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TD3_DEV51_akagundu_gentil/HangmanGUI.java

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import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
/**
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* Hangman game GUI.
* Variables/methods and comments in English.
* User-facing texts remain in French.
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*/
public class HangmanGUI extends JFrame {
private final String[] words = {
"ordinateur","voiture","maison","soleil","lumiere",
"fromage","chocolat","montagne","riviere","plage",
"oiseau","papillon","musique","chateau","livre",
"telephone","aventure","mystere","foret","fleur",
"chapeau","nuage","horloge","chaise","fenetre",
"paysage","bouteille","parapluie","clavier","souris",
"brouillard","village","histoire","cerise","pomme",
"banane","poisson","arbre","cascade","cheval"
};
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private String secretWord;
private final Set<Character> found = new HashSet<>();
private final Set<Character> tried = new HashSet<>();
private int errors = 0;
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private static final int MAX_ERRORS = 8; // 8 steps: base, post, beam, rope, head, body, arms, legs
private boolean gameOver = false; // indicates if the game is finished
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private final JLabel wordLbl = new JLabel("", SwingConstants.CENTER);
private final JLabel triedLbl = new JLabel("", SwingConstants.CENTER);
private final JLabel infoLbl = new JLabel("Entrez une lettre (a-z)", SwingConstants.CENTER);
private final JTextField input = new JTextField();
private final JButton guessBtn = new JButton("Proposer");
private final HangPanel hangPanel = new HangPanel();
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/** Drawing panel for the hangman, progressive according to error count. */
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private static class HangPanel extends JPanel {
private int errors = 0;
public void setErrors(int e) {
this.errors = Math.max(0, Math.min(e, MAX_ERRORS));
repaint();
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D gg = (Graphics2D) g;
gg.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
int w = getWidth(), h = getHeight();
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int baseY = h - 40; // ground level
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if (errors >= 1) gg.drawLine(50, baseY, w - 50, baseY);
if (errors >= 2) gg.drawLine(100, baseY, 100, 60);
if (errors >= 3) gg.drawLine(100, 60, 220, 60);
if (errors >= 4) gg.drawLine(220, 60, 220, 90);
if (errors >= 5) gg.drawOval(200, 90, 40, 40);
if (errors >= 6) gg.drawLine(220, 130, 220, 200);
if (errors >= 7) {
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gg.drawLine(220, 145, 190, 165);
gg.drawLine(220, 145, 250, 165);
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}
if (errors >= 8) {
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gg.drawLine(220, 200, 200, 240);
gg.drawLine(220, 200, 240, 240);
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}
}
}
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/** Entry point: create and show the game window. */
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public static void main(String[] args) {
SwingUtilities.invokeLater(() -> {
HangmanGUI app = new HangmanGUI();
app.setVisible(true);
});
}
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/** Constructor: window setup, UI setup, and start the game. */
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public HangmanGUI() {
super("Jeu du Pendu");
setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
setSize(520, 520);
setLocationRelativeTo(null);
setupUI();
startGame();
}
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/** Prepare the layout and interactions. */
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private void setupUI() {
wordLbl.setFont(new Font(Font.MONOSPACED, Font.BOLD, 28));
triedLbl.setFont(new Font("SansSerif", Font.PLAIN, 14));
infoLbl.setFont(new Font("SansSerif", Font.PLAIN, 14));
JPanel top = new JPanel(new GridLayout(3, 1, 8, 8));
top.add(wordLbl);
top.add(triedLbl);
top.add(infoLbl);
JPanel controls = new JPanel(new BorderLayout(8, 8));
controls.add(input, BorderLayout.CENTER);
controls.add(guessBtn, BorderLayout.EAST);
hangPanel.setPreferredSize(new Dimension(480, 300));
JPanel center = new JPanel(new BorderLayout());
center.add(hangPanel, BorderLayout.CENTER);
JPanel main = new JPanel(new BorderLayout(10, 10));
main.setBorder(BorderFactory.createEmptyBorder(10, 10, 10, 10));
main.add(top, BorderLayout.NORTH);
main.add(center, BorderLayout.CENTER);
main.add(controls, BorderLayout.SOUTH);
setContentPane(main);
guessBtn.addActionListener(e -> onGuess());
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input.addActionListener(e -> onGuess());
