这种 MVC 方法是编写数独游戏的好方法吗?

Is this MVC method a good way to program a Sudoku Game?

我正在制作数独游戏。我来这里是为了寻求帮助,因为我完全被困在我的代码中了。我不是要你完成我的代码,我知道那不是你的工作。只需提示下一步该怎么做就很棒!

我使用 MVC 和 Swing Components for GUI 来简化代码。我对每个领域和方法进行了划分,以便了解下一步该做什么,但我很困惑。我特别难以理解如何执行以下方法:

型号

public class GameSudokuModel {



    // states -- fields
    Scanner userInput = new Scanner (System.in); // accept user input

    // int levelDifficulty = 0; // level of difficulties

    int [] gridSize ; // Sudoku 9x9 == 81 cells -- used to initialize grid or solve puzzle --

    int [] subGridSize ; // a sub-grid = 9 cells

    int gameMove = 0; // calculate the total number of moves per game // ++makeMove and --cancelMove
    int [] gameCell = {1, 2, 3, 4, 5, 6, 7, 8, 9}; // a cell contain a list of choices numbers 1-9

    int currentGameTime = 0; // calculates the total time to complete a puzzle

    String currentPlayerName = userInput.nextLine(); // player name
    // end of fields





    //behaviors -- methods

    /******************************************************
     * 
     * Method calculateGameTime (initialiserGrille)
     * 
     * 
     * Calculates time
     * 
     * The stopwatch starts when the player makes ​​his first move
     * 
     *
     * 
     ******************************************************/



    public class calculateGameTime{

}





    /******************************************************
     * 
     * Method initializeGrid (initialiserGrille)
     * 
     * 
     * Used to initialize a grid
     * 
     * Reset the grid ( back to the original Sudoku grid ) using the list of moves .
     * 
     * 
     * 
     *
     * 
     ******************************************************/


    public class initializeGrid {

    }





    /******************************************************
     * 
     * Method levelDifficulty
     * 
     * 
     * Established the parameters of level of difficulty
     *
     * 
     * @param beginner
     * @param expert
     * @return 
     ******************************************************/


     public int levelDifficulty (int beginner, int expert){

  while(true)
  {
    int levelDifficulty = 0;

    levelDifficulty= userInput.nextInt();
    System.out.println (" ");

    if(levelDifficulty < beginner || levelDifficulty> expert){
        System.out.print (" You must choose 1, 2 or 3." + "Please try again : ");
        System.out.println (" ");


    }

    else

        return levelDifficulty;

  }


 }




     /****************************************************
     * Method chooseGameDifficulty (chosisirNiveauDifficulte)
     * 
     * The method makes possible to choose the level of complexity of a grid
     * 
     * (1) beginner: the player starts the game with a grid made ​​up to 75% (81 * 0.75) 
     * 
     * (2) Intermediate : the player starts the game with a grid made ​​up to 50% (81 * 0.50)
     * 
     * (3) Expert : the player starts the game with a grid made ​​up to 25% (81 * 0.25)
     * 
     * Numbers are set randomly on the grid every new game
     * 
     * @param beginner
     * @param intermediate
     * @param expert
     ******************************************************/


public void chooseGameDifficulty(int beginner, int intermediate, int expert){

    boolean entreeValide;
    int levelDifficulty;
    String reponse;
    levelDifficulty= levelDifficulty(beginner,expert); // call function levelDifficulty()

        if(levelDifficulty==beginner)
            //get easy level grid (getter)

            //set easy level grid (setter)


    if(levelDifficulty==intermediate)
        //get intermediate level grid  (getter)

            //set intermediate level grid (setter)


    if(levelDifficulty==expert)
        //get expert level grid (getter)

            //set easy expert grid (setter)
            }



    /****************************************************
     * Method solvePuzzle (resoudrePuzzle)
     * 
     * This method makes possible to solve the entire grid meaning all the 81 cells
     * 
     ******************************************************/


    public class solvePuzzle {
    }




    /****************************************************
     * Method makeMove (fairePlacement)
     * 
     * Save a record of the player's actions on the grid.
     * 
     * 
     * 
     * (1) make move on the grid ; 
     * (2) save moves in an array list
     * 
     ******************************************************/



    public class makeMove {




        //choose a cell , enter a number on the cell and confirm the selection



        // adds move to the array list
        int makeMove = gameMove++;
    }




     /****************************************************
     * Method cancelMove (annulerPlacement)
     * 
     * 
     * 
     * (1) retrieve the last instance in the arraylist (using the remove method and the size method to determine the number of elements )
     * (2) cancel the move in the grid.
     * 
     ******************************************************/


    public class cancelMove {


        //choose a cell , remove the number on the cell and confirm the cancellation



        //substracts move from array list
        int cancelMove = gameMove--;

    }






}

initializeGridchooseGameDifficulty 并不是模型的真正特征。该模型维护数据的当前状态,并使用规则来管理它。

从技术上讲,这些功能应该是某种工厂的功能,给定难度级别将 return 模型的实例

public class SudokuFactory { 
    public enum Difficulty {
        HARD,
        MODERATE,
        EASY
    }

    public SudokuModel createModel(Difficulty difficult) {
        // Make a new model based on the rules for your difficulty
        // settings
    }
}

模型将只包含管理它的信息和功能

你也应该在实际可行的情况下避免static,它不应该被用作交叉class通信机制,如果你需要共享数据,你应该通过它。 static 只会让整个事情更难管理和调试

视图将从用户那里获取信息(如难度级别),控制器将使用这些信息来构建新模型。然后该模型将被传递给一个新的控制器,该控制器将生成一个新视图,该视图应显示模型的当前状态。

然后控制器将响应视图中的更改,更新模型,控制器将响应模型中的更改并更新视图。

您也应该更喜欢使用 interfaces over implementation

因此,根据我对数独的(相当可悲的)理解,您可以使用像 ...

这样简单的模型
public interface SudokuModel {
    public void setValueAt(int value, int row, int col) throws IllegalArgumentException;
    public int getValueAt(int row, int col);
}

现在,就我个人而言,我有一个具有两个缓冲区的实现,一个代表实际 game/solution,另一个代表玩家数据(pre-filled 基于难度级别), 现在您可以拥有一个缓冲区,但是您需要不断扫描网格以查看新值是否有效而我太懒了 ;)