Snakes and Ladders in Java Swing

Overview

We all know what ‘Snakes and ladders’ game is all about. In this artice, I am going write a Java Swing based game for two players. Before I begin, in case my rules for the game are different, I want explain this first. If you want to quickly jump over to the solution click here.

Rules of the game

The game has multiple players where players take turns to roll dice.
If on any player’s turn the number on the dice is ‘1’ or ‘6’, the player’s token moves forward to that many places (1 or 6) and also gets to throw one more time.
To start the game itself, a player needs to roll 1 or 6. This moves the token to the start position on the board or 1. The player again gets to throw.
If a player’s token lands on the bottom of a ladder, the token moves to the top of the ladder (always greater than the current position).
Conversely, if the player’s token lands on snake’s mouth, then token moves to the tail of the snake (always less that the current position).
Whoever gets to the last number or greater wins. I know this logic is a bit off from the regular game where the player’s token needs to land on the exact ‘final’ number in order to win or the token just moves the remaining position backwards.

Technical Requirements

We need a main GUI where the board is visible and allows users to see where their tokens are.
Players need to be created and their current token position maintained.
Users also need to be able to click on a “Roll Dice” button.
Every “roll” needs to randomly generate values from 1 through 6 only.
The tokens need to move to the correct position on the grid/board.
When a player’s token reaches the final number in the board, a message should be printed indicating which player won and the game should then stop.
Users should be able to start the game by clicking the top menu on “File -> New game” .

Solution

Create a new Swing Application and add a FrameView. I called it SnakesAndLadderView. The snippet below shows the initizalization of the Swing application. Notice the class variables Player: Player1 and Player: Player2. I will come to this later. This takes care of our first requirement.

package snakesandladder;
import java.awt.Color;
import java.awt.Graphics;
import org.jdesktop.application.Action;
import org.jdesktop.application.ResourceMap;
import org.jdesktop.application.SingleFrameApplication;
import org.jdesktop.application.FrameView;
import org.jdesktop.application.TaskMonitor;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.image.BufferedImage;
import java.io.File;
import javax.imageio.ImageIO;
import javax.swing.Timer;
import javax.swing.Icon;
import javax.swing.ImageIcon;
import javax.swing.JDialog;
import javax.swing.JFrame;
import snakesandladder.domain.Player;
/**
* The application’s main frame.
*/
public class SnakesAndLadderView extends FrameView {
private Player currentPlayer;
Player player1 = new Player(“red”, “Player1”);
Player player2 = new Player(“yellow”, “Player2”);
boolean canRollAgain;
private javax.swing.JButton btnRoll;
private javax.swing.JLabel lblDiceValue;
private javax.swing.JLabel lblMain;
private javax.swing.JLabel lblPlayer1;
private javax.swing.JLabel lblPlayer2;
private javax.swing.JPanel mainPanel;
private javax.swing.JMenuBar menuBar;
private javax.swing.JMenuItem newGameMenuItem;
private javax.swing.JPanel pnlGame;
private javax.swing.JLabel statusAnimationLabel;
private javax.swing.JLabel statusMessageLabel;
private javax.swing.JPanel statusPanel;
private javax.swing.JTextField txtStatus;
// End of variables declaration
private final Timer messageTimer;
private final Timer busyIconTimer;
private final Icon idleIcon;
private final Icon[] busyIcons = new Icon[15];
private int busyIconIndex = 0;
private JDialog aboutBox;
/**
* @return the currentPlayer
*/
public Player getCurrentPlayer() {
return currentPlayer;
}
/**
* @param currentPlayer the currentPlayer to set
*/
public void setCurrentPlayer(Player currentPlayer) {
this.currentPlayer = currentPlayer;
}
public SnakesAndLadderView(SingleFrameApplication app) {
super(app);
initComponents();
this.pnlGame.setVisible(false);
this.btnRoll.setVisible(false);
this.txtStatus.setVisible(false);
this.lblPlayer1.setVisible(false);
this.lblPlayer2.setVisible(false);