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addWindowListener(new WindowAdapter() {
@Override public void windowOpened(WindowEvent e) { input.requestFocusInWindow(); }
});
}
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/** Start a game. */
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private void startGame() {
secretWord = pickWord();
found.clear();
tried.clear();
errors = 0;
gameOver = false;
input.setText("");
input.setEditable(true);
guessBtn.setEnabled(true);
infoLbl.setText("Entrez une lettre (a-z)");
updateUIState();
}
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/** Handle a guess: validate input, update state, check for end of game. */
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private void onGuess() {
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if (gameOver) return; // block input after game end
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String s = input.getText().trim().toLowerCase(Locale.ROOT);
if (s.length() != 1 || s.charAt(0) < 'a' || s.charAt(0) > 'z') {
infoLbl.setText("Veuillez entrer une seule lettre (a-z).");
input.selectAll();
input.requestFocusInWindow();
return;
}
char c = s.charAt(0);
if (tried.contains(c)) {
infoLbl.setText("Lettre déjà essayée : " + c);
input.selectAll();
input.requestFocusInWindow();
return;
}
tried.add(c);
boolean hit = false;
for (int i = 0; i < secretWord.length(); i++) {
if (Character.toLowerCase(secretWord.charAt(i)) == c) {
found.add(c);
hit = true;
}
}
if (!hit) {
errors++;
infoLbl.setText("Mauvaise lettre : " + c);
} else {
infoLbl.setText("Bonne lettre : " + c);
}
updateUIState();
input.selectAll();
input.requestFocusInWindow();
}
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/** Refresh labels/drawing and handle end-of-game. */
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private void updateUIState() {
wordLbl.setText(maskWord(secretWord, found));
triedLbl.setText("Lettres essayées : " + joinChars(tried));
hangPanel.setErrors(errors);
if (isWin(secretWord, found)) {
infoLbl.setText("Bravo ! Vous avez trouvé le mot : " + secretWord);
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wordLbl.setText(spaced(secretWord)); // pretty display of the word
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gameOver = true;
disableInput();
} else if (errors >= MAX_ERRORS) {
infoLbl.setText("Perdu ! Le mot était : " + secretWord);
wordLbl.setText(spaced(secretWord));
gameOver = true;
disableInput();
}
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// force UI refresh
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revalidate();
repaint();
}
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/** Disable controls after the game ends. */
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private void disableInput() {
input.setEditable(false);
guessBtn.setEnabled(false);
}
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/** Pick a random word. */
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private String pickWord() {
Random rnd = new Random();
return words[rnd.nextInt(words.length)].toLowerCase(Locale.ROOT);
}
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/** Build the masked word based on found letters. */
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private String maskWord(String secret, Set<Character> foundSet) {
StringBuilder sb = new StringBuilder();
for (int i = 0; i < secret.length(); i++) {
char ch = secret.charAt(i);
char lc = Character.toLowerCase(ch);
if (Character.isLetter(lc) && !foundSet.contains(lc)) sb.append('_');
else sb.append(ch);
if (i < secret.length() - 1) sb.append(' ');
}
return sb.toString();
}
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/** True if all letters have been found. */
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private boolean isWin(String secret, Set<Character> foundSet) {
for (int i = 0; i < secret.length(); i++) {
char lc = Character.toLowerCase(secret.charAt(i));
if (Character.isLetter(lc) && !foundSet.contains(lc)) return false;
}
return true;
}
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/** Sort and join letters for display. */
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private String joinChars(Set<Character> set) {
java.util.List<Character> list = new ArrayList<>(set);
Collections.sort(list);
StringBuilder sb = new StringBuilder();
for (int i = 0; i < list.size(); i++) {
sb.append(list.get(i));
if (i < list.size() - 1) sb.append(' ');
}
return sb.toString();
}
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/** Add spaces between letters for nicer reading. */
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private String spaced(String s) {
StringBuilder sb = new StringBuilder();
for (int i = 0; i < s.length(); i++) {
sb.append(s.charAt(i));
if (i < s.length() - 1) sb.append(' ');
}
return sb.toString();
}
}