meilleure génération des tuiles
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parent
5775b6555d
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abc4da1bed
bin
Main.class
controller
CameraController.classGameContext.classGameController.classHexagonMouseListener.classMenuController.classMouseDragHandler.classMousePressHandler.classNewListener.classQuiListener.classResListener.class
main
model
view
src/main
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bin/Main.class
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bin/Main.class
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bin/controller/CameraController.class
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bin/controller/CameraController.class
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bin/controller/GameContext.class
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bin/controller/GameContext.class
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bin/controller/GameController.class
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bin/controller/MenuController.class
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bin/controller/MouseDragHandler.class
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bin/controller/MousePressHandler.class
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bin/controller/NewListener.class
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bin/controller/QuiListener.class
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bin/controller/ResListener.class
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bin/main/Main.class
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bin/model/MenuModel.class
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bin/model/MenuModel.class
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bin/view/BtnPerso.class
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bin/view/ButtonHoverListener.class
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bin/view/MenuView.class
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src/main/bin/Main.class
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src/main/bin/controller/GameController.class
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src/main/bin/controller/HexagonMouseListener.class
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src/main/bin/controller/HexagonMouseListener.class
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src/main/bin/controller/MenuController.class
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src/main/bin/controller/MenuController.class
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src/main/bin/controller/NewListener.class
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src/main/bin/controller/NewListener.class
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src/main/bin/controller/QuiListener.class
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src/main/bin/controller/QuiListener.class
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src/main/bin/controller/ResListener.class
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src/main/bin/controller/ResListener.class
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src/main/bin/model/MenuModel.class
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src/main/bin/model/MenuModel.class
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src/main/bin/model/TerrainType.class
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src/main/bin/model/TerrainType.class
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src/main/bin/model/Tile.class
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src/main/bin/model/Tile.class
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src/main/bin/view/BtnPerso.class
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src/main/bin/view/BtnPerso.class
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src/main/bin/view/ButtonHoverListener.class
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src/main/bin/view/ButtonHoverListener.class
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src/main/bin/view/GameView.class
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src/main/bin/view/GameView.class
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src/main/bin/view/HexagonGridPanel.class
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src/main/bin/view/HexagonGridPanel.class
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src/main/bin/view/HexagonTile$1.class
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src/main/bin/view/HexagonTile$1.class
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src/main/bin/view/HexagonTile.class
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src/main/bin/view/HexagonTile.class
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src/main/bin/view/MenuView.class
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src/main/bin/view/TileView$1.class
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src/main/bin/view/TileView$1.class
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src/main/bin/view/TileView.class
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src/main/bin/view/TileView.class
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@ -3,47 +3,62 @@ package model;
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import java.util.Random;
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public class Tile {
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private TerrainType[] terrains; // 4 terrains pour chaque quart de la tuile
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private TerrainType[] terrains; // 2 terrains maximum par tuile
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private int segmentsForTerrain1; // Nombre de segments pour le premier terrain
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private static final Random random = new Random();
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public Tile() {
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this.terrains = new TerrainType[4];
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this.terrains = new TerrainType[2]; // Seulement deux terrains
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generateTerrains();
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assignSegments();
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}
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// Génère des terrains aléatoires pour les 4 parties
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// Génère deux terrains aléatoires pour la tuile
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private void generateTerrains() {
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for (int i = 0; i < 4; i++) {
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terrains[i] = generateRandomTerrain();
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terrains[0] = generateRandomTerrain();
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terrains[1] = generateRandomTerrain();
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// Assure que les deux terrains sont différents
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while (terrains[0] == terrains[1]) {
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terrains[1] = generateRandomTerrain();
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}
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}
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// Génère un terrain aléatoire selon certaines probabilités
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private TerrainType generateRandomTerrain() {
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int rand = random.nextInt(100); // Pourcentage pour chaque terrain
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// Assigner le nombre de segments pour chaque terrain avec plus de diversité
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private void assignSegments() {
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// Terrain 1 occupe entre 1 et 5 segments, le reste pour le terrain 2
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this.segmentsForTerrain1 = random.nextInt(5) + 1;
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}
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if (rand < 20) {
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return TerrainType.MER; // 20% MER
