How to make a mouse maze in Java

This is the code to make a mouse maze with recursion using a stack and a list with a GUI in Java.

First we will make a Mouse class

Mouse.java

 

import java.util.ArrayList;
import java.util.List;
import java.util.Stack;


public class Mouse {
   public int x,y;
   public Stack<Coordinate> decisions;
   public List<Coordinate> solution;
   
   public Mouse(int x, int y){
      this.x = x;
      this.y = y;
      decisions = new Stack<Coordinate>();
      solution = new ArrayList<Coordinate>();
   }
}

Then we will make the coordinate class

Coordinate.java

public class Coordinate {
public int x,y;

public Coordinate(int x,int y){
   this.x = x;
   this.y = y;
}

@Override
public boolean equals(Object obj) {

   boolean sameSame = false;
   if (obj != null && obj instanceof Coordinate)
    {
      if(this.x == ((Coordinate)obj).x && this.y == ((Coordinate)obj).y){
         sameSame = true;
      }
        
    }
   return sameSame;
}
}

Now its time for the decision class

Decision.java

public class Decision {
   
   public boolean up,down,left,right;
   public int x,y;
   public Decision(int x, int y){
      up = down = left = right = false;
      this.x = x;
      this.y = y;
   }
   public Decision(boolean up,boolean down,boolean right,boolean left){
      this.up = up;
      this.down = down;
      this.right = right;
      this.left = left;
   }
   public void setLeft(boolean left){
      this.left = left;
   }
   public void setRight(boolean right){
      this.right = right;
   }
   public void setUp(boolean up){
      this.up = up;
   }
   public void setDown(boolean down){
      this.down = down;
   }
   @Override
   public String toString() {
      // TODO Auto-generated method stub
      return x + " x  --  y " + y;
   }

}

Now we have to make the maze class which does most of the hard work

Maze.java

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.JComponent;




public class Maze extends JComponent{
   public char[][] maze = null;
   public Rectangle[][] rects = null;
   public boolean mousebool = false;
   public boolean backtrack = false;
   public Mouse mouse;
   public Random random = new Random();
   public Coordinate startingPoint;
   public boolean first = true;
   public boolean solv = true;
   public int lastx,lasty;
   public String navigation = "working!!!";

   @Override
   protected void paintComponent(Graphics g) {
      super.paintComponent(g);
   
      if(maze != null){
      for(int i = 0;i < maze.length;i++){
         for(int j = 0;j < maze[0].length;j++){
            if(maze[i][j] == '1'){
               g.setColor(Color.BLACK);
               g.fillRect(rects[i][j].x, rects[i][j].y, rects[i][j].width, rects[i][j].height);
               g.setColor(Color.WHITE);
               g.drawRect(rects[i][j].x, rects[i][j].y, rects[i][j].width, rects[i][j].height);
            }else if(maze[i][j] == '0'){
               g.setColor(Color.white);
               g.fillRect(rects[i][j].x, rects[i][j].y, rects[i][j].width, rects[i][j].height);
               g.setColor(Color.BLACK);
               g.drawRect(rects[i][j].x, rects[i][j].y, rects[i][j].width, rects[i][j].height);
            }
         }
      }
      if(mousebool){
         g.setColor(Color.PINK);
         
         g.fillOval(rects[mouse.x][mouse.y].x, rects[mouse.x][mouse.y].y, rects[mouse.x][mouse.y].width, rects[mouse.x][mouse.y].height);
      }
      }
      
   }
   public void setMaze(char[][] maze){
      mousebool = false;
      this.maze = maze;
      rects = new Rectangle[maze.length][maze[0].length];
      for(int i = 0;i < rects.length;i++){
         for(int j = 0;j < rects[0].length;j++){
            rects[i][j] = new Rectangle(i * (getWidth()/rects.length),j * (getHeight()/rects[0].length)
                  ,getWidth()/rects.length,getHeight()/rects[0].length);
         }
      }
      repaint();
   }
   public void setMouse(int x,int y){
      mousebool = true;
      mouse = new Mouse(x,y);
      startingPoint = new Coordinate(x,y);
      mouse.solution.add(new Coordinate(x,y));
      mouse.decisions.push(new Coordinate(x,y));
      first = true;
      
      repaint();
   }
   public void solve(){
      

         if(mouse.x > 0 && mouse.x < maze.length - 1 && mouse.y > 0 && mouse.y < maze[0].length - 1 && mouse.decisions.size() > 0){
            
