

When the background task is completed, it calls the Interactor’s newWord() method which launches a new game. There’s a getter for the View which triggers the build() method in the View Builder.Ī Task is used to do the background processing to fetch the words from the internet. The constructor instantiates the Model, View Builder, and Interactor, then launches a background task to go fetch the words list from the REST API at. Public HangmanInteractor ( HangmanModel model ) It’s done in the constructor of the Interactor, which is provided a reference to the Model by the Controller when it’s instantiated: So the Interactor has to support those two actions, and set up the Model with the relationships between those two lists and the three other fields. There are just two actions one to reset the hidden word, and another to add a letter to the list of guessed letters. The game play for Hangman is pretty simple.

Of course, the Model will also contain all of JavaFX Bean methods for these fields. observableArrayList () private final IntegerProperty wrongLetterCount = new SimpleIntegerProperty ( 0 ) private final BooleanProperty gameWon = new SimpleBooleanProperty ( false ) private final BooleanProperty gameLost = new SimpleBooleanProperty ( false ) observableArrayList () private final ObservableList word = FXCollections. Private final ObservableList pickedLetters = FXCollections. This is what the fields in the Model look like: In the Model, we’ll create an IntegerProperty to hold this value.įinally, we need a BooleanProperty to hold whether the game has been won, and another to hold whether it has been lost. Since this is game logic, it can’t be done in the View, but needs to be included in the Model so that it can be observed by the View. This is just a count of all of the letters in guessed list that aren’t contained in the word list. The next thing we need for the GUI is the number of wrong letters that have been guessed.

So the first two elements of the Model need to be ObservableLists one with the letters of the word, and the other with the letters that have been guessed. Furthermore, the word isn’t really going to be treated like a word, it’s just an ordered list of letters. Every other aspect of the game play can be derived from just those two things. If you think about it for a little bit, there’s really only two pieces of data required for the game a word, and a list of letters that have been guessed. This is the place to start, because the Model really describes how the game logic is going to be translated over to the GUI.
Javafx halma game plus#
I decided to use an MVCI structure (MVC plus an Interactor to hold the game logic), because that’s generally best when doing anything non-trivial. Generally speaking, there are 7 body parts, so you get 7 wrong letter guesses before you lose. Usually, when you’re playing the game with paper and pens, the hangman is just a stick figure. When the entire figure has been drawn, if you haven’t guessed the word, you lose. First, a head, then a body then the legs and so on. There’s a picture of a noose, and every time you guess a letter that isn’t in the word, a new body part is added to the picture.

Hangman is a pretty simple game where you try find a hidden word by guessing at letters that might be in it.
Javafx halma game code#
So I asked myself, “Just how little code would it take to write the whole game?” Hangman - The Rules The code that was posted by the person asking the question was really, really complicated - apart from the GridPane - and I was struck by how really simple the code I had written was in comparison. Then you can provide the offsets, by adding some padding to the left of the 2nd and 3rd HBoxes. It turns out it’s extremely simple to write with just a few lines of code by using a VBox with the keys in three HBoxes. The person asking the question was trying to use a GridPane, which seems like it might be logical, but that became complicated because to create the offsets you needed to have each key span two columns so that you could skip the first column on the second row, and so on. I came across a question on the Internet from someone trying to create a virtual keyboard (for a Hangman game) that looked a bit like a physical keyboard, with each row of keys a little offset from the one above it. The simplicity of the result surprised even me and it points out just how powerful reactive programming can be. I decided to try writing a Hangman game that would look up words from the internet, just too see how much code it would actually take.