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} else if (rand < 40) {
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return TerrainType.CHAMP; // 20% CHAMP
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} else if (rand < 60) {
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// Génère un terrain aléatoire avec plus de variété dans les probabilités
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private TerrainType generateRandomTerrain() {
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int rand = random.nextInt(100);
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if (rand < 15) {
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return TerrainType.MER; // 15% MER
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} else if (rand < 30) {
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return TerrainType.CHAMP; // 15% CHAMP
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} else if (rand < 50) {
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return TerrainType.PRE; // 20% PRE
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} else if (rand < 80) {
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return TerrainType.FORET; // 20% FORET
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} else if (rand < 75) {
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return TerrainType.FORET; // 25% FORET
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} else {
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return TerrainType.MONTAGNE; // 20% MONTAGNE
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return TerrainType.MONTAGNE; // 25% MONTAGNE
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}
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}
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public TerrainType getTerrain(int index) {
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if (index >= 0 && index < 4) {
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if (index >= 0 && index < 2) {
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return terrains[index];
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}
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return null;
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}
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@Override
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public String toString() {
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return "Terrains : " + terrains[0] + ", " + terrains[1] + ", " + terrains[2] + ", " + terrains[3];
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public int getSegmentsForTerrain(int index) {
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if (index == 0) {
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return segmentsForTerrain1; // Nombre de segments pour le premier terrain
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} else {
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return 6 - segmentsForTerrain1; // Le reste pour le second terrain
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}
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}
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}
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@ -1,6 +1,8 @@
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package view;
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import controller.GameController;
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import controller.CameraController;
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import controller.GameContext;
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import model.Tile;
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import javax.swing.*;
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@ -16,14 +18,13 @@ public class GameView extends JFrame {
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private Map<Point, HexagonTile> hexagonMap;
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private Set<Point> availablePositions;
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private Tile nextTile;
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private HexagonTile nextTilePreview; // Tuile de prévisualisation à droite
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private int tileCount;
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private HexagonTile nextTilePreview;
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private GameController gameController;
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private CameraController cameraController;
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public GameView() {
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this.hexagonMap = new HashMap<>();
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this.availablePositions = new HashSet<>();
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this.tileCount = 0;
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setTitle("Jeu de Tuiles");
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setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
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@ -34,21 +35,29 @@ public class GameView extends JFrame {
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// Créer la grille d'hexagones à gauche
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gridPanel = createHexagonGrid();
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JScrollPane scrollPane = new JScrollPane(gridPanel);
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scrollPane.setPreferredSize(new Dimension(600, 600));
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add(scrollPane, BorderLayout.CENTER);
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gridPanel.setLayout(null); // Permet de placer les éléments sans layout manager
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gridPanel.setPreferredSize(new Dimension(800, 800)); // Taille de la grille adaptée
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// Ajout de la grille sans JScrollPane
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add(gridPanel, BorderLayout.CENTER);
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// Créer le panneau de contrôle à droite
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JPanel controlPanel = createControlPanel();
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controlPanel.setPreferredSize(new Dimension(200, 600)); // Taille fixe pour le panneau de contrôle
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add(controlPanel, BorderLayout.EAST);
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// Initialiser le contrôleur
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// Initialiser GameContext
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GameContext context = new GameContext(hexagonMap, gameController, availablePositions, cameraController);
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// Initialiser le contrôleur du jeu avec le contexte
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gameController = new GameController(hexagonMap, availablePositions, gridPanel, nextTile, nextTilePreview);
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// Placer la première tuile au centre
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// Initialiser le contrôleur de la souris pour le glissement de la grille avec le contexte
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cameraController = new CameraController(gridPanel, context);
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// Placer la première tuile au centre en passant CameraController
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Point initialPosition = new Point(0, 0);
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gameController.placeInitialTile(initialPosition);
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centerScrollOnPosition(initialPosition, scrollPane);
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gameController.placeInitialTile(initialPosition, cameraController);
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pack();
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setLocationRelativeTo(null);
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@ -56,29 +65,31 @@ public class GameView extends JFrame {