            
              //System.out.println(wasHere(coord) + "now");
            //north
              System.out.println(wasHere(new Coordinate(mouse.x,mouse.y - 1)) + "north");
              if (!(maze[mouse.x][mouse.y - 1] == '1') && !wasHere(new Coordinate(mouse.x,mouse.y - 1))) mouse.decisions.push(new Coordinate(mouse.x,mouse.y - 1));
            //east
              System.out.println(wasHere(new Coordinate(mouse.x + 1,mouse.y)) + "east");
              if (!(maze[mouse.x + 1][mouse.y] == '1') && !wasHere(new Coordinate(mouse.x + 1,mouse.y))) mouse.decisions.push(new Coordinate(mouse.x + 1,mouse.y));
              //west
              if (!(maze[mouse.x - 1][mouse.y] == '1') && !wasHere(new Coordinate(mouse.x - 1,mouse.y))) mouse.decisions.push(new Coordinate(mouse.x - 1,mouse.y));
             //south
              if(!(maze[mouse.x][mouse.y + 1] == '1') && !wasHere(new Coordinate(mouse.x,mouse.y + 1))) mouse.decisions.push(new Coordinate(mouse.x,mouse.y + 1));
              
             
            
              Coordinate coord = mouse.decisions.pop();
             
              mouse.x = coord.x;
              mouse.y = coord.y;
              
             
              mouse.solution.add(coord);
              
              

              ActionListener taskPerformer = new ActionListener() {
                    

                  @Override
                  public void actionPerformed(ActionEvent arg0) {
                     solve();
                     
                  }
                };
                javax.swing.Timer t = new javax.swing.Timer( 250, taskPerformer);
                t.setRepeats(false);
                t.start();  
              //solve();
               
               repaint();
         }else{
            solv = false;
            if(mouse.decisions.size() == 0){
               mouse.solution.clear();
               navigation = "there is no solution";
            }else{
               mouse.solution.clear();
               findPath(startingPoint.x,startingPoint.y);
               navigation = "maze complete";
            }
         }
         
         
         
         //solve();
   }
   public boolean findPath(int x,int y){
      if(x < 0 || y < 0 || x > maze.length - 1 || y > maze[0].length - 1)return false;
      
      if(!(x > 0 && x < maze.length - 1 && y > 0 && y < maze[0].length - 1) && maze[x][y] == '0')
         {
         mouse.solution.add(new Coordinate(x,y));
         return true;// && maze[x][y] == '0') return true;//&& maze[x][y] == '0') return true;
         }
      if(maze[x][y] == '1') return false;
      
      mouse.solution.add(new Coordinate(x,y));
      if(!mouse.solution.contains(new Coordinate(x,y - 1)))
      if(findPath(x,y-1) == true) return true;
      if(!mouse.solution.contains(new Coordinate(x+1,y)))
      if(findPath(x + 1,y) == true) return true;
      if(!mouse.solution.contains(new Coordinate(x,y+1)))
      if(findPath(x,y + 1)== true) return true;
      if(!mouse.solution.contains(new Coordinate(x-1,y)))
      if(findPath(x - 1,y)== true) return true;
      mouse.solution.remove(new Coordinate(x,y));
      return false;
   }
   
   public boolean wasHere(Coordinate coord){
      return mouse.solution.contains(coord);
   }
   public void TraverseMouse(int x){
      if(x < mouse.solution.size()){
         Coordinate coord = mouse.solution.get(x);
         mouse.x = coord.x;
         mouse.y = coord.y; 
         final int xt = x+=1;
         ActionListener taskPerformer = new ActionListener() {
              

            @Override
            public void actionPerformed(ActionEvent arg0) {
               TraverseMouse(xt);
               
            }
          };
          javax.swing.Timer t = new javax.swing.Timer( 250, taskPerformer);
          t.setRepeats(false);
          t.start();   
      }
      repaint();
      
      
   }
   public String Navigation(){
      return navigation;
   }
   }

And finally the Main class to make the GUI

Main.java

 

import java.awt.BorderLayout;
import java.awt.Container;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.io.BufferedReader;
import java.io.FileNotFoundException;
import java.io.FileReader;
import java.io.IOException;
import javax.swing.JButton;
import javax.swing.JFileChooser;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JTextField;
import javax.swing.SwingUtilities;
import javax.swing.UIManager;
import javax.swing.filechooser.FileNameExtensionFilter;


public class Main {
public static int width;
public static int height;
public static char[][] maze1;
   public static void main(String[] args) {
      try {
           UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
       }catch(Exception ex) {
           ex.printStackTrace();
       }
      
