forked from menault/TD3_DEV51_Qualite_Algo
front + assets
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62
Jeu_pendu/Front/Gallows.java
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62
Jeu_pendu/Front/Gallows.java
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package front;
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import javax.swing.*;
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import java.awt.*;
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import java.io.File;
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/**
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* Gère les images du pendu (une par étape).
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* - Charge les images depuis assets
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*/
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public class Gallows {
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/** Dossier d'assets relatif à la racine du projet */
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private static final String ASSETS_DIR = "assets" + File.separator + "images";
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/** Nombre d'étapes (0 = aucun membre, 7 = étape finale) */
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private static final int MAX_STAGE = 6;
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private static final ImageIcon[] ICONS = new ImageIcon[MAX_STAGE + 1];
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static {
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for (int i = 0; i <= MAX_STAGE; i++) {
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String path = ASSETS_DIR + File.separator + i + ".png";
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File f = new File(path);
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if (f.exists()) {
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ICONS[i] = new ImageIcon(path);
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} else {
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// Placeholder si fichier manquant
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ICONS[i] = placeholder("Missing: " + i + ".png");
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}
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}
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}
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/**
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* Retourne l'icône correspondant au nombre d'erreurs.
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*/
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public static ImageIcon icon(int errors) {
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int idx = Math.max(0, Math.min(errors, MAX_STAGE));
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return ICONS[idx];
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}
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/**
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* Crée une petite image placeholder (si un asset est manquant).
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*/
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private static ImageIcon placeholder(String text) {
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int w = 320, h = 240;
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Image img = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB);
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Graphics2D g = (Graphics2D) img.getGraphics();
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g.setColor(Color.LIGHT_GRAY);
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g.fillRect(0, 0, w, h);
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g.setColor(Color.DARK_GRAY);
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g.drawRect(0, 0, w - 1, h - 1);
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g.drawString(text, 10, h / 2);
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g.dispose();
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return new ImageIcon(img);
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}
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// Import manquant pour BufferedImage
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private static class BufferedImage extends java.awt.image.BufferedImage {
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public BufferedImage(int width, int height, int imageType) {
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super(width, height, imageType);
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}
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}
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}
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123
Jeu_pendu/Front/GameUI.java
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123
Jeu_pendu/Front/GameUI.java
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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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*/
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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 JTextField input;
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private JButton tryBtn;
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private JButton newGameBtn;
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private Game game;
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private String currentWord;
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/** Affiche la fenêtre principale */
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public void show() {
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setupUI();
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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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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.setLocationRelativeTo(null);
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frame.setLayout(new BorderLayout(12, 12));
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// Image du pendu
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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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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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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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// 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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// Actions
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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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}
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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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refreshUI();
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}
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/** Gère le clic sur "Essayer" ou Entrée dans le champ */
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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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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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case HIT -> {} // rien, rafraîchissement visuel suffit
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case MISS -> {} // idem
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}
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input.setText("");
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refreshUI();
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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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}
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}
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/** Met à jour l'image et les textes selon l'état courant */
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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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frame.repaint();
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}
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}
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@@ -1 +0,0 @@
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blablabla
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