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}
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private JPanel createHexagonGrid() {
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return new HexagonGridPanel();
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JPanel panel = new JPanel();
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panel.setLayout(null); // Layout libre pour placer les hexagones
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panel.setBackground(Color.WHITE); // S'assurer que le fond est blanc pour mieux voir les hexagones
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panel.setPreferredSize(new Dimension(1000, 1000)); // Taille initiale suffisamment grande
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return panel;
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}
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private Tile generateRandomTile() {
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return new Tile();
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}
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private void centerScrollOnPosition(Point position, JScrollPane scrollPane) {
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int xCenter = position.x * 50 * 3 / 2;
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int yCenter = position.y * (int) (Math.sqrt(3) * 50);
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scrollPane.getViewport().setViewPosition(new Point(xCenter - scrollPane.getViewport().getWidth() / 2,
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yCenter - scrollPane.getViewport().getHeight() / 2));
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}
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private JPanel createControlPanel() {
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JPanel panel = new JPanel();
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panel.setLayout(new BoxLayout(panel, BoxLayout.Y_AXIS));
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panel.setBackground(Color.LIGHT_GRAY); // Améliorer la visibilité du panneau de contrôle
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panel.setBorder(BorderFactory.createEmptyBorder(10, 10, 10, 10)); // Ajout d'espacement interne
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panel.add(new JLabel("Prochaine tuile : "));
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panel.add(Box.createRigidArea(new Dimension(0, 10)));
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// Afficher la prévisualisation de la prochaine tuile
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nextTilePreview = new HexagonTile(null);
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nextTilePreview.setPreferredSize(new Dimension(100, 100));
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nextTilePreview.setPreferredSize(new Dimension(150, 150)); // Augmenter la taille pour la prévisualisation
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nextTilePreview.setBackground(Color.GRAY);
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nextTilePreview.setOpaque(true); // Rendre le fond opaque pour une meilleure visibilité
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nextTilePreview.setTile(nextTile);
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panel.add(nextTilePreview);
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@ -45,8 +45,8 @@ public class HexagonTile extends JPanel {
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g2d.setClip(largeHexagon);
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if (tile != null) {
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// Dessiner les 4 quadrants de terrain
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drawTerrainQuadrants(g2d, centerX, centerY, largeRadius);
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// Dessiner les 6 segments de terrain en fonction des proportions
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drawTerrainSegments(g2d, centerX, centerY, largeRadius);
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} else {
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g2d.setColor(Color.LIGHT_GRAY); // Couleur par défaut pour une case vide
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g2d.fill(largeHexagon);
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@ -59,11 +59,19 @@ public class HexagonTile extends JPanel {
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g2d.draw(largeHexagon);
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}
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// Dessiner les 4 quadrants de terrain
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private void drawTerrainQuadrants(Graphics2D g2d, int centerX, int centerY, int radius) {
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for (int i = 0; i < 4; i++) {
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g2d.setColor(getTerrainColor(tile.getTerrain(i)));
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g2d.fillArc(centerX - radius, centerY - radius, 2 * radius, 2 * radius, 90 * i, 90);
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// Dessiner les 6 segments de terrain avec une répartition variée
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private void drawTerrainSegments(Graphics2D g2d, int centerX, int centerY, int radius) {
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// Déterminer combien de segments sont attribués à chaque terrain
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int segmentsTerrain1 = tile.getSegmentsForTerrain(0);
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// Dessiner les segments adjacents pour chaque terrain
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for (int i = 0; i < 6; i++) {
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if (i < segmentsTerrain1) {
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g2d.setColor(getTerrainColor(tile.getTerrain(0))); // Premier terrain
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} else {
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g2d.setColor(getTerrainColor(tile.getTerrain(1))); // Deuxième terrain
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}
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g2d.fillArc(centerX - radius, centerY - radius, 2 * radius, 2 * radius, 60 * i, 60);
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}
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}
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@ -86,6 +94,10 @@ public class HexagonTile extends JPanel {
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// Obtenir la couleur en fonction du type de terrain
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private Color getTerrainColor(TerrainType terrain) {
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if (terrain == null) {
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return Color.WHITE; // Par défaut si le terrain est nul
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}
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switch (terrain) {
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case MER:
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return Color.BLUE;
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@ -25,7 +25,7 @@ public class MenuView extends JComponent {
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panelCoté.setBackground(new Color(243,171,115,150));
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panelCoté.setPreferredSize(new Dimension(300,0));
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backgroundImage = new ImageIcon("\\\\wsl.localhost\\Ubuntu-24.04\\home\\topb\\DEV\\SAE31_2024\\src\\main\\java\\view\\img\\bg.png").getImage();
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backgroundImage = new ImageIcon("./view/img/bg.png").getImage();
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logo = new ImageIcon("\\\\wsl.localhost\\Ubuntu-24.04\\home\\topb\\DEV\\SAE31_2024\\src\\main\\java\\view\\img\\D.png");
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quit = new ImageIcon("\\\\wsl.localhost\\Ubuntu-24.04\\home\\topb\\DEV\\SAE31_2024\\src\\main\\java\\view\\img\\quit.png");
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Image quit1 = quit.getImage();
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