// status bar initialization – message timeout, idle icon and busy animation, etc
ResourceMap resourceMap = getResourceMap();
int messageTimeout = resourceMap.getInteger(“StatusBar.messageTimeout”);
messageTimer = new Timer(messageTimeout, new ActionListener() {
public void actionPerformed(ActionEvent e) {
statusMessageLabel.setText(“”);
}
});
messageTimer.setRepeats(false);
int busyAnimationRate = resourceMap.getInteger(“StatusBar.busyAnimationRate”);
for (int i = 0; i < busyIcons.length; i++) {
busyIcons[i] = resourceMap.getIcon(“StatusBar.busyIcons[” + i + “]”);
}
busyIconTimer = new Timer(busyAnimationRate, new ActionListener() {
public void actionPerformed(ActionEvent e) {
busyIconIndex = (busyIconIndex + 1) % busyIcons.length;
statusAnimationLabel.setIcon(busyIcons[busyIconIndex]);
}
});
idleIcon = resourceMap.getIcon(“StatusBar.idleIcon”);
statusAnimationLabel.setIcon(idleIcon);
// progressBar.setVisible(false);
// connecting action tasks to status bar via TaskMonitor
TaskMonitor taskMonitor = new TaskMonitor(getApplication().getContext());
taskMonitor.addPropertyChangeListener(new java.beans.PropertyChangeListener() {
public void propertyChange(java.beans.PropertyChangeEvent evt) {
String propertyName = evt.getPropertyName();
if (“started”.equals(propertyName)) {
if (!busyIconTimer.isRunning()) {
statusAnimationLabel.setIcon(busyIcons[0]);
busyIconIndex = 0;
busyIconTimer.start();
}
// progressBar.setVisible(true);
// progressBar.setIndeterminate(true);
} else if (“done”.equals(propertyName)) {
busyIconTimer.stop();
statusAnimationLabel.setIcon(idleIcon);
//progressBar.setVisible(false);
// progressBar.setValue(0);
} else if (“message”.equals(propertyName)) {
String text = (String) (evt.getNewValue());
statusMessageLabel.setText((text == null) ? “” : text);
messageTimer.restart();
} else if (“progress”.equals(propertyName)) {
int value = (Integer) (evt.getNewValue());
// progressBar.setVisible(true);
// progressBar.setIndeterminate(false);
// progressBar.setValue(value);
}
}
});

