front + assets

This commit is contained in:
2025-10-08 11:57:29 +02:00
parent 89aad809a1
commit fd393bfc85
10 changed files with 185 additions and 1 deletions

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package front;
import javax.swing.*;
import java.awt.*;
import java.io.File;
/**
* Gère les images du pendu (une par étape).
* - Charge les images depuis assets
*/
public class Gallows {
/** Dossier d'assets relatif à la racine du projet */
private static final String ASSETS_DIR = "assets" + File.separator + "images";
/** Nombre d'étapes (0 = aucun membre, 7 = étape finale) */
private static final int MAX_STAGE = 6;
private static final ImageIcon[] ICONS = new ImageIcon[MAX_STAGE + 1];
static {
for (int i = 0; i <= MAX_STAGE; i++) {
String path = ASSETS_DIR + File.separator + i + ".png";
File f = new File(path);
if (f.exists()) {
ICONS[i] = new ImageIcon(path);
} else {
// Placeholder si fichier manquant
ICONS[i] = placeholder("Missing: " + i + ".png");
}
}
}
/**
* Retourne l'icône correspondant au nombre d'erreurs.
*/
public static ImageIcon icon(int errors) {
int idx = Math.max(0, Math.min(errors, MAX_STAGE));
return ICONS[idx];
}
/**
* Crée une petite image placeholder (si un asset est manquant).
*/
private static ImageIcon placeholder(String text) {
int w = 320, h = 240;
Image img = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB);
Graphics2D g = (Graphics2D) img.getGraphics();
g.setColor(Color.LIGHT_GRAY);
g.fillRect(0, 0, w, h);
g.setColor(Color.DARK_GRAY);
g.drawRect(0, 0, w - 1, h - 1);
g.drawString(text, 10, h / 2);
g.dispose();
return new ImageIcon(img);
}
// Import manquant pour BufferedImage
private static class BufferedImage extends java.awt.image.BufferedImage {
public BufferedImage(int width, int height, int imageType) {
super(width, height, imageType);
}
}
}

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Jeu_pendu/Front/GameUI.java Normal file
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package front;
import back.*;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
/**
* Interface graphique (Swing) du jeu du pendu.
* - Affiche une image différente à chaque erreur.
* - Champ de saisie pour entrer une lettre.
* - Texte pour le mot masqué et les lettres essayées.
*/
public class GameUI {
private JFrame frame;
private JLabel imgLabel;
private JLabel wordLabel;
private JLabel triedLabel;
private JTextField input;
private JButton tryBtn;
private JButton newGameBtn;
private Game game;
private String currentWord;
/** Affiche la fenêtre principale */
public void show() {
setupUI();
startNewGame();
frame.setVisible(true);
}
/** Initialise les composants Swing */
private void setupUI() {
frame = new JFrame("Jeu du Pendu");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(520, 520);
frame.setLocationRelativeTo(null);
frame.setLayout(new BorderLayout(12, 12));
// Image du pendu
imgLabel = new JLabel("", SwingConstants.CENTER);
frame.add(imgLabel, BorderLayout.CENTER);
// Panneau bas: saisie + actions
JPanel bottom = new JPanel(new BorderLayout(8, 8));
JPanel inputPanel = new JPanel(new FlowLayout(FlowLayout.LEFT));
input = new JTextField(5);
tryBtn = new JButton("Essayer");
inputPanel.add(new JLabel("Lettre :"));
inputPanel.add(input);
inputPanel.add(tryBtn);
newGameBtn = new JButton("Nouvelle partie");
bottom.add(inputPanel, BorderLayout.WEST);
bottom.add(newGameBtn, BorderLayout.EAST);
frame.add(bottom, BorderLayout.SOUTH);
// Panneau haut: mot + lettres essayées
JPanel top = new JPanel();
top.setLayout(new BoxLayout(top, BoxLayout.Y_AXIS));
wordLabel = new JLabel("Mot : ");
triedLabel = new JLabel("Lettres essayées : ");
wordLabel.setBorder(BorderFactory.createEmptyBorder(8, 8, 8, 8));
triedLabel.setBorder(BorderFactory.createEmptyBorder(0, 8, 8, 8));
top.add(wordLabel);
top.add(triedLabel);
frame.add(top, BorderLayout.NORTH);
// Actions
tryBtn.addActionListener(this::onTry);
input.addActionListener(this::onTry);
newGameBtn.addActionListener(e -> startNewGame());
}
/** Démarre une nouvelle partie */
private void startNewGame() {
currentWord = Words.random();
game = new Game(currentWord, 7);
input.setText("");
input.requestFocusInWindow();
refreshUI();
}
/** Gère le clic sur "Essayer" ou Entrée dans le champ */
private void onTry(ActionEvent e) {
String text = input.getText();
if (!Check.isLetter(text)) {
JOptionPane.showMessageDialog(frame, "Tape une seule lettre (A-Z).");
input.requestFocusInWindow();
input.selectAll();
return;
}
char c = Character.toLowerCase(text.charAt(0));
Result res = game.play(c);
switch (res) {
case ALREADY -> JOptionPane.showMessageDialog(frame, "Lettre déjà utilisée.");
case HIT -> {} // rien, rafraîchissement visuel suffit
case MISS -> {} // idem
}
input.setText("");
refreshUI();
if (game.isWin()) {
refreshUI();
JOptionPane.showMessageDialog(frame, "Bravo ! Le mot était : " + currentWord);
} else if (game.isLose()) {
refreshUI();
JOptionPane.showMessageDialog(frame, "Perdu ! Le mot était : " + currentWord);
}
}
/** Met à jour l'image et les textes selon l'état courant */
private void refreshUI() {
imgLabel.setIcon(Gallows.icon(game.getErrors()));
wordLabel.setText("Mot : " + game.maskedWord());
triedLabel.setText("Lettres essayées : " + String.join(", ", game.triedLetters()));
frame.repaint();
}
}

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