The project involves implementing in Java, a board game called IQ-focus made by the games developer SmartGames.
The game is a puzzle. At the start, the player selects a challenge which defines the color of each of the nine squares in the central board area. The objective is to place all ten colored playing pieces onto a board comprising 43 locations (indents). The player must place the pieces such that they: a) fit together correctly on the board, without overlaps or gaps, and b) satisfy the challenge.
A completed game:
A game starts by choosing a challenge which specifies the color of the nine central squares. Here is the chosen challenge for the game above (this happens to be challenge 1 that comes with the game):
Each challenge has just one solution. When we refer to solutions, we ignore piece rotations that take up the same space on the board. Such rotations are described as symmetric, which is defined in more detail below.
The following sequence shows one possible progression of a solution to the game above (note that the order in which the pieces are played is not important; this is just one possible ordering).
The game is played on a board comprised of 43 locations arranged
in a 9x5 grid. In the real-world game, each location consists of a
square indent into which a piece may fit. In our game, locations are
encoded as two digits, the first one identifying the column from 0
to 8
, followed by another identifying the row from 0
to 4
. For
example, in the game above, the first piece is put on position 30
and the second is put on 32
. Note that pieces are addressed as XY
where X
identifies the column where the left-most square of the
piece is in, and Y
identifies the row where the top square of the
piece is in. Yellow dots in the diagram above indicate the
point of reference (i.e. the top-most row and left-most column
occupied by the piece).
The game comprises 10 playing shapes, each of which is made of plastic and consists of three, four, or five connected squares (see the photo above). The pieces fit neatly into the indents in the plastic board formed by the 43 locations.
Each piece can be rotated at 90 degree increments, allowing for 4 different orientations. The following illustration shows all 40 possible combinations of the 10 pieces and 4 orientations. (Yellow dots indicate the point of reference for the piece's location, described below).
Notice that piece f
and piece g
are symmetric, so rotating them
twice will not change the shape (for example fxy0
is identical to
fxy2
). We describe that as 'strictly
symmetric'. We ignore the
redundant rotations with higher numberings (e.g. fxy2
, fxy3
,
gxy2
and gxy3
are ignored).
For a piece placement to be valid, the following must be true:
- All squares comprising each piece must be placed on valid board locations (no part of a piece may be off the board).
- All squares comprising each piece must be placed on vacant board locations (pieces may not overlap).
A challenge string consists of a sequence of exactly nine characters,
each describing the color of one square in the central 3x3 board area.
There are four colors: White
, Red
, Blue
and Green
, which are
encoded as 'W'
, 'R'
, 'B'
and 'G'
respectively.
For the sample challenge below, the challenge string is "RRRBWBBRB"
,
which is achieved by tracing the central board area with this order:
A placement string consists of between one and ten (inclusive) piece
placements (pieces a
to j
). The placement string may not
include any piece twice. A completed game must include ten piece
placements. Each piece placement is described using four characters.
For example, the game described above is characterized (when complete)
by the string "a000b013c113d302e323f400g420h522i613j701"
. Note that
the placement string is ordered (piece a
first, and piece j
last),
which is a requirement for valid placement strings.
A piece placement string consists of four characters describing the location and orientation of one particular piece on the board:
- The first character identifies which of the ten shapes is being
placed (
a
toj
). - The second character identifies which column the left of the
piece is in (columns are labelled
0
to9
). - The third character identifies which row the top of the piece is
in (rows are labelled
0
to4
). - The fourth character identifies which orientation the piece is
in (
0
to3
for four rotations as illustrated above).
The image above shows the first and fourth characters for each of the pieces in each of their orientations (40 in total). For example, at top left, 'a0' describes piece 'a' at orientation '0'. Below it, 'b0' describes piece 'b' at orientation '0'. At the bottom right 'j3' describes piece 'j' at orientation '3'. And so on. A piece placement string starts and ends with these two characters and has two more in between which describe where the piece is placed.