}
@Action
public void showAboutBox() {
if (aboutBox == null) {
JFrame mainFrame = SnakesAndLadderApp.getApplication().getMainFrame();
aboutBox = new SnakesAndLadderAboutBox(mainFrame);
aboutBox.setLocationRelativeTo(mainFrame);
}
SnakesAndLadderApp.getApplication().show(aboutBox);
}
/** This method is called from within the constructor to
* initialize the form.
* WARNING: Do NOT modify this code. The content of this method is
* always regenerated by the Form Editor.
*/
@SuppressWarnings(“unchecked”)
// <editor-fold defaultstate=”collapsed” desc=”Generated Code”>
private void initComponents() {
mainPanel = new javax.swing.JPanel();
pnlGame = new javax.swing.JPanel();
lblMain = new javax.swing.JLabel();
menuBar = new javax.swing.JMenuBar();
javax.swing.JMenu fileMenu = new javax.swing.JMenu();
newGameMenuItem = new javax.swing.JMenuItem();
javax.swing.JMenuItem exitMenuItem = new javax.swing.JMenuItem();
javax.swing.JMenu helpMenu = new javax.swing.JMenu();
javax.swing.JMenuItem aboutMenuItem = new javax.swing.JMenuItem();
statusPanel = new javax.swing.JPanel();
javax.swing.JSeparator statusPanelSeparator = new javax.swing.JSeparator();
statusMessageLabel = new javax.swing.JLabel();
statusAnimationLabel = new javax.swing.JLabel();
txtStatus = new javax.swing.JTextField();
btnRoll = new javax.swing.JButton();
lblPlayer1 = new javax.swing.JLabel();
lblPlayer2 = new javax.swing.JLabel();
lblDiceValue = new javax.swing.JLabel();
mainPanel.setMaximumSize(new java.awt.Dimension(583, 560));
mainPanel.setMinimumSize(new java.awt.Dimension(583, 560));
mainPanel.setName(“mainPanel”); // NOI18N
pnlGame.setMaximumSize(new java.awt.Dimension(583, 560));
pnlGame.setName(“pnlGame”); // NOI18N
org.jdesktop.application.ResourceMap resourceMap = org.jdesktop.application.Application.getInstance(snakesandladder.SnakesAndLadderApp.class).getContext().getResourceMap(SnakesAndLadderView.class);
lblMain.setBackground(resourceMap.getColor(“lblMain.background”)); // NOI18N
lblMain.setIcon(resourceMap.getIcon(“lblMain.icon”)); // NOI18N
lblMain.setText(resourceMap.getString(“lblMain.text”)); // NOI18N
lblMain.setName(“lblMain”); // NOI18N
javax.swing.GroupLayout pnlGameLayout = new javax.swing.GroupLayout(pnlGame);
pnlGame.setLayout(pnlGameLayout);
pnlGameLayout.setHorizontalGroup(
pnlGameLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addGroup(pnlGameLayout.createSequentialGroup()
.addGap(27, 27, 27)
.addComponent(lblMain, javax.swing.GroupLayout.PREFERRED_SIZE, 506, javax.swing.GroupLayout.PREFERRED_SIZE)
.addContainerGap(30, Short.MAX_VALUE))
);
pnlGameLayout.setVerticalGroup(
pnlGameLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addGroup(pnlGameLayout.createSequentialGroup()
.addComponent(lblMain, javax.swing.GroupLayout.DEFAULT_SIZE, 538, Short.MAX_VALUE)
.addContainerGap())
);
javax.swing.GroupLayout mainPanelLayout = new javax.swing.GroupLayout(mainPanel);
mainPanel.setLayout(mainPanelLayout);
mainPanelLayout.setHorizontalGroup(
mainPanelLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addGroup(mainPanelLayout.createSequentialGroup()
.addContainerGap()
.addComponent(pnlGame, javax.swing.GroupLayout.PREFERRED_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.PREFERRED_SIZE)
.addContainerGap(javax.swing.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE))
);
mainPanelLayout.setVerticalGroup(
mainPanelLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addGroup(mainPanelLayout.createSequentialGroup()
.addComponent(pnlGame, javax.swing.GroupLayout.PREFERRED_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.PREFERRED_SIZE)
.addContainerGap())
);
menuBar.setDoubleBuffered(true);
menuBar.setMaximumSize(new java.awt.Dimension(62, 21));
menuBar.setMinimumSize(new java.awt.Dimension(62, 21));
menuBar.setName(“menuBar”); // NOI18N
fileMenu.setText(resourceMap.getString(“fileMenu.text”)); // NOI18N
fileMenu.setName(“fileMenu”); // NOI18N
javax.swing.ActionMap actionMap = org.jdesktop.application.Application.getInstance(snakesandladder.SnakesAndLadderApp.class).getContext().getActionMap(SnakesAndLadderView.class, this);
newGameMenuItem.setAction(actionMap.get(“startGame”)); // NOI18N
newGameMenuItem.setText(resourceMap.getString(“newGameMenuItem.text”)); // NOI18N
newGameMenuItem.setName(“newGameMenuItem”); // NOI18N
fileMenu.add(newGameMenuItem);
exitMenuItem.setAction(actionMap.get(“quit”)); // NOI18N
exitMenuItem.setName(“exitMenuItem”); // NOI18N
fileMenu.add(exitMenuItem);
menuBar.add(fileMenu);
helpMenu.setText(resourceMap.getString(“helpMenu.text”)); // NOI18N
