forked from menault/TD3_DEV51_Qualite_Algo
Merge branch 'JANNAIRE'
This commit is contained in:
@@ -1,76 +1,155 @@
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package back;
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package front;
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import java.util.ArrayList;
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import java.util.HashSet;
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import java.util.List;
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import java.util.Set;
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import back.*;
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import javax.swing.*;
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import java.awt.*;
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import java.awt.event.ActionEvent;
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/**
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* Logique principale du jeu du pendu (back).
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* Gère le mot, les lettres trouvées, et les conditions de victoire/défaite.
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* Interface graphique du jeu du pendu.
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* (Toutes les méthodes ≤ 50 lignes)
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*/
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public class Game {
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private final String word;
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private final Set<Character> correct = new HashSet<>();
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private final Set<Character> all = new HashSet<>();
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private final int maxErrors;
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private int errors;
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public class GameUI {
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private JFrame frame;
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private JLabel imgLabel, wordLabel, triedLabel, scoreLabel, timeLabel;
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private JTextField input;
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private JButton tryBtn, newGameBtn;
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private Game game;
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private String currentWord;
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private Timer timer;
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public Game(String word, int maxErrors) {
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this.word = word.toLowerCase();
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this.maxErrors = maxErrors;
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/** Lance la fenêtre et démarre une partie */
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public void show() {
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setupWindow();
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setupLayout();
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setupActions();
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startNewGame();
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frame.setVisible(true);
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}
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/** Tente une lettre et renvoie le résultat */
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public Result play(char letter) {
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char c = Character.toLowerCase(letter);
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if (all.contains(c)) return Result.ALREADY;
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all.add(c);
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if (word.indexOf(c) >= 0) {
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correct.add(c);
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return Result.HIT;
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} else {
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errors++;
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return Result.MISS;
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/** Crée la fenêtre principale */
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private void setupWindow() {
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frame = new JFrame("Jeu du Pendu");
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frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
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frame.setSize(560, 560);
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frame.setLocationRelativeTo(null);
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frame.setLayout(new BorderLayout(12, 12));
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}
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/** Construit les composants et le layout */
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private void setupLayout() {
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imgLabel = new JLabel("", SwingConstants.CENTER);
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frame.add(imgLabel, BorderLayout.CENTER);
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wordLabel = new JLabel("Mot : ");
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triedLabel = new JLabel("Lettres essayées : ");
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scoreLabel = new JLabel("Score : 0");
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timeLabel = new JLabel("Temps : 0s");
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JPanel top = new JPanel(new GridLayout(2, 1));
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top.add(buildTopLine(wordLabel, scoreLabel));
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top.add(buildTopLine(triedLabel, timeLabel));
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frame.add(top, BorderLayout.NORTH);
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JPanel bottom = new JPanel(new BorderLayout(8, 8));
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JPanel inputPanel = new JPanel(new FlowLayout(FlowLayout.LEFT));
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input = new JTextField(5);
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tryBtn = new JButton("Essayer");
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newGameBtn = new JButton("Nouvelle partie");
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inputPanel.add(new JLabel("Lettre :"));
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inputPanel.add(input);
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inputPanel.add(tryBtn);
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bottom.add(inputPanel, BorderLayout.WEST);
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bottom.add(newGameBtn, BorderLayout.EAST);
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frame.add(bottom, BorderLayout.SOUTH);
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}
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/** Crée une ligne du haut avec 2 labels */
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private JPanel buildTopLine(JLabel left, JLabel right) {
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JPanel panel = new JPanel(new FlowLayout(FlowLayout.LEFT));
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panel.add(left);
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panel.add(Box.createHorizontalStrut(24));
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panel.add(right);
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return panel;
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}
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/** Ajoute les actions et le timer */
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private void setupActions() {
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tryBtn.addActionListener(this::onTry);
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input.addActionListener(this::onTry);
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newGameBtn.addActionListener(e -> startNewGame());
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timer = new Timer(1000, e -> refreshStatsOnly());
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}
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/** Démarre une nouvelle partie */
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private void startNewGame() {
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currentWord = Words.random();
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game = new Game(currentWord, 7);
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input.setText("");
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input.requestFocusInWindow();
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if (!timer.isRunning()) timer.start();
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refreshUI();
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}
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/** Gère le clic ou l'appui sur Entrée */
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private void onTry(ActionEvent e) {
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String text = input.getText();
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if (!Check.isLetter(text)) {
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showMsg("Tape une seule lettre (A-Z).");
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input.requestFocusInWindow();
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input.selectAll();
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return;
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}
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Result res = game.play(Character.toLowerCase(text.charAt(0)));
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handleResult(res);
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input.setText("");
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refreshUI();
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checkEnd();
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}
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/** Réagit selon le résultat d'une tentative */
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private void handleResult(Result res) {
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switch (res) {
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case ALREADY:
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showMsg("Lettre déjà utilisée.");
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break;
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case HIT:
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case MISS:
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break; // rien, juste refresh
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}
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}
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/** Retourne le mot masqué avec les lettres trouvées */
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public String maskedWord() {
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StringBuilder sb = new StringBuilder();
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for (int i = 0; i < word.length(); i++) {
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char c = word.charAt(i);
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if (!Character.isLetter(c)) sb.append(c);
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else if (correct.contains(c)) sb.append(c);
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else sb.append('_');
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if (i < word.length() - 1) sb.append(' ');
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/** Vérifie si la partie est finie */
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private void checkEnd() {
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if (game.isWin() || game.isLose()) {
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timer.stop();
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game.end(game.isWin());
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String msg = (game.isWin() ? "Bravo !" : "Perdu !")
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+ " Le mot était : " + currentWord
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+ "\nScore final : " + game.getScore()
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+ "\nTemps : " + game.getElapsedSeconds() + "s";
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showMsg(msg);
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}
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return sb.toString();
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}
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/** Vérifie si le joueur a gagné */
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public boolean isWin() {
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for (int i = 0; i < word.length(); i++) {
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char c = word.charAt(i);
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if (Character.isLetter(c) && !correct.contains(c)) return false;
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}
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return true;
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/** Met à jour tout l'affichage */
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private void refreshUI() {
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imgLabel.setIcon(Gallows.icon(game.getErrors()));
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wordLabel.setText("Mot : " + game.maskedWord());
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triedLabel.setText("Lettres essayées : " + String.join(", ", game.triedLetters()));
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refreshStatsOnly();
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frame.repaint();
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}
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/** Vérifie si le joueur a perdu */
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public boolean isLose() {
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return errors >= maxErrors;
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/** Met à jour uniquement score + chrono */
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private void refreshStatsOnly() {
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scoreLabel.setText("Score : " + game.getScore());
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timeLabel.setText("Temps : " + game.getElapsedSeconds() + "s");
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}
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/** Renvoie le nombre d'erreurs actuelles */
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public int getErrors() { return errors; }
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/** Liste les lettres déjà essayées */
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public List<String> triedLetters() {
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List<Character> sorted = new ArrayList<>(all);
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sorted.sort(Character::compareTo);
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List<String> out = new ArrayList<>();
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for (Character ch : sorted) out.add(String.valueOf(ch));
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return out;
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/** Affiche une boîte de message */
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private void showMsg(String msg) {
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JOptionPane.showMessageDialog(frame, msg);
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}
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}
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}
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