Luet oppimateriaalin englanninkielistä versiota. Mainitsit kuitenkin taustakyselyssä osaavasi suomea. Siksi suosittelemme, että käytät suomenkielistä versiota, joka on testatumpi ja hieman laajempi ja muutenkin mukava.
Suomenkielinen materiaali kyllä esittelee englanninkielisetkin termit.
Kieli vaihtuu A+:n sivujen yläreunan painikkeesta. Tai tästä: Vaihda suomeksi.
Chapter 8.1: A Game of Glasses
The Game of Viinaharava
The local temperance society has commissioned a game that promotes water as a healthy drink. To that end, a game named Viinaharava has been designed; its implementation is more or less ready but needs you to flesh it out.
Viinaharava takes place on a board that consists of small drinking glasses arranged in a grid. Most of them contain water but a few contain a stiff, transparent alcoholic drink, “a booze”. The player’s task is to drink all the water glasses without touching a booze.
The player virtually drinks a glass by clicking on it. Their task is simplified by a hint at the bottom of each glass: the number of boozes in neighboring glasses. The game is over when either all the water or even a single booze has been drunk.
Task description
You’ll find a partially operational implementation in the Viinaharava module. See below for an introduction.
Study this module and fill in the missing parts. You may wish to follow these steps:
Launch Viinaharava with the app object
o1.viinaharava.gui.Viinaharava
. The board shows up but the game doesn’t work.Study the class
o1.Grid
, which has been used in Viinaharava’s implementation. See below for further information.Familiarize yourself with the classes in package
o1.viinaharava
. Start from the overview of the package below, then turn to the Scaladocs and the source code.Once you understand the program as given, add the missing parts. See below for additional instructions and hints.
Representing Dense Grids
You’ll remember Snake from Chapter 6.3. In that game, the snake and its food were
located on the spaces of a grid-like playing field, which we recorded as GridPos
objects. Each GridPos
was composed of two integers x
and y
, the pair of which
pinpointed a space on the grid.
Viinaharava resembles Snake: it, too, has a playing field that is essentially a grid.
We can again use GridPos
as we represent the locations of each glass on the game board.
(In this assignment, you don’t have to concern yourself with pixels or graphics. The
given GUI takes care of that. You can focus on modeling the rules of the game itself.
You just need to consider each glass’s position on the grid, its GridPos
.)
In Snake, we had a “sparse” grid: there were few actual items (snake segments; food)
in the grid compared to the total number of spaces. We represented the game’s state by
simply tracking those GridPos
coordinates that actually did contain something and
considered each other space to be empty,
This time we’ll be different and represent game boards as “dense” grids. We’ll record, for every single space on the board, which kind of glass it contains: Is it a water glass or a booze? Have the contents been drunk already? How many dangerous neighbors does it have?
We’ll find it easier to represent dense grids if we adopt a tool designed for just that purpose.
The Grid
trait
The o1
package provides a Grid
trait. Each Grid
objects represents a grid that
consists of elements of similar size that have been laid out in rows and columns. The
elements could be glasses, for example.
The trait has a number of methods for manipulating such grids. For instance, there are
methods for picking out a particular element given its position (elementAt
and apply
),
finding all the spaces that are adjacent to a given space (neighbors
), and determining
the grid’s dimensions (width
, height
, and size
).
Since Grid
is a trait, we can’t simply say Grid(...)
to create an instance; we instantiate
it via subtypes. The Grid
trait is designed to work in different applications that feature
grids and GridPos
es: it doesn’t specify what kind of spaces grids consist of. That’s
something we’ll need to specify in a subtype.
Viinaharava is a particular use case for Grid
: each game board is a grid that consists
of glasses. (In later assignments, we’ll use Grid
to represent grids with other kinds of
content.)
The Viinaharava Module
Module Viinaharava contains two packages. We won’t go into the GUI package o1.viinaharava.gui
and you don’t need to understand how it works; it’s enough that you find the app object
there and use it to start the program. The parent package o1.viinaharava
, however, is
very topical. Its key classes are these two:
Glass
: instances of this class represent individual glasses that the game board consists of.GameBoard
: aGameBoard
object represents an entire game board, a grid ofGlass
es.GameBoard
is a subtype ofGrid
:
The diagram below describes the relationships between the classes:
The lower part of the diagram means that each game board is associated with multiple
glasses, each at its particular position: we can use a GridPos
to pick out a
particular Glass
on a GameBoard
.
