, or
──────── enter a column letter followed by a + or - (or Quit):
3L ◄■■■■■■■■ user input
a- b- c- d- - means shift a column down
╔══╦══╦══╦══╗
1R ║ 1║ 2║ 3║ 4║ 1L L means shift a row left
╠══╬══╬══╬══╣
2R ║ 5║ 6║ 7║ 8║ 2L R means shift a row right
╠══╬══╬══╬══╣
3R ║ 9║10║11║12║ 3L
╠══╬══╬══╬══╣
4R ║13║14║15║16║ 4L
╚══╩══╩══╩══╝
a+ b+ c+ d+ + means shift a column up
──────── Congratulations! The 16─puzzle is solved.
Ring
# Project : Sixteen Puzzle Game
load "guilib.ring"
load "stdlib.ring"
app1 = new qapp {
t1 = 0
temp = ""
table = [][]
movesnr = 0
button = list(16)
begintiles = list(16)
pReturn = list(4)
CounterMan = 0
saveflag = 0
stylefusionblack()
win1 = new qwidget() {
move(0,0)
resize(360, 600)
setwindowtitle("Calmosoft Sixteen Puzzle Game")
for n = 1 to 16
col = n%4
if col = 0 col = 4 ok
row = ceil(n/4)
button[n] = new qpushbutton(win1)
{
setgeometry(60+col*40,60+row*40,40,40)
setstylesheet("color:white")
setstylesheet("background-color:blue")
settext(string(n))
}
next
buttonup1 = new qpushbutton(win1)
{
setgeometry(100, 60, 40, 40)
settext("up")
setclickevent("up1()")
}
buttonup2 = new qpushbutton(win1)
{
setgeometry(140, 60, 40, 40)
settext("up")
setclickevent("up2()")
}
buttonup3 = new qpushbutton(win1)
{
setgeometry(180, 60, 40, 40)
settext("up")
setclickevent("up3()")
}
buttonup4 = new qpushbutton(win1)
{
setgeometry(220, 60, 40, 40)
settext("up")
setclickevent("up4()")
}
buttondown1 = new qpushbutton(win1)
{
setgeometry(100, 260, 40, 40)
settext("down")
setclickevent("down1()")
}
buttondown2 = new qpushbutton(win1)
{
setgeometry(140, 260, 40, 40)
settext("down")
setclickevent("down2()")
}
buttondown3 = new qpushbutton(win1)
{
setgeometry(180, 260, 40, 40)
settext("down")
setclickevent("down3()")
}
buttondown4 = new qpushbutton(win1)
{
setgeometry(220, 260, 40, 40)
settext("down")
setclickevent("down4()")
}
buttonleft1 = new qpushbutton(win1)
{
setgeometry(60, 100, 40, 40)
settext("<<<")
setclickevent("left1()")
}
buttonleft2 = new qpushbutton(win1)
{
setgeometry(60, 140, 40, 40)
settext("<<<")
setclickevent("left2()")
}
buttonleft3 = new qpushbutton(win1)
{
setgeometry(60, 180, 40, 40)
settext("<<<")
setclickevent("left3()")
}
buttonleft4 = new qpushbutton(win1)
{
setgeometry(60, 220, 40, 40)
settext("<<<")
setclickevent("left4()")
}
buttonright1 = new qpushbutton(win1)
{
setgeometry(260, 100, 40, 40)
settext(">>>")
setclickevent("right1()")
}
buttonright2 = new qpushbutton(win1)
{
setgeometry(260, 140, 40, 40)
settext(">>>")
setclickevent("right2()")
}
buttonright3 = new qpushbutton(win1)
{
setgeometry(260, 180, 40, 40)
settext(">>>")
setclickevent("right3()")
}
buttonright4 = new qpushbutton(win1)
{
setgeometry(260, 220, 40, 40)
settext(">>>")
setclickevent("right4()")
}
buttonscramble = new qpushbutton(win1)
{
setgeometry(100, 300, 160, 40)
settext("Scarmble")
setclickevent("scramble()")
}
buttonreset = new qpushbutton(win1)
{
setgeometry(100, 340, 160, 40)
settext("Reset")
setclickevent("reset()")
}
buttonsave = new qpushbutton(win1)
{
setgeometry(100, 380, 160, 40)
settext("Save Game")
setclickevent("psaveEmpty()")
}
buttonplay = new qpushbutton(win1)
{
setgeometry(100,420,160,40)
settext("Replay Game")
setclickevent("pPlay()")
}
buttonnr = new qpushbutton(win1)
{
setgeometry(100, 460, 160, 40)
settext("Moves : ")
}
timebtn = new qpushbutton(win1)
{
setgeometry(100,500,160,40)
settext("Elapsed Time : ")
}
t1 = clock()
for i = 1 to 16
begintiles[i] = string(i)
next
TimerMan = new qtimer(win1)
{
setinterval(0.5)
settimeoutevent("pTime()")
stop()
}
show()
}
exec()
}
func scramble
reset()
empty = 16
movesnr = 0
buttonnr.settext("Moves : " + movesnr)
for n= 1 to 1000
nr=random(15)+1
up = (empty = (nr - 4))
down = (empty = (nr + 4))
left = ((empty = (nr - 1)) and ((nr % 4) != 1))
right = ((empty = (nr + 1)) and ((nr % 4) != 0))
move = up or down or left or right
if move = 1
temp1 = button[nr].text()
temp2 = button[empty].text()
button[empty].settext(temp1)
button[nr].settext(temp2)
empty = nr
ok
next
timebtn.settext("Elapsed Time : ")
t1 = clock()
table = []
saveflag = 0
for n= 1 to 16
if isstring(button[n].text())
begintiles[n] = button[n].text()
else
begintiles[n] = string(button[n].text())
ok
next
func reset
movesnr = 0
buttonnr.settext("Moves : " + movesnr)
for i = 1 to 16
button[i] {settext(string(i))}
button[i].setstylesheet("background-color:blue")
begintiles[i] = string(i)
next
timebtn.settext("Elapsed Time : ")
t1 = clock()
table = []
saveflag = 0
return
func pClock
t2 = (clock() - t1)/1000
timebtn.settext("Elapsed Time : " + t2 + " s")
func psaveEmpty
timebtn.settext("Elapsed Time : ")
t1 = clock()
return
func psave
if saveflag = 1
for n = 1 to 4
add(table, [pReturn[n], button[pReturn[n]].text()])
next
ok
func pPlay
if saveflag = 1
for n=1 to 16
button[n]{settext(begintiles[n])}