helpMenu.setName(“helpMenu”); // NOI18N
aboutMenuItem.setAction(actionMap.get(“showAboutBox”)); // NOI18N
aboutMenuItem.setName(“aboutMenuItem”); // NOI18N
helpMenu.add(aboutMenuItem);
menuBar.add(helpMenu);
statusPanel.setMaximumSize(new java.awt.Dimension(583, 82));
statusPanel.setMinimumSize(new java.awt.Dimension(583, 82));
statusPanel.setName(“statusPanel”); // NOI18N
statusPanelSeparator.setName(“statusPanelSeparator”); // NOI18N
statusMessageLabel.setName(“statusMessageLabel”); // NOI18N
statusAnimationLabel.setHorizontalAlignment(javax.swing.SwingConstants.LEFT);
statusAnimationLabel.setName(“statusAnimationLabel”); // NOI18N
txtStatus.setText(resourceMap.getString(“txtStatus.text”)); // NOI18N
txtStatus.setName(“txtStatus”); // NOI18N
btnRoll.setText(resourceMap.getString(“btnRoll.text”)); // NOI18N
btnRoll.setName(“btnRoll”); // NOI18N
btnRoll.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
btnRollActionPerformed(evt);
}
});
lblPlayer1.setIcon(resourceMap.getIcon(“lblPlayer1.icon”)); // NOI18N
lblPlayer1.setText(resourceMap.getString(“lblPlayer1.text”)); // NOI18N
lblPlayer1.setName(“lblPlayer1”); // NOI18N
lblPlayer2.setIcon(resourceMap.getIcon(“lblPlayer2.icon”)); // NOI18N
lblPlayer2.setText(resourceMap.getString(“lblPlayer2.text”)); // NOI18N
lblPlayer2.setName(“lblPlayer2”); // NOI18N
lblDiceValue.setText(resourceMap.getString(“lblDiceValue.text”)); // NOI18N
lblDiceValue.setName(“lblDiceValue”); // NOI18N
javax.swing.GroupLayout statusPanelLayout = new javax.swing.GroupLayout(statusPanel);
statusPanel.setLayout(statusPanelLayout);
statusPanelLayout.setHorizontalGroup(
statusPanelLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addGroup(statusPanelLayout.createSequentialGroup()
.addContainerGap()
.addGroup(statusPanelLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addComponent(statusMessageLabel)
.addGroup(statusPanelLayout.createSequentialGroup()
.addComponent(txtStatus, javax.swing.GroupLayout.PREFERRED_SIZE, 178, javax.swing.GroupLayout.PREFERRED_SIZE)
.addGap(18, 18, 18)
.addComponent(lblDiceValue, javax.swing.GroupLayout.PREFERRED_SIZE, 157, javax.swing.GroupLayout.PREFERRED_SIZE)
.addGap(18, 18, 18)
.addGroup(statusPanelLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addComponent(lblPlayer1)
.addComponent(lblPlayer2))
.addGroup(statusPanelLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addGroup(statusPanelLayout.createSequentialGroup()
.addGap(122, 122, 122)
.addGroup(statusPanelLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addComponent(statusPanelSeparator, javax.swing.GroupLayout.DEFAULT_SIZE, 24, Short.MAX_VALUE)
.addGroup(javax.swing.GroupLayout.Alignment.TRAILING, statusPanelLayout.createSequentialGroup()
.addComponent(statusAnimationLabel)
.addContainerGap())))
.addGroup(statusPanelLayout.createSequentialGroup()
.addGap(18, 18, 18)
.addComponent(btnRoll, javax.swing.GroupLayout.PREFERRED_SIZE, 73, javax.swing.GroupLayout.PREFERRED_SIZE)
.addContainerGap())))))
);
statusPanelLayout.setVerticalGroup(
statusPanelLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addGroup(statusPanelLayout.createSequentialGroup()
.addGroup(statusPanelLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addGroup(statusPanelLayout.createSequentialGroup()
.addComponent(statusPanelSeparator, javax.swing.GroupLayout.PREFERRED_SIZE, 2, javax.swing.GroupLayout.PREFERRED_SIZE)
.addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.UNRELATED)
.addGroup(statusPanelLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE)
.addComponent(lblPlayer1)
.addComponent(btnRoll)))
.addGroup(statusPanelLayout.createSequentialGroup()
.addGap(16, 16, 16)
.addGroup(statusPanelLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE)
.addComponent(txtStatus, javax.swing.GroupLayout.PREFERRED_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.PREFERRED_SIZE)
.addComponent(lblDiceValue))))
.addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED)
.addGroup(statusPanelLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING)
.addGroup(statusPanelLayout.createSequentialGroup()
.addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED, 18, Short.MAX_VALUE)
.addGroup(statusPanelLayout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE)
.addComponent(statusMessageLabel)
.addComponent(statusAnimationLabel))
.addGap(22, 22, 22))
.addGroup(statusPanelLayout.createSequentialGroup()
.addComponent(lblPlayer2)
.addContainerGap())))
);
setComponent(mainPanel);
setMenuBar(menuBar);
setStatusBar(statusPanel);
}

