Anzeige möglicher Felder weiter gemacht, Anzeige des spielfeldes optisch
verfeinert.devGameUi
parent
d2798b977b
commit
b11fcbe0ed
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@ -14,6 +14,7 @@ import de.mannheim.th.chess.domain.Game;
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import java.awt.EventQueue;
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import java.awt.EventQueue;
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import java.awt.Font;
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import java.awt.Font;
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import javax.swing.BorderFactory;
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import javax.swing.ImageIcon;
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import javax.swing.ImageIcon;
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import javax.swing.JButton;
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import javax.swing.JButton;
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import javax.swing.JFrame;
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import javax.swing.JFrame;
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@ -24,6 +25,9 @@ import java.awt.Color;
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import java.awt.Cursor;
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import java.awt.Cursor;
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import java.util.ArrayList;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.stream.Collectors;
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import java.awt.GridLayout;
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import java.awt.GridLayout;
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import java.awt.Image;
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import java.awt.Image;
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import java.awt.Point;
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import java.awt.Point;
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@ -37,15 +41,20 @@ public class SpielFrame extends JFrame {
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private static final long serialVersionUID = 1L;
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private static final long serialVersionUID = 1L;
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private JPanel contentPane;
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private JPanel contentPane;
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private HashMap<Integer, JButton> buttons = new HashMap<>();
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private ArrayList<JButton> buttons = new ArrayList<>();
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private List<Integer> clickableButtons = new ArrayList<>();
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private HashMap<JButton, Integer> positions = new HashMap<>();
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private HashMap<JButton, Integer> positions = new HashMap<>();
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private HashMap<JButton, String> belegungen = new HashMap<>();
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private HashMap<JButton, String> belegungen = new HashMap<>();
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private HashMap<JButton, Color> farben = new HashMap<>();
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private JPanel panelLinks, panelRechts;
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private JPanel panelLinks, panelRechts;
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private Game game;
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private Game game;
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private String symbolChoosed;
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private String symbolChoosed;
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private JButton buttonChoosed;
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private boolean playerWhite = true;
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private boolean moveFinished = false;
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/**
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/**
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* Launch the application. Die Main Methode für den WindowBuilder.
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* Launch the application. Die Main-Methode für den WindowBuilder.
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*/
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*/
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public static void main(String[] args) {
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public static void main(String[] args) {
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EventQueue.invokeLater(new Runnable() {
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EventQueue.invokeLater(new Runnable() {
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@ -65,6 +74,8 @@ public class SpielFrame extends JFrame {
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*/
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*/
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public SpielFrame() {
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public SpielFrame() {
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game = new Game();
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setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
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setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
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setBounds(100, 100, 1920, 1080);
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setBounds(100, 100, 1920, 1080);
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setTitle("Schach");
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setTitle("Schach");
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@ -93,6 +104,9 @@ public class SpielFrame extends JFrame {
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setVisible(true);
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setVisible(true);
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}
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}
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/**
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* Erstellt alle Buttons und fügt sie dem Frame hinzu.
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*/
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private void erstelleBrett() {
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private void erstelleBrett() {
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for (int i = 0; i < 64; i++) {
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for (int i = 0; i < 64; i++) {
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JButton b = new JButton();
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JButton b = new JButton();
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@ -108,92 +122,187 @@ public class SpielFrame extends JFrame {
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}
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}
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b.setForeground(Color.WHITE);
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b.setForeground(Color.WHITE);
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b.setBorderPainted(false);
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b.setBorder(BorderFactory.createLineBorder(Color.BLACK, 1));
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b.addActionListener(new ActionListener() {
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b.addActionListener(new ActionListener() {
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@Override
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@Override
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public void actionPerformed(ActionEvent e) {
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public void actionPerformed(ActionEvent e) {
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//wenn gerade Figur ausgewählt wird...
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// setzt alle Roten Felder zurück
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for (JButton b : farben.keySet()) {
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JButton clickedButton = (JButton) e.getSource();
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if (b.getBackground().equals(new Color(230, 100, 100))) {
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symbolChoosed = belegungen.get(clickedButton);
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//System.out.println(symbolChoosed+" wurde gewählt.");
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//setzt cursor auf spielfigur für die animation
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String pfad = "src/main/resources/" + (int) symbolChoosed.toCharArray()[2] + ".png";
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// Bild laden und Cursor im gesamten Frame setzen
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b.setBackground(farben.get(b));
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Image image = Toolkit.getDefaultToolkit().getImage(pfad);
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}
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Image scaled = image.getScaledInstance(32, 32, Image.SCALE_SMOOTH);
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}
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Cursor figurCursor = Toolkit.getDefaultToolkit().createCustomCursor(scaled, new Point(0, 0), "figurCursor");
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//wenn richtiger spieler dran:
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// wenn weiß dran
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if (playerWhite) {
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setCursor(figurCursor);
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// wenn gerade Figur ausgewählt wird...