      
      SwingUtilities.invokeLater(new Runnable() {
          public void run() {
              create();
          }
      });
   

   }
   public static void create(){
      JFrame frame = new JFrame("Mouse Maze");
      final Maze maze = new Maze();
      frame.setSize(500, 500);
      frame.setLocation((int)(Toolkit.getDefaultToolkit().getScreenSize().getWidth()/2)-264,
            (int)(Toolkit.getDefaultToolkit().getScreenSize().getHeight()/2)-330);
      maze.setSize(400, 400);
      Container content = frame.getContentPane();
      //Creates a new container
      content.setLayout(new BorderLayout());
      
      frame.add(maze,BorderLayout.CENTER);
      //frame.add(maze);
      JPanel panel = new JPanel(new BorderLayout());
      JPanel panel1 = new JPanel(new BorderLayout());
      JPanel panel2 = new JPanel(new BorderLayout());
      JPanel finish = new JPanel(new BorderLayout());
      final JLabel textFile = new JLabel("          ex: maze.txt         ");
      JButton pickFile = new JButton("Pick file");
      pickFile.addActionListener(new ActionListener(){

         @Override
         public void actionPerformed(ActionEvent arg0) {
            // TODO Auto-generated method stub
            JFileChooser chooser = new JFileChooser();
             FileNameExtensionFilter filter = new FileNameExtensionFilter(
                 ".txt file", "txt");
             chooser.setFileFilter(filter);
             
             int returnVal = chooser.showOpenDialog(null);
             if(returnVal == JFileChooser.APPROVE_OPTION) {
                try {
                  BufferedReader read = new BufferedReader(new FileReader(chooser.getSelectedFile()));
                  String rea = read.readLine();
                  String[] split = rea.split(" ");
                  width =  Integer.valueOf(split[0]);
                  height = Integer.valueOf(split[1]);
                  
                  String readline;
                  int num = 0;
                  maze1 = new char[width][height];
                  while((readline = read.readLine()) != null){
                     char[] ch = readline.toCharArray();
                     for(int i = 0;i < ch.length;i++){
                        maze1[i][num] = ch[i];
                     }
                     num++;
                  }
                  maze.setMaze(maze1);
               } catch (FileNotFoundException e) {
                  // TODO Auto-generated catch block
                  e.printStackTrace();
               } catch (IOException e) {
                  // TODO Auto-generated catch block
                  e.printStackTrace();
               }
                textFile.setText(chooser.getSelectedFile().getName());
             }else{
                
             }
         }
         
      });
      
      panel.add(pickFile,BorderLayout.CENTER);
      panel.add(textFile,BorderLayout.WEST);
      JButton setMouse = new JButton("Set Mouse");
      final JTextField mouseText = new JTextField("x,y",15);
      JButton solve = new JButton("SOLVE");
      JButton traverse = new JButton("TRAVERSE");
      final JLabel error = new JLabel("ERROR MESSAGES!!!!");
      panel2.add(solve,BorderLayout.NORTH);
      panel2.add(traverse,BorderLayout.CENTER);
      panel2.add(error,BorderLayout.SOUTH);
      panel1.add(setMouse,BorderLayout.CENTER);
      panel1.add(mouseText,BorderLayout.WEST);
      finish.add(panel,BorderLayout.NORTH);
      finish.add(panel1,BorderLayout.CENTER);
      finish.add(panel2,BorderLayout.SOUTH);
      //content.setLayout(new BorderLayout());
      content.add(finish, BorderLayout.SOUTH);
      traverse.addActionListener(new ActionListener(){

         @Override
         public void actionPerformed(ActionEvent e) {
            // TODO Auto-generated method stub
            maze.TraverseMouse(0);
         }
         
      });
      solve.addActionListener(new ActionListener(){

         @Override
         public void actionPerformed(ActionEvent arg0) {
            // TODO Auto-generated method stub
            
               maze.solve();
               
               error.setText(maze.navigation);
            