button[n].setstylesheet("background-color:blue")
next
timebtn.settext("Elapsed Time : ")
movesnr = 0
buttonnr.settext("Moves : " + movesnr)
t1 = clock()
CounterMan = 0
TimerMan.start()
ok
func pTime()
if saveflag = 1
CounterMan = CounterMan + 1
if CounterMan > 1
temp.setstylesheet("background-color:blue")
ok
pPlaySleep()
sleep(1)
if CounterMan = len(table)
TimerMan.stop()
ok
ok
func pPlaySleep
pClock()
button[table[CounterMan][1]].setstylesheet("background-color:orange")
temp = button[table[CounterMan][1]]
button[table[CounterMan][1]].settext(table[CounterMan][2])
movesnr = movesnr + 1
buttonnr.settext("Moves : " + movesnr)
return
func up1
temp = button[1].text()
button[1].settext(button[5].text())
button[5].settext(button[9].text())
button[9].settext(button[13].text())
button[13].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [1,5,9,13]
saveflag = 1
psave()
return
func up2
temp = button[2].text()
button[2].settext(button[6].text())
button[6].settext(button[10].text())
button[10].settext(button[14].text())
button[14].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [2,6,10,14]
saveflag = 1
psave()
return
func up3
temp = button[3].text()
button[3].settext(button[7].text())
button[7].settext(button[11].text())
button[11].settext(button[15].text())
button[15].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [3,7,11,15]
saveflag = 1
psave()
return
func up4
temp = button[4].text()
button[4].settext(button[8].text())
button[8].settext(button[12].text())
button[12].settext(button[16].text())
button[16].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [4,8,12,16]
saveflag = 1
psave()
return
func down1
temp = button[13].text()
button[13].settext(button[9].text())
button[9].settext(button[5].text())
button[5].settext(button[1].text())
button[1].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [13,9,5,1]
saveflag = 1
psave()
return
func down2
temp = button[14].text()
button[14].settext(button[10].text())
button[10].settext(button[6].text())
button[6].settext(button[2].text())
button[2].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [14,10,6,2]
saveflag = 1
psave()
return
func down3
temp = button[15].text()
button[15].settext(button[11].text())
button[11].settext(button[7].text())
button[7].settext(button[3].text())
button[3].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [15,11,7,3]
saveflag = 1
psave()
return
func down4
temp = button[16].text()
button[16].settext(button[12].text())
button[12].settext(button[8].text())
button[8].settext(button[4].text())
button[4].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [16,12,8,4]
saveflag = 1
psave()
return
func left1
temp = button[1].text()
button[1].settext(button[2].text())
button[2].settext(button[3].text())
button[3].settext(button[4].text())
button[4].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [1,2,3,4]
saveflag = 1
psave()
return
func left2
temp = button[5].text()
button[5].settext(button[6].text())
button[6].settext(button[7].text())
button[7].settext(button[8].text())
button[8].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [5,6,7,8]
saveflag = 1
psave()
return
func left3
temp = button[9].text()
button[9].settext(button[10].text())
button[10].settext(button[11].text())
button[11].settext(button[12].text())
button[12].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [9,10,11,12]
saveflag = 1
psave()
return
func left4
temp = button[13].text()
button[13].settext(button[14].text())
button[14].settext(button[15].text())
button[15].settext(button[16].text())
button[16].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [13,14,15,16]
saveflag = 1
psave()
return
func right1
temp = button[4].text()
button[4].settext(button[3].text())
button[3].settext(button[2].text())
button[2].settext(button[1].text())
button[1].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [4,3,2,1]
saveflag = 1
psave()
return
func right2
temp = button[8].text()
button[8].settext(button[7].text())
button[7].settext(button[6].text())
button[6].settext(button[5].text())
button[5].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [8,7,6,5]
saveflag = 1
psave()
return
func right3
temp = button[12].text()
button[12].settext(button[11].text())
button[11].settext(button[10].text())
button[10].settext(button[9].text())
button[9].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [12,11,10,9]
saveflag = 1
psave()
return
func right4
temp = button[16].text()
button[16].settext(button[15].text())
button[15].settext(button[14].text())
button[14].settext(button[13].text())
button[13].settext(temp)
movesnr =movesnr + 1
buttonnr.settext("Moves : " + string(movesnr))
pClock()
pReturn = [16,15,14,13]
saveflag = 1
psave()
return
Output image:
[https://www.dropbox.com/s/dy1zmw6xpo2o55v/CalmoSoftSixteenPuzzleGame.jpg?dl=0 16 Puzzle Game]