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int position = positions.get(clickedButton);
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buttonChoosed = (JButton) e.getSource();
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game.getLegalMoves(Square.encode(Rank.allRanks[7 - position / 8], File.allFiles[position % 8])).stream()
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symbolChoosed = belegungen.get(buttonChoosed);
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.peek(System.out::println)
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.map(m -> m.getTo())
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.peek(System.out::println)
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.map(s -> 56 - s.getRank().ordinal() * 8 + s.getFile().ordinal())
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.forEach(i -> buttons.get(i).setBackground(Color.RED));
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//Button Icon zurücksetzen
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// setzt cursor auf spielfigur für die animation
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String pfad = "src/main/resources/" + (int) symbolChoosed.toCharArray()[2] + ".png";
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//Buttonposition merken (in MoveListe oder so)
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// Bild laden und Cursor im gesamten Frame setzen
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Image image = Toolkit.getDefaultToolkit().getImage(pfad);
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Image scaled = image.getScaledInstance(32, 32, Image.SCALE_SMOOTH);
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Cursor figurCursor = Toolkit.getDefaultToolkit().createCustomCursor(scaled, new Point(0, 0),
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"figurCursor");
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setCursor(figurCursor);
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//wenn Button platzierd werden soll...
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// filtert möglichen Züge heraus
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int position = positions.get(buttonChoosed);
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//neuen Button in Moveliste eintragen
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clickableButtons = game
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.getLegalMoves(
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Square.encode(Rank.allRanks[7 - position / 8], File.allFiles[position % 8]))
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.stream().peek(System.out::println).map(m -> m.getTo()).peek(System.out::println)
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.map(s -> 56 - s.getRank().ordinal() * 8 + s.getFile().ordinal())
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.collect(Collectors.toList());
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//Icon ändern
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//filtert mögliche Züge und nicht mögliche Züge in eine Map aus Listen
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Map<Boolean, List<JButton>> buttonsSeperated = buttons.stream()
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.collect(Collectors.partitioningBy(b -> clickableButtons.contains(buttons.indexOf(b))));
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//Modus auf auswählen setzen und spielerwechsel markieren
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for(Boolean list: buttonsSeperated.keySet()) {
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if(list) {
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//alle möglichen felder rot markieren
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for (JButton b : positions.keySet()) {
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// wenn button ein möglicher zug ist
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if (clickableButtons.contains(positions.get(b))) {
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farben.put(b, b.getBackground()); // damit sich gemerkt werden kann welches feld welche farbe vorher hatte
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b.setBackground(new Color(230, 100, 100));
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}
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}
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}else {
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//den rest der buttons ausser die möglichen züge deaktivieren
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List<JButton> andere = buttonsSeperated.get(list);
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for(JButton b: andere) {
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if(!belegungen.get(b).split("-")[0].equals("w")) {
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b.setEnabled(false);
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}
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}
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}
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}
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// alle weisen squares deaktivieren, damit dannach klar ist wer dran ist
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for (JButton b : belegungen.keySet()) {
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if (belegungen.get(b).split("-")[0].equals("b")) {
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b.setEnabled(false);
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}
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}
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} else {
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// wenn gerade Figur ausgewählt wird...