         }
         
      });
      setMouse.addActionListener(new ActionListener(){

         @Override
         public void actionPerformed(ActionEvent arg0) {
            String mousePosition = mouseText.getText();
            String[] splitposition = mousePosition.split(",");
            try{
            int x = Integer.valueOf(splitposition[0]);
            int y = Integer.valueOf(splitposition[1]);
            if(x >= width || y >= height){
               error.setText("those coordinates are not in range of your maze, try again,  0-"+ (width - 1)+",0-"+(height-1));
            }else if(maze1[x][y] == '1'){
               error.setText("you cannot place the mouse on a wall, try again");
            }else{
               maze.setMouse(x, y);
               error.setText("coordinates set.");
            }
            }catch(NumberFormatException e){
               error.setText("You Must enter the mouse position \"x,y\" example:  10,20");
            }catch(ArrayIndexOutOfBoundsException e){
               e.printStackTrace();
               error.setText("You Must enter the mouse position \"x,y\" example:  10,20");
            }
            
         }
         
      });
      
      //frame.add(panel);
      
      frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
      //makes it so you can close
      frame.setVisible(true);
      //char[][] ch = new char[][]{{'1','1','1','1'},{'1','0','0','1'},{'1','0','0','1'},{'1','1','1','1'}};
      //maze.setMaze(ch);
   }
      
      }
 

You will have to use a text file in this format where a 1 is a wall and a 0 is part of the path remember .txt file the first line means 10 width and 5 height for the maze


10 5
1111111111
1010001111
1011011111
1011000011
1111111111

 

You can try it and alter it to your own code, thanks for reading.

 

Genie Lamp Free a silly app for android!!!

Genie Lamp Free is a funny voice recognition app where you rub the lamp and make a wish to a genie and the genie gives a reply based on what you say.  The app has over 5,000 downloads on google play store. Genie Lamp Free is where you can go to try the game. Its awesome because its free and you might get a few kicks out of it.

So go download GenieLampFree and leave a review for the developer jacs@pps on google play store.  As far as I know its the only genie in a lamp app that you can actually talk to.  They have a lot of great apps on there who knows what those guys are up to. The app is just for entertainment purposes and only available for android devices so I guess that’s too bad for all the apple gurus out there. Thanks for reading and go download that app. 😉

Excalibur Strength is awesome!!!

This post is about a game that is available on the Play Store and it is free with in app purchases.  The game is called Excalibur Strength and you can get it here Link to Excalibur Strength Presently the game has 4 and a half stars but I personally give it a 5.  The story behind the game is that the sword, Excalibur by it self is in the afterlife and it has to fend off all of the envious souls that couldn’t lift the sword from the stone in life and that is where Excalibur gets the strength and why it is known as one of the most powerfull weapons in the universe.  Excalibur Strength is a classic hoard game with unlimited waves. The game has 7 special moves and the monetary system is bones. You can use bones to unlock new weapons and special features.  You can unlock the whole game for a purchase of 20 dollars worth of bones, or you can just play the game until you have earned enough bones to unlock what youd like.  Personally I love the back story of the game about envious souls and the strength of Excalibur being derived from eternally battling the souls.  Its a decent game with pretty good graphics and audio.  The audio is very good, you can switch between 3 different songs to play while your playing.  So go download the game and rate it. Its only for android and it is a great all around action game. You’ll love it.

How to Implement a Stack in Java

If you are a computer science major when you take Data Structures and Algorithms you are going to have to learn about a Stack.  Java has a built in Stack class that you can use so you would probably never have to implement your own. In this example we will start with the Stack interface to formally define how our stack will be implemented.

Stack.java


/**
*
* @author Copypasteearth
*interface for the Stack implementation
* @param <T>
* generic parameter T
*/
public interface Stack<T>
{
/*
* push element onto the top of the stack
* @element
* the item to be pushed onto the top of the stack
*
*/
public void push(T element);
/**
* removes the top element from the stack and returns it
* @throws
* throws stackunderflowexception if the stack is empty
* @return
* returns T element
*/
public T pop();
/**
* lets you see the current top element of the stack without removing it
* @throws
* throws stackunderflowexception if the stack is empty
* @return
* returns T element (the top of the stack)
*/
public T top();
/**
* checks to see if the stack is empty
* @return
* returns true if the stack is empty, false otherwise
*/
public boolean isEmpty();
/**
* gets the size of the stack
* @return
* returns an integer representing how many items are on the stack
*/
public int getSize();

}

Next we will need a class that holds our information so we define the Node class to hold the data and a reference to the next Node in the stack.

