Failed to load latest commit information. View code. Bejeweled Bejeweled is a cli based puzzle game. For details about the implementation see the Info. About A simple bejeweled game in java Topics game java decorators. Releases No releases published. Packages 0 No packages published.
You signed in with another tab or window. Replaces the background with a scrolling space-themed backdrop of stars and a purple nebula. This particular background is actually very similar to the one featured in the final level of Zuma. Changes the gem colors. Entering the code again changes the colors a second time.
Entering the code once again reverts the gems to their original colors. Changes the colors of all the graphics to monochromatic hues. Entering the code again yields no further effect. Changes the colors of all the graphics to greenish hues. Here is the last one:.
Also, a rectangle in the 2d-array a is checked to see if it is equal to the rectangle in the 2d-array b that got clicked. If it is, you set it to 0 for Color. To check a rectangle that is diagonally adjacent, change both indices by one. The rectangle to the bottom right is g. Java is a strong Object-Oriented programming language - especially before Java8: I think that you should really work with more Objects that would hold their own responsibilities and behaviours.
Once you'll have a class that represents a Jewel , just implement some recursive method to know if it's part of some "Jewel streak". For example:. When trying to see if some Jewel is part of a streak that is long enough to be "destroyed", just check something like this:.
Even though I recommend to do many changes, I hope it can help you :. By the way, if you don't want to override all the methods described by the MouseListener interface, use the following:.
MouseAdapter is an abstract class that implements MouseListener and does nothing when receiving any event. It only takes a minute to sign up. Connect and share knowledge within a single location that is structured and easy to search.
In a prototype I am doing, there is a minigame similar to bejeweled. Using a grid that is a 2d array int[,] how can I go about know when the user formed a match? I only care about horizontally and vertically. Loop through each item in the same axis x or y , if they are the same as the previous item them increment matches.
When the next item becomes different, check if matches is or greater than 3, call a function that removes matching items, and continue.
This is only for the x axis, for y, grid[col][i] would become grid[i][row], etc. I'm sure you can figure that out :. We have built a prototype for a Match-3 based word game, a little like mashing up scrabble and Bejeweled. It's way more elaborate than the description but I'm keeping it brief because we'd have to write a paper. To answer the OP -- we are doing pattern checks to score how many matches there are on any given gird, at the current time, through a method very similar to "gladoscc" code snippet.
While it works robustly, the computational cost for running that recursively during the tree-search play-out becomes a substantial burden, so we are in the process of rewriting this portion of the logic and the data-representation with the bit-board methodology commonly implemented in other-grid like games like chess, checkers, Othello, etc. In tests we have shown that it can run over 20 times faster in ActionScript, and so for us the need to do it is a slam-dunk -- and frees up essential cycles for responsiveness, sound, animation, etc.
You can use the flood fill algorithm.
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