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buttonChoosed = (JButton) e.getSource();
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symbolChoosed = belegungen.get(buttonChoosed);
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// System.out.println(symbolChoosed+" wurde gewählt.");
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// setzt cursor auf spielfigur für die animation
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String pfad = "src/main/resources/" + (int) symbolChoosed.toCharArray()[2] + ".png";
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// Bild laden und Cursor im gesamten Frame setzen
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Image image = Toolkit.getDefaultToolkit().getImage(pfad);
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Image scaled = image.getScaledInstance(32, 32, Image.SCALE_SMOOTH);
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Cursor figurCursor = Toolkit.getDefaultToolkit().createCustomCursor(scaled, new Point(0, 0),
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"figurCursor");
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setCursor(figurCursor);
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// filtert möglichen Züge heraus
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int position = positions.get(buttonChoosed);
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List<Integer> clickableButtons = new ArrayList<>();
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clickableButtons = game
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.getLegalMoves(
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Square.encode(Rank.allRanks[7 - position / 8], File.allFiles[position % 8]))
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.stream().peek(System.out::println).map(m -> m.getTo()).peek(System.out::println)
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.map(s -> 56 - s.getRank().ordinal() * 8 + s.getFile().ordinal())
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.collect(Collectors.toList());
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for (JButton b : positions.keySet()) {
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// wenn button ein möglicher zug ist
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if (clickableButtons.contains(positions.get(b))) {
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b.setBackground(new Color(230, 100, 100));
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}
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}
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// alle schwarzen squares deaktivieren, damit dannach klar ist wer dran ist
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for (JButton b : belegungen.keySet()) {
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if (belegungen.get(b).split("-")[0].equals("w")) {
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b.setEnabled(false);
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}
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}
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}
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// alle anderen Buttons nicht ckickbar zu machen
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// Button Icon zurücksetzen
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// Buttonposition merken (in MoveListe oder so)
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// wenn Button platzierd werden soll...
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// neuen Button in Moveliste eintragen
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// Icon ändern
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// Modus auf auswählen setzen und spielerwechsel markieren
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// spielerwechsel
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if (moveFinished)
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playerWhite = !playerWhite;
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}
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}
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});
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});
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panelLinks.add(b);
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panelLinks.add(b);
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buttons.put(i, b);
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buttons.add(b);
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positions.put(b, i);
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positions.put(b, i);
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}
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}
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game = new Game();
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ladeBrett();
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ladeBrett();
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}
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}
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/**
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/**
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* holt sich FEN-Zeichenkette und extrahiert daraus die Positionen der Figuren
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* holt sich FEN-Zeichenkette und extrahiert daraus die Positionen der Figuren
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*/
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*/
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public void ladeBrett() {
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private void ladeBrett() {
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//System.out.println(game.toFEN());
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// System.out.println(game.toFEN());
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char[] fen = game.toFEN().replaceAll("/", "").split(" ")[0].toCharArray();
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char[] fen = game.toFEN().replaceAll("/", "").split(" ")[0].toCharArray();
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int i = 0;
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int i = 0;
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for (int j = 0; j < fen.length; j++) {
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for (int j = 0; j < fen.length; j++) {
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if (Character.isDigit(fen[j])) {
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if (Character.isDigit(fen[j])) {
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i += Character.getNumericValue(fen[j]);
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int leerfelder = Character.getNumericValue(fen[j]);
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belegungen.put(buttons.get(i),"n-n"); //n steht fuer ein leeres Feld
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for (int k = 0; k < leerfelder; k++) {
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belegungen.put(buttons.get(i), "n-n");
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continue;
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i++;
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}
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buttons.get(i).setEnabled(false); // erstmal deaktivieren, weil leere Felder nicht ckickbar sein sollten.
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if(fen[j] >= 65 && fen[j] <= 90) { //ein Großbuchstabe
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}
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belegungen.put(buttons.get(i), "w-"+fen[j]);
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continue;
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}else if(fen[j] >= 97 && fen[j] <= 122) { //ein Kleinbuchstabe
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}else if (fen[j] >= 65 && fen[j] <= 90) { // ein Großbuchstabe, also
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belegungen.put(buttons.get(i), "b-"+fen[j]);
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belegungen.put(buttons.get(i), "w-" + fen[j]);
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} else if (fen[j] >= 97 && fen[j] <= 122) { // ein Kleinbuchstabe, also
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belegungen.put(buttons.get(i), "b-" + fen[j]);
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buttons.get(i).setEnabled(false); // erstmal deaktivieren, damit weiß beginnen kann
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}
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}
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buttons.get(i).setIcon(new ImageIcon("src/main/resources/" + (int) fen[j] + ".png"));
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buttons.get(i).setIcon(new ImageIcon("src/main/resources/" + (int) fen[j] + ".png"));
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//System.out.println(fen[j]);
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i++;
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i++;
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}
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}
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//System.out.println(belegungen.toString());
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}
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}
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}
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}
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@ -25,7 +25,7 @@ public class Clock extends Thread implements Runnable {
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public Clock(String mode) {
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public Clock(String mode) {
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setMode(mode);
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setMode(mode);
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//run();
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}
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}
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public void pressClock() {
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public void pressClock() {
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