Glass
and its missing methods
Each glass can be either full or empty. It can be either a glass of water or a glass
of booze. Moreover, each Glass
object keeps track of how dangerous it is: how many
boozes there are in the adjacent glasses. The danger level is a number between zero
and eight; diagonally adjacent counts, too.
Glass
objects have instance variables for recording their contents and danger level.
Each glass also “knows” which game board it’s on and which GridPos
it’s at.
When created, a glass is full of water. The Glass
class has methods for modifying
that initial state. Specifically:
We can empty a glass. The
empty
method is invoked whenever the user (left-)clicks a glass in the GUI.We should be able to fill a glass with booze (
pourBooze
). This has the additional effect of increasing the danger levels of neighboring glasses.pourBooze
is called several times at the start of each game to place the hidden booze on the board. (For testing purposes, the GUI also lets the player add booze during a game.)
pourBooze
lacks an implementation, though. The neighbors
method, which is supposed
to find the adjacent glasses, is also missing.
GameBoard
and its missing methods
Here’s a start for the GameBoard
class:
class GameBoard(width: Int, height: Int, boozeCount: Int) extends Grid(width, height):
// ...
Initializing any Grid
object requires a width and a height.
We pass these two parameters onwards to the trait.
The class header needs one more thing before it works. This is because the supertype
Grid
demands a type parameter in addition to the constructor parameters. Just like we
have used square brackets to mark the element type of a Buffer
, we can mark the element
type of a Grid
:
class GameBoard(width: Int, height: Int, boozeCount: Int) extends Grid[Glass](width, height):
// ...
A GameBoard
object is a Grid
whose elements are Glass
objects.
As you saw when you launched the game, the given implementation already fills the board
with water glasses. A further inspection of the given code in GameBoard.scala
shows us
how:
class GameBoard(width: Int, height: Int, boozeCount: Int) extends Grid[Glass](width, height):
def initialElements =
val allLocations = (0 until this.size).map( n => GridPos(n % this.width, n / this.width) )
allLocations.map( loc => Glass(this, loc) )
this.placeBoozeAtRandom(boozeCount)
// ...
end GameBoard
As the documentation says: this method, which
produces a collection of all the elements that initially occupy
the grid, is left as abstract by the Grid
trait. (However, the
trait automatically calls this method when a new grid is created.)
The subtype GameBoard
implements the method by returning
a collection of empty Glass
es. Feel free to study this
implementation, but it’s not strictly necessary for the present
assignment. Don’t change this method.
The placeBoozeAtRandom
call written directly into the class
body is part of the code that initializes new instances of
GameBoard
(i.e., the class’s constructor). The method is
invoked every time a new GameBoard
is created.
The aforementioned placeBoozeAtRandom
method doesn’t have an implementation yet, so
there’s no booze on the board. That will require your attention.
The drink
method is also missing, which is why the game doesn’t do anything when
clicked. So are isOutOfWater
and isGameOver
, which are related to ending the game.
You may tackle with the assignment in four steps as described below.
Recommended Workflow
Step 1 of 4: Water
In GameBoard.scala
, find the drink
method and write the missing if
branch that deals
with water glasses.
Then implement isOutOfWater
in the same class. Hints:
For easy access to all the glasses on the game board, you can use the
allElements
method thatGameBoard
gets from itsGrid
supertype.If you pick the right higher-order method (from Chapter 6.3), the implementation will be quite simple.
Try running the game again. You can now empty glasses to your heart’s content. Once all the water is gone, the app lets you know. The booze is still lacking from the game, however, and so is the consequent suspense.
Step 2 of 4: Booze glasses
Implement neighbors
on Glass
. Hint: to obtain a very simple solution, call an
existing method.
Then write the pourBooze
method in the same class. Once that’s done, it’s possible
pour booze in glasses and thereby adjust the danger levels of neighboring glasses.
The actual game still works as before, however, since the newly implemented method
doesn’t get called.
Step 3 of 4: Booze on the board
Switch your attention to placeBoozeAtRandom
in class GameBoard
, a private method.
Implement this method so that it selects a random set of glasses and pours booze in
them. The method should randomize the glasses in such a way that each new game (each
new GameBoard
) is unpredictable.
Here are two different ways to approach the problem. Feel free to pick either of them, or come up with something else, as long as your method works. (The second algorithm is easier to implement.)
