forked from menault/TD3_DEV51_Qualite_Algo
reparation
This commit is contained in:
@@ -1,76 +1,85 @@
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package front;
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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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* Interface graphique (Swing) du jeu du pendu.
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* - Affiche une image différente à chaque erreur.
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* - Champ de saisie pour entrer une lettre.
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* - Texte pour le mot masqué et les lettres essayées.
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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 GameUI {
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private JFrame frame;
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private JLabel imgLabel;
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private JLabel wordLabel;
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private JLabel triedLabel;
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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;
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private JButton newGameBtn;
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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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/** Affiche la fenêtre principale */
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/** Lance la fenêtre et démarre une partie */
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public void show() {
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setupUI();
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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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/** Initialise les composants Swing */
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private void setupUI() {
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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(520, 520);
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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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// Image du pendu
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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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// Panneau bas: saisie + actions
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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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newGameBtn = new JButton("Nouvelle partie");
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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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// Panneau haut: mot + lettres essayées
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JPanel top = new JPanel();
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top.setLayout(new BoxLayout(top, BoxLayout.Y_AXIS));
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wordLabel = new JLabel("Mot : ");
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triedLabel = new JLabel("Lettres essayées : ");
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wordLabel.setBorder(BorderFactory.createEmptyBorder(8, 8, 8, 8));
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triedLabel.setBorder(BorderFactory.createEmptyBorder(0, 8, 8, 8));
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top.add(wordLabel);
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top.add(triedLabel);
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frame.add(top, BorderLayout.NORTH);
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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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// Actions
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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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@@ -79,47 +88,68 @@ public class GameUI {
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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 sur "Essayer" ou Entrée dans le champ */
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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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JOptionPane.showMessageDialog(frame, "Tape une seule lettre (A-Z).");
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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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char c = Character.toLowerCase(text.charAt(0));
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Result res = game.play(c);
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switch (res) {
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case ALREADY: JOptionPane.showMessageDialog(frame, "Lettre déjà utilisée.");
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break;
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case HIT:
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break;
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case MISS:
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break;
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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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if (game.isWin()) {
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refreshUI();
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JOptionPane.showMessageDialog(frame, "Bravo ! Le mot était : " + currentWord);
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} else if (game.isLose()) {
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refreshUI();
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JOptionPane.showMessageDialog(frame, "Perdu ! Le mot était : " + currentWord);
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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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/** Met à jour l'image et les textes selon l'état courant */
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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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}
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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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}
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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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/** 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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