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import java.awt.Color;
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import java.awt.Graphics;
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public class Board {
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// Width and height of each board tile
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static final int TILE_SIZE = 64;
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// Width and height of board in tiles
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static final int BOARD_SIZE = 8;
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// Width and height of window in pixels
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static final int DIMENSION = TILE_SIZE * BOARD_SIZE;
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// Colors from Lost Century 24
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// https://lospec.com/palette-list/lost-century-24
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// new Color() takes in an integer representing the color
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// Colors are represented in hexadecimal, so we can write the hex literal by prefixing the color code with 0x
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static final Color BLACK = new Color(0x6c595c);
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static final Color WHITE = new Color(0xab9b8e);
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final DrawingPanel panel;
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final Graphics graphics;
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// The board is a two-dimensional array of nullable pieces
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Piece[][] board;
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// The current board coordinate that's being dragged
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BoardCoordinate dragging = null;
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public Board() {
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// Initialize DrawingPanel
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panel = new DrawingPanel(DIMENSION, DIMENSION);
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graphics = panel.getGraphics();
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// Connect up event handlers
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panel.onMouseDown(this::handleMouseDown);
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panel.onMouseDrag((x, y) -> {
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// We want to re-render with new mouse position when dragging pieces
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if (dragging != null) draw(x, y);
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});
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panel.onMouseUp(this::handleMouseUp);
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// Initialize board
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board = new Piece[BOARD_SIZE][BOARD_SIZE];
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// Initialize pieces
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for (int y = 0; y < 2; y++)
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for (int x = 0; x < BOARD_SIZE; x++) {
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set(x, y, new Piece(true));
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set(x, y + 6, new Piece(false));
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}
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}
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public Piece get(int x, int y) {
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return board[y][x];
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}
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public Piece get(BoardCoordinate coordinate) {
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return get(coordinate.x, coordinate.y);
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}
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public void set(int x, int y, Piece piece) {
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board[y][x] = piece;
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}
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public void set(BoardCoordinate coordinate, Piece piece) {
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set(coordinate.x, coordinate.y, piece);
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}
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public void move(int fromX, int fromY, int toX, int toY) {
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set(toX, toY, get(fromX, fromY));
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set(fromX, fromY, null);
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}
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public void move(BoardCoordinate from, BoardCoordinate to) {
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move(from.x, from.y, to.x, to.y);
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}
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// Mouse down event handler
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// This sets the currently dragging piece
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void handleMouseDown(int x, int y) {
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// Get board coordinate of mouse click
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BoardCoordinate coordinate = new ScreenCoordinate(x, y).toBoard();
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// If there's no piece there, return
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if (get(coordinate) == null) return;
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// Set currently dragging piece to that coordinate
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dragging = coordinate;
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// Redraw with dragging
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draw(x, y);
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}
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void handleMouseUp(int x, int y) {
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// Get board coordinate of mouse release
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BoardCoordinate newCoordinate = new ScreenCoordinate(x, y).toBoard();
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// Only do something if new coordinate is different from the originating coordinate
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if (!dragging.equals(newCoordinate)) {
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// Get piece on target coordinate
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Piece capturedPiece = get(newCoordinate);
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// Only move piece to square if there's nothing there, or they are of differing colors
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if (capturedPiece == null || capturedPiece.black != get(dragging).black) {
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move(dragging, newCoordinate);
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}
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}
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// Clear dragging
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dragging = null;
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// Redraw without dragging
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draw();
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}
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public void draw() {
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draw(null);
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}
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public void draw(int mouseX, int mouseY) {
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draw(new ScreenCoordinate(mouseX, mouseY));
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}
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public void draw(ScreenCoordinate mousePosition) {
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// Draw board
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graphics.setColor(WHITE);
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graphics.fillRect(0, 0, DIMENSION, DIMENSION);
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graphics.setColor(BLACK);
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for (int y = 0; y < BOARD_SIZE; y++)
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for (int x = y % 2; x < BOARD_SIZE; x += 2)
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graphics.fillRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE);
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// Draw pieces
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forEachPiece((boardCoordinate, piece) -> {
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// If piece is the one being dragged, render it at the mouse position
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// Otherwise, render it at the center of the board tile
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piece.draw(graphics, boardCoordinate.equals(dragging) ? mousePosition : boardCoordinate.toScreen());
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});
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}
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// Functional interfaces for forEachPiece
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// Provide ability to run code for each piece on board without having to duplicate nested for loop boilerplate
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@FunctionalInterface
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interface PieceActionXY {
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void forEachTile(int x, int y, Piece piece);
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}
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@FunctionalInterface
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interface PieceActionCoordinate {
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void forEachTile(BoardCoordinate coordinate, Piece piece);
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}
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// Run code on each tile on board
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// Usage:
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// forEachPiece((x, y, piece) -> {
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// // do something with piece
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// });
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public void forEachPiece(PieceActionXY tileAction) {
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for (int y = 0; y < BOARD_SIZE; y++)
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for (int x = 0; x < BOARD_SIZE; x++) {
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Piece piece = get(x, y);
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if (piece == null) continue;
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tileAction.forEachTile(x, y, piece);
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}
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}
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// Run code on each tile on board
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// Usage:
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// forEachPiece((coordinate, piece) -> {
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// // do something with piece
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// });
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public void forEachPiece(PieceActionCoordinate tileAction) {
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forEachPiece((x, y, piece) -> tileAction.forEachTile(new BoardCoordinate(x, y), get(x, y)));
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}
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}
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