Now to take care of rest of the logic. Notice that I have used x and y co-ordinates to move the player’s tokens. “changeActualPosition()” passes an int value and the co-ordinates based on the board’s geometry is returned. I simply created two buffered images of ovals with colors ‘yellow’ and ‘red’ with size 30px by 30 px. The “rollAgain()” method generates a random double between 1 and 6 and is converted into int. We really want to lose the precision in this case. When the player wins, the “canRollAgain” class level boolean is set to false and the status message displays “Player x” wins the games.

private void btnRollActionPerformed(java.awt.event.ActionEvent evt) {
// TODO add your handling code here:

double l = Math.ceil(Math.random() * 6);
boolean status = getCurrentPlayer().isStatus();
this.lblDiceValue.setText(“dice rolles out number..” + (int) l);
if (l == 1 || l == 6) {
canRollAgain = true;
}
//when status is false
if (!status) {
//Not 1 or 6
if ((l < 6) && (l > 1)) {
if (currentPlayer.getName().equals(“Player1”)) {
this.txtStatus.setText(“Player 2’s turn to roll the dice!”);
this.setCurrentPlayer(player2);
} else {
this.txtStatus.setText(“Player 1’s turn to roll the dice!”);
this.setCurrentPlayer(player1);
}
} else {
if (currentPlayer.getName().equals(“Player1”)) {
this.player1.setStatus(true);
this.txtStatus.setText(“Player ” + this.currentPlayer.getName() + “‘s turn to roll the dice again!”);
} else {
this.player2.setStatus(true);
this.txtStatus.setText(“Player ” + this.currentPlayer.getName() + “‘s turn to roll the dice again!”);
}
canRollAgain = false;
}
//when status is true
} else {
if (canRollAgain){
this.move(l);
this.txtStatus.setText(“Player ” + this.currentPlayer.getName() + “‘s turn to roll the dice again!”);
canRollAgain = false;
}else{
this.move(l);
if (currentPlayer.getName().equals(“Player1”)) {
this.txtStatus.setText(“Player 2’s turn to roll the dice!”);
this.setCurrentPlayer(player2);
} else {
this.txtStatus.setText(“Player 1’s turn to roll the dice!”);
this.setCurrentPlayer(player1);
}
}
}
}
@Action
public void startGame() {
txtStatus.setEditable(false);
this.pnlGame.setVisible(true);
this.btnRoll.setVisible(true);
this.txtStatus.setVisible(true);
this.lblPlayer1.setVisible(true);
this.lblPlayer2.setVisible(true);
this.setCurrentPlayer(player1);
this.txtStatus.setText(“Player 1’s turn to roll the dice”);
}
// Variables declaration – do not modify
private javax.swing.JButton btnRoll;
private javax.swing.JLabel lblDiceValue;
private javax.swing.JLabel lblMain;
private javax.swing.JLabel lblPlayer1;
private javax.swing.JLabel lblPlayer2;
private javax.swing.JPanel mainPanel;
private javax.swing.JMenuBar menuBar;
private javax.swing.JMenuItem newGameMenuItem;
private javax.swing.JPanel pnlGame;
private javax.swing.JLabel statusAnimationLabel;
private javax.swing.JLabel statusMessageLabel;
private javax.swing.JPanel statusPanel;
private javax.swing.JTextField txtStatus;
// End of variables declaration
private final Timer messageTimer;
private final Timer busyIconTimer;
private final Icon idleIcon;
private final Icon[] busyIcons = new Icon[15];
private int busyIconIndex = 0;
private JDialog aboutBox;
/**
* @return the currentPlayer
*/
public Player getCurrentPlayer() {
return currentPlayer;
}
/**
* @param currentPlayer the currentPlayer to set
*/
public void setCurrentPlayer(Player currentPlayer) {
this.currentPlayer = currentPlayer;
}
private void move(double l) {
currentPlayer.setPosition(currentPlayer.getPosition() + (int) l);
changeActualPostion();
if (currentPlayer.getPosition()>=64){
this.txtStatus.setText(this.currentPlayer.getName() + ” wins!!!!”);
this.btnRoll.setEnabled(false);
}
try {
BufferedImage image = ImageIO.read(new File(“lib/board.gif”));
Graphics g = image.getGraphics();
int transparency = 90;
Color color =new Color(255, 0, 0, 255 * transparency / 100);
int x = getX(player1.getPosition());
int y = getY(player1.getPosition());
g.setColor(color);
g.fillOval(x, y, 30, 30);

