int number_of_grid_cells = 16; // Set the number of cells of the board here 9, 16, 25 etc color piece_color = color(255, 175, 0); color background_color = color(235, 231, 178); color piece_shadow_dark = color(206, 141, 0); color piece_shadow_light = color(255, 214, 126); int z, t, p, piece_number, row_length, piece_side_length; PuzzlePiece[] piece = new PuzzlePiece[number_of_grid_cells]; // Number of puzzle pieces objects array void setup() { size(400, 400); // Window size width and height must be egual background(200, 50, 0); row_length = int(sqrt(number_of_grid_cells)); piece_side_length = width/row_length; textSize(piece_side_length/2.7); textAlign(CENTER); PVector[] xy_values = new PVector[number_of_grid_cells]; // Setting the x and y values for each cell on grid for (int i = 0; i < number_of_grid_cells; i += row_length) { // Values are the top left pixel of the cell for (int j = 0; j < row_length; j++) { xy_values[z] = new PVector(); xy_values[z].x = j*piece_side_length; xy_values[z].y = t*piece_side_length; z++; } t++; } int[] place = new int[number_of_grid_cells]; // This array is to help placing the pieces randomly and store values in piece objects array for (int i = 0; i < number_of_grid_cells; i++) place[i] = 0; piece_number = 0; while (piece_number < number_of_grid_cells) { // Placing pieces randomly in grid p = int(random(0, number_of_grid_cells)); if (place[p] == 0) { // Once placed will be set to 1 to avoid designing again at this location piece[piece_number] = new PuzzlePiece(piece_number, xy_values[p].x, xy_values[p].y); // Creating the piece objects array place[p] = 1; piece[piece_number].design(); // Design newly create piece object piece_number++; } } } void draw() { for (int i = 0; i < number_of_grid_cells; i++) { // Search all piece object indexes and verify which one is mouse pressed in this loop if (mousePressed == true && mouseX >= piece[i].xPosition() && mouseX <= piece[i].xPosition()+piece_side_length && mouseY >= piece[i].yPosition() && mouseY <= piece[i].yPosition()+piece_side_length && piece[i].pieceNumber() != 15) { if (pieceMove(piece[number_of_grid_cells-1].xPosition(), piece[number_of_grid_cells-1].yPosition(), piece[i].xPosition(), piece[i].yPosition())) { float temp_x = piece[number_of_grid_cells-1].xPosition(); // Remember x and y value of final piece index (white piece) float temp_y = piece[number_of_grid_cells-1].yPosition(); piece[number_of_grid_cells-1].storePos(piece[i].xPosition(), piece[i].yPosition()); // Store clicked x and y value in final index of piece array piece[i].storePos(temp_x, temp_y); // Store temp x and y value (the last/previous final index values) in current clicked piece index piece[number_of_grid_cells-1].design(); // draw the final index piece index (only final piece index is painted white) piece[i].design(); // Draw a numbered piece of current index } } } } boolean pieceMove(float final_index_piece_x, float final_index_piece_y, float current_index_x, float current_index_y) { // If both x values from clicked and white piece have same value meaning in same horizontal column // AND current clicked y value is equal to white piece y value - piece side lenght OR current clicked y value + piece side lenght is egual to white piece y if (current_index_x == final_index_piece_x && (current_index_y == final_index_piece_y-piece_side_length || (current_index_y == final_index_piece_y+piece_side_length))) return true; // If both y values from clicked and white piece have same value meaning in same vertical column // AND current clicked x value is equal to white piece x value - piece side lenght OR current clicked x value + piece side lenght is egual to white piece x else if (current_index_y == final_index_piece_y && (current_index_x == final_index_piece_x-piece_side_length || (current_index_x == final_index_piece_x+piece_side_length))) return true; else return false; } class PuzzlePiece { int piece_number; float x_pos, y_pos; PuzzlePiece(int _piece_nr, float _xp, float _yp) { piece_number = _piece_nr; x_pos = _xp; y_pos = _yp; } void storePos(float _xp, float _yp) { x_pos = _xp; y_pos = _yp; } int pieceNumber() { return piece_number; } float xPosition() { return x_pos; } float yPosition() { return y_pos; } void design() { noStroke(); fill(piece_color); if (piece_number == number_of_grid_cells-1) fill(background_color); rect(x_pos+1, y_pos+1, piece_side_length-1, piece_side_length-1); if (piece_number != number_of_grid_cells-1) { fill(0); // Black text shadow text(piece_number+1, x_pos+piece_side_length/2+1, y_pos+piece_side_length/2+textAscent()/2); fill(255); text(piece_number+1, x_pos+piece_side_length/2, y_pos+piece_side_length/2+textAscent()/2); stroke(piece_shadow_dark); line(x_pos+piece_side_length-1, y_pos+1, x_pos+piece_side_length-1, y_pos+piece_side_length-1); // Right side shadow line(x_pos+2, y_pos+piece_side_length, x_pos+piece_side_length-1, y_pos+piece_side_length); // Bottom side shadow stroke(piece_shadow_light); line(x_pos+2, y_pos-1, x_pos+2, y_pos+piece_side_length); // Left bright line(x_pos+2, y_pos+1, x_pos+piece_side_length-1, y_pos+1); // Upper bright } } }