Algorithm #1:
Use a random-number generator to pick a pair of coordinates.
Find out if those coordinates already contain booze.
If so, do nothing.
If not, pour booze there.
Keep repeating steps 1 and 2 until the target number of booze glasses is reached.
Algorithm #2:
Form a collection that contains each of the glass objects.
Shuffle the collection so that the glasses are in random order. (It’s possible to write, say, a loop that does this, but you can also use the convenient method
Random.shuffle
; see below for an example.)Take the desired number of glasses from the collection. Pour booze in each of those glasses.
Here’s an example of shuffle
:
import scala.util.Randomval numbers = (1 to 10).toVectornumbers: Vector[Int] = Vector(1, 2, 3, 4, 5, 6, 7, 8, 9, 10) Random.shuffle(numbers)res0: Vector[Int] = Vector(8, 9, 7, 4, 6, 1, 10, 2, 5, 3) Random.shuffle(numbers)res1: Vector[Int] = Vector(8, 6, 4, 5, 9, 1, 3, 7, 2, 10)
Step 4 of 4: Drinking and game end
Try running the program again. It should be more or less playable now, but let’s make a couple more changes.
When the player hits a booze glass, we’d like two things to happen:
We’d like the game to be over when any booze glass is drunk. However, the given
isGameOver
method does not deal with this scenario correctly. Fix the given implementation. You may wish to make use of theboozeGlasses
method in the same class; it returns aVector
of all the booze glasses on the board.The game should reveal (i.e., empty) all the booze glasses on the board when any booze is drunk. To accomplish this, write the branch of the
drink
method that deals with booze glasses.
One drink per click, please
When the player clicks on a water glass and reveals that it had a danger level of zero, one can safely drink all the neighboring glasses as well. Perhaps you’d like the program to do so automatically without the player having to click on each safe neighbor separately. In Chapter 12.2, we’ll do just that with the help of a technique known as recursion.
A+ presents the exercise submission form here.
Feedback
Please note that this section must be completed individually. Even if you worked on this chapter with a pair, each of you should submit the form separately.
Credits
Thousands of students have given feedback and so contributed to this ebook’s design. Thank you!
The ebook’s chapters, programming assignments, and weekly bulletins have been written in Finnish and translated into English by Juha Sorva.
The appendices (glossary, Scala reference, FAQ, etc.) are by Juha Sorva unless otherwise specified on the page.
The automatic assessment of the assignments has been developed by: (in alphabetical order) Riku Autio, Nikolas Drosdek, Kaisa Ek, Joonatan Honkamaa, Antti Immonen, Jaakko Kantojärvi, Onni Komulainen, Niklas Kröger, Kalle Laitinen, Teemu Lehtinen, Mikael Lenander, Ilona Ma, Jaakko Nakaza, Strasdosky Otewa, Timi Seppälä, Teemu Sirkiä, Joel Toppinen, Anna Valldeoriola Cardó, and Aleksi Vartiainen.
The illustrations at the top of each chapter, and the similar drawings elsewhere in the ebook, are the work of Christina Lassheikki.
The animations that detail the execution Scala programs have been designed by Juha Sorva and Teemu Sirkiä. Teemu Sirkiä and Riku Autio did the technical implementation, relying on Teemu’s Jsvee and Kelmu toolkits.
The other diagrams and interactive presentations in the ebook are by Juha Sorva.
The O1Library software has been developed by Aleksi Lukkarinen, Juha Sorva, and Jaakko Nakaza. Several of its key components are built upon Aleksi’s SMCL library.
The pedagogy of using O1Library for simple graphical programming (such as Pic
) is
inspired by the textbooks How to Design Programs by Flatt, Felleisen, Findler, and
Krishnamurthi and Picturing Programs by Stephen Bloch.
The course platform A+ was originally created at Aalto’s LeTech research group as a student project. The open-source project is now shepherded by the Computer Science department’s edu-tech team and hosted by the department’s IT services; dozens of Aalto students and others have also contributed.
The A+ Courses plugin, which supports A+ and O1 in IntelliJ IDEA, is another open-source project. It has been designed and implemented by various students in collaboration with O1’s teachers.
For O1’s current teaching staff, please see Chapter 1.1.
Additional credits appear at the ends of some chapters.
A new
GameBoard
instance needs three constructor parameters: the number of columns on the grid, the number of rows, and the number of booze glasses initially hidden on the board.