int x2 = getX(player2.getPosition());
int y2 = getY(player2.getPosition());
color = new Color(255, 255, 0, 255 * transparency / 100);
g.setColor(color);
g.fillOval(x2, y2, 30, 30);
ImageIcon icon = new ImageIcon(image);
icon.getImage().flush();
lblMain.setIcon(icon);
//ImageIO.write(image, “jpg”, new File(“d:\\temp\\output.bmp”));

} catch (Exception e) {
System.out.println(e);
}
if (currentPlayer.getName().equals(“Player1”)) {
this.player1.setPosition(currentPlayer.getPosition());
} else {
this.player2.setPosition(currentPlayer.getPosition());
}

}

private void rollAgain() {
double l = Math.ceil(Math.random() * 6);
this.lblDiceValue.setText(“Dice rolles out number…….” + (int) l);
move(l);
}
private void changeActualPostion() {
switch (currentPlayer.getPosition()) {
case 3:
currentPlayer.setPosition(18);
break;
case 19:
currentPlayer.setPosition(5);
break;
case 24:
currentPlayer.setPosition(39);
break;
case 27:
currentPlayer.setPosition(8);
break;
case 29:
currentPlayer.setPosition(53);
break;
case 62:
currentPlayer.setPosition(32);
break;
case 58:
currentPlayer.setPosition(41);
break;
case 48:
currentPlayer.setPosition(63);
break;
}
}
private int getX(int pos) {
int x = 0;
switch (pos) {
case 1:
x = 20;
break;
case 2:
x = 82;
break;
case 3:
x = 82 + 62;
break;
case 4:
x = 82 + 62 + 62;
break;
case 5:
x = 82 + 62 + 62 + 62;
break;
case 6:
x = 82 + 62 + 62 + 62 + 62;
break;
case 7:
x = 82 + 62 + 62 + 62 + 62 + 62;
break;
case 8:
x = 82 + 62 + 62 + 62 + 62 + 62 + 62;
break;
case 9:
x = 82 + 62 + 62 + 62 + 62 + 62 + 62;
break;
case 10:
x = 82 + 62 + 62 + 62 + 62 + 62;
break;
case 11:
x = 82 + 62 + 62 + 62 + 62;
break;
case 12:
x = 82 + 62 + 62 + 62;
break;
case 13:
x = 82 + 62 + 62;
break;
case 14:
x = 82 + 62;
break;
case 15:
x = 82;
break;
case 16:
x = 20;
break;
case 17:
x = 20;
break;
case 18:
x = 82;
break;
case 19:
x = 82 + 62;
break;
case 20:
x = 82 + 62 + 62;
break;
case 21:
x = 82 + 62 + 62 + 62;
break;
case 22:
x = 82 + 62 + 62 + 62 + 62;
break;
case 23:
x = 82 + 62 + 62 + 62 + 62 + 62;
break;
case 24:
x = 82 + 62 + 62 + 62 + 62 + 62 + 62;
break;
case 25:
x = 82 + 62 + 62 + 62 + 62 + 62 + 62;
break;
case 26:
x = 82 + 62 + 62 + 62 + 62 + 62;
break;
case 27:
x = 82 + 62 + 62 + 62 + 62;
break;
case 28:
x = 82 + 62 + 62 + 62;
break;
case 29:
x = 82 + 62 + 62;
break;
case 30:
x = 82 + 62;
break;
case 31:
x = 82;
break;
case 32:
x = 20;
break;
case 33:
x = 20;
break;
case 34:
x = 82;
break;
case 35:
x = 82 + 62;
break;
case 36:
x = 82 + 62 + 62;
break;
case 37:
x = 82 + 62 + 62 + 62;
break;
case 38:
x = 82 + 62 + 62 + 62 + 62;
break;
case 39:
x = 82 + 62 + 62 + 62 + 62 + 62;
break;
case 40:
x = 82 + 62 + 62 + 62 + 62 + 62 + 62;
break;
case 41:
x = 82 + 62 + 62 + 62 + 62 + 62 + 62;
break;
case 42:
x = 82 + 62 + 62 + 62 + 62 + 62;
break;
case 43:
x = 82 + 62 + 62 + 62 + 62;
break;
case 44:
x = 82 + 62 + 62 + 62;
break;
case 45:
x = 82 + 62 + 62;
break;
case 46:
x = 82 + 62;
break;
case 47:
x = 82;
break;
case 48:
x = 20;
break;
case 49:
x = 20;
break;
case 50:
x = 82;
break;
case 51:
x = 82 + 62;
break;
case 52:
x = 82 + 62 + 62;
break;
case 53:
x = 82 + 62 + 62 + 62;
break;
case 54:
x = 82 + 62 + 62 + 62 + 62;
break;
case 55:
x = 82 + 62 + 62 + 62 + 62 + 62;
break;
case 56:
x = 82 + 62 + 62 + 62 + 62 + 62 + 62;
break;
case 57:
x = 82 + 62 + 62 + 62 + 62 + 62 + 62;
break;
case 58:
x = 82 + 62 + 62 + 62 + 62 + 62;
break;
case 59:
x = 82 + 62 + 62 + 62 + 62;
break;
case 60:
x = 82 + 62 + 62 + 62;
break;
case 61:
x = 82 + 62 + 62;
break;
case 62:
x = 82 + 62;
break;
case 63:
x = 82;
break;
case 64:
x = 20;
break;
}
return x;
}
private int getY(int pos) {
int y = 0;
if (pos > 0 && pos < 9) {
y = 60 + 62 + 62 + 62 + 62 + 62 + 62 + 62;
}
if (pos > 8 && pos < 17) {
y = 60 + 62 + 62 + 62 + 62 + 62 + 62;
}
if (pos > 16 && pos < 25) {
y = 60 + 62 + 62 + 62 + 62 + 62;
}
if (pos > 24 && pos < 33) {
y = 60 + 62 + 62 + 62 + 62;
}
if (pos > 32 && pos < 41) {
y = 60 + 62 + 62 + 62;
}
if (pos > 40 && pos < 49) {
y = 60 + 62 + 62;
}
if (pos > 48 && pos < 57) {
y = 60 + 62;
}
if (pos > 56) {
y = 60;
}
return y;
}

Finally the missing piece is the Player domain itself. We need to maintain the status, position, name and icon. Status is basically “turn”. Position is the token’s position. Icon is basically what color – “yellow” or “red”.

package snakesandladder.domain;
/**
*
* @author tesnep
*/
public class Player {
private boolean status;
private String icon;
private String name;
private int position;
public Player(String icon, String name){
setPosition(0);
setStatus(false);
setIcon(icon);
setName(name);
}
/**
* @return the status
*/
public boolean isStatus() {
return status;
}
/**
* @param status the status to set
*/
public void setStatus(boolean status) {
this.status = status;
}
/**
* @return the icon
*/
public String getIcon() {
return icon;
}
/**
* @param icon the icon to set
*/
public void setIcon(String icon) {
this.icon = icon;
}
/**
* @return the name
*/
public String getName() {
return name;
}
/**
* @param name the name to set
*/
public void setName(String name) {
this.name = name;
}
/**
* @return the position
*/
public int getPosition() {
return position;
}
/**
* @param position the position to set
*/
public void setPosition(int position) {
this.position = position;
}
}

When you run, you may need to resize the GUI. Please also note that I did not show all the IDE generated GUI code as that would make it too long to read.

FYI: http://forum.codecall.net/topic/71330-java-swing-game-snakes-ladders/#axzz294rcg3MR

This is the same contribution I made to CodeCall.NET

One thought on “Snakes and Ladders in Java Swing

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