Node.java


/**
*
* @author Copypasteearth
* Node class used to dynamically keep track of
* elements on the stack
*/
public class Node<T> {

/** holds the reference to Object of the node*/
public T data;
/** holds the reference to next node of the stack*/
public Node<T> next;
/**
*
* @param element
* element to be placed in data variable of Node
* @param next
* Node to be placed in next variable of Node
*/
public Node(T element,Node<T> next) {

this.data = element;
this.next = next;

}

}

Now we will define an Exception just incase someone trys to access the top of the stack and it is empty.

StackUnderflowException.java


/**
*
* @author Copypasteearth
* StackUnderflowException to be thrown when the
* stack tries to perform a getter method on an empty stack
*/
public class StackUnderflowException extends RuntimeException {

public StackUnderflowException() {
super();
// TODO Auto-generated constructor stub
}

public StackUnderflowException(String arg0) {
super(arg0);
// TODO Auto-generated constructor stub
}

public StackUnderflowException(Throwable arg0) {
super(arg0);
// TODO Auto-generated constructor stub
}

public StackUnderflowException(String arg0, Throwable arg1) {
super(arg0, arg1);
// TODO Auto-generated constructor stub
}

public StackUnderflowException(String arg0, Throwable arg1, boolean arg2,
boolean arg3) {
super(arg0, arg1, arg2, arg3);
// TODO Auto-generated constructor stub
}

}

And finally here is the implementation of the Stack interface, in a class called UnboundedStackImplementation.

UnboundedStackImplementation.java


/**
* @author Copypasteearth
*
* UnboundedStackImplementation is the version of a Stack
* created with the Stack interface dynamically creating
* instances of Node class to keep references to elements
* in the stack
*/
public class UnboundedStackImplementation<T> implements Stack<T> {

/** the count of how many elements are in the stack */
private int count;
/** the reference to the element on the top of the stack */
private Node<T> top;

/**
* constructor sets values of top and count and returns an
* instance of UnboundedStackImplementation
*/
public UnboundedStackImplementation()
{
this.count = 0;
this.top = null;
}

/*
* push element onto the top of the stack
* @element
* the item to be pushed onto the top of the stack
*
*/
@Override
public void push(T element) {

//create new node with element as data and top as next
Node<T> currentNode = new Node<T>(element,top);
//set top to the new node
top = currentNode;
//increment count
count++;


}

/**
* removes the top element from the stack and returns it
* @throws
* throws stackunderflowexception if the stack is empty
* @return
* returns T element
*/
@Override
public T pop() {
//get T with top method, may throw StackUnderflowException
T result = top();
//set top data to null
top.data = null;
//set top to the top next node
top = top.next;
//decrement count
count--;
return result;

}

/**
* lets you see the current top element of the stack without removing it
* @throws
* throws stackunderflowexception if the stack is empty
* @return
* returns T element (the top of the stack)
*/
@Override
public T top() {

//prepare result T to be returned by top
T result = null;
// if stack is not empty
if(!isEmpty()){
//set result to top variable data
result = top.data;
}else{
// if stack is empty there is no data to be returned
throw new StackUnderflowException("StackUnderflowException -- The Stack is empty!!!");
}

return result;
}

/**
* checks to see if the stack is empty
* @return
* returns true if the stack is empty, false otherwise
*/
@Override
public boolean isEmpty() {
if(top == null)
return true;
else
return false;
}

/**
* gets the size of the stack
* @return
* returns an integer representing how many items are on the stack
*/
@Override
public int getSize() {

return count;
}

}

And that’s it, I hope you appreciate this little demonstration about the data structure that is very commonly used in practice.  There are a ton of different data structures to choose from and some are better in certain situations than others.

Which is better for WebVR, ReactVR or Three.js

So I been doing a little research on some WebVR which is the new virtual reality API for Web Sites.  So far I think I like Three.js tools for WebVR better than ReactVR. The first thing that got me was the issues with ReactVR like not being able to use the VR mode in chrome for android, and another issue is when I installed the sample and hit the VR mode button then exit VR mode the button still says Exit VR and you cannot go back into VR mode unless you refresh the page, which is really bad to me.  So having done this research id say that Three.js is more consistent so far and ReactVR uses Three.js in their whole code so I give it to ReactVR for trying to simplify things but Three.js implementation and examples got them beat by far.