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Abstract:
I. INTRODUCTION
The fifteen-puzzle is the oldest type of sliding block puzzle. Sam Loyd is often
wrongly credited with making sliding puzzles popular based on his false claim that he
invented the fifteen puzzle. The 15 Puzzle, invented by Noyes Chapman, created a puzzle
craze in 1880. Unlike other tour puzzles, a sliding block puzzle prohibits lifting any piece off
the board. This property separates sliding puzzles from rearrangement puzzles. Hence finding
moves, and the paths opened up by each move, within the two-dimensional confines of the
board, are important parts of solving sliding block puzzles. A sliding puzzle, sliding block
puzzle, or sliding tile puzzle challenges a player to slide usually flat pieces along certain
routes (usually on a board) to establish a certain end-configuration.
• Windows 95/98/ME/2000/XP
• 32 MB RAM
• 15 MB free disk space
• Java Run Time Environment
• Microsoft Office 2000/2003/2007
c) Implementation environment
d) Algorithm:
The algorithm used in creating the game is “Random Algorithm” through which the
users will a different game when he/she plays .When user selects Scramble button they will
get different games by using this “Random Algorithm”.
PROCEDURE OF PLAY
The player must use right, Left, Up, Down buttons to arrange the picture in a correct
order. User must try to resolve the picture in less no. of moves as each move made by the
user is calculated and stored against his name in the data base.
RIGHT Used to move the selected fragment of the picture to its right hand side.
Left Used to move the selected fragment of the picture to its left hand side.
UP Used to move the selected fragment of the picture to its upper side.
DOWN Used to move the selected fragment of the picture to its downward side.
Components on the Applications
Picture Choice It is used to select different pictures to play the game. The picture
Box names are listed in the choice box.
Level It is used to select the level the user want to play .The different levels
are easy ,medium ,hard .User can select the level by using the mouse
or keyboard.
Scramble Button It is used to start the game, It scramble the picture based on the
choice and the level selected by the user.
Step 1:
First the user must select the picture in the choice box that he wants to play.
Step 2:
He then selects the level he wants to play. According to the level selected by the layer the
picture will be fragmented into pieces.
Step 3:
Step 4:
After completing the game congrats window will be displayed and the window asks the
user name that the game was played by.
Step 5:
This section helps the user to know the graphical environment of the application.In this
setion screen shots are presented in such a way that a laymen can also under stand the
application and can easily play it. The screen shots placed here are the different situations
the player undergoes in the application environment. The first visual of the application,
when it is executed, is as shown in Fig.1.
While clicking the Scramble button on the application, user playing the game gets new puzzle
depending on the picture and the level selected in the application.Based on these two values
new puzzle is generated in a random passion and is shown in the application. Each time when
scramble is clicked different puzzle is generated which is different from the previous one.
The visual representation is displayed in Fig-2.
Fig.3. Screen shot while clicking Solve Button.
While clicking the Solve button in the application the puzzle user playing is solved directly
and displayed on the application. The visual representation of this is displayed in Fig-3.
Fig-4. Screen shot while clicking Help Button.
While clicking the Help button the application a sub window showing the picture to
rearrange is viewed. The visual representation of the window is shown in Fig-4. The
picture in window will be picture the user selected to play, which will be displayed for 10
seconds and the window will be vanished with out user permission. With the help of this
window the user can get the idea how to resolve the picture, the user selected to play.
Fig-5. Screen shot while clicking High Scorers Button.
Top 5 scorers in each level are displayed in a window, while clicking the High Scorers button
on the application. The graphical picture that is displayed is shown in Fig-5. The screen will
be updated during the play depending on the number of moves user taken to finish the game.
Fig.6. Screen shot while completely rearranging the scrambled picture
When the user successfully finishes the game, He/She will get a Congrats window asking the
user to enter their name.Those entered names and the no.of.moves taken to finish the game
are stored in the database on behalf of the palyer name.As soon as the player enters there
name and clicks save data is stored in the database. While completing the puzzle, window
present in Fig-6 is viewed.
Picture resolver is an useful application for all stages of the people,through which
they can increase the thinking ability and able to think in a wider scence.This is more
attractive since it has been implemented in a graphical environment with an eye catching
look.The people who need to spend there lonely time with an usefulness can choose it as an
excellent application.It is a best solution for time passing with increasing memory power.
In this paper, the game is presented as an application, this is further can be extended
to implement in J2ME, which is a mobile edition through which it can be available to larger
section of the people.
V. REFERENCES
• http://en.wikipedia.org/wiki/Sliding_puzzle.
• JAVAComplete Reference Fifth Edition By Herbert Schildt.
• http://www.slocumpuzzles.com/.