
* Pattern 28: package com.javainterviewpoint ĥ 4 3 2 1 Pattern 30: package com.javainterviewpoint Į D C B A Pattern 32: package com.javainterviewpoint * Pattern 27: package com.javainterviewpoint Pattern 20: package com.javainterviewpoint Į D C B A Pattern 21: package com.javainterviewpoint Pattern 16: package com.javainterviewpoint ĥ 4 3 2 1 Pattern 17: package com.javainterviewpoint Is it still recursion if you call the same thod() but using different objects, as in calling ow(n-1) within Hex.Pattern Programs In Java Pattern 1: package com.javainterviewpoint *A question occurred to me while working on this project and I never found the answer. If, as you said, you only stored the links, you could find mouse hits by recursively* stepping through the list from the center the same way you would ‘grow’ the array, but I feel that would end up having more overhead than even an ArrayList. However, the whole reason I went with the links was to avoid populating that list (so that I could throw together arbitrary boards of various shapes and sizes by removing neighbors w/o worrying about null pieces). from it) and using the links for faster interaction operations (like moving a piece) and the master list for global events (drawing, updating, and mouse events). Basically you would be supporting both methods of map storage (b/c laying out the master list like this would support finding neighbors etc. Changing how that was stored (say a 2d array or what Riven posted rather than an ArrayList) could conceivably speed that up to O(1) (assuming theres a correlation between location and index) and allow for clipping unseen hexes for drawing, though populating the list would be more complicated. If you establish the hex grid solely through linking from a central spot, can you still do pixel - hex coordinate conversion for mouse events and such? What about finding the viewable hexes for efficient drawing?įor my purposes, keeping a master list of hexagons and iterating through them to find any ‘hits’ for the mouse event was perfectly acceptable, though that might be too slow in very large lists. I should have realized that as I got all the movable spaces, I could build paths (and only keep the shortest), because that’s essentially what its doing anyways.

Ideas, examples, or even vague ramblings will all be appreciatedĮDIT: Nevermind, I figured it out, and I’m an idiot.

So if there is the possibility of missing/occupied hexes and there is a set limit of moves, any1 have a good suggestion for finding the shortest path without mapping out all possible paths? I was thinking of finding a hex close to the midpoint mapping out an area around it that makes use of the moves available and then finding the path, but I’m not quite sure how I could do that and still ensure that, if a path exists with the given limit of moves, it will be found… All I want to say is that it makes use of the linked neighbors concept, and recursion is the best way to move through them. I’m now working on the AI for path finding, but I want to do the specifics on my own (so I’m not posting the code).
#Java hexagonal game code
Hexagon = isValid(n+y+1) ? grid : null Īnd the prize for least readable code goes toooo… :persecutioncomplex: Public void fillNeighboursOfIndex(int n, Hex hexagon) Public void fillPositionOfIndex( int n, float result )

Get the 2D coordinates of the cell at index N:
