A simple version of the popular game "connect four" written in Java.
This repository has been archived on 2022-08-16. You can view files and clone it, but cannot push or open issues or pull requests.
Go to file
Dorian Zedler f8d89b6a53 Update .gitlab-ci.yml 2020-05-11 08:15:22 +00:00
build - fixed graphics issues 2020-02-25 21:19:29 +01:00
docs Update Doxyfile 2020-05-11 08:14:42 +00:00
src/de/itsblue/ConnectFour minor fixes and improvements 2020-03-04 14:19:37 +01:00
.classpath - fixed graphics issues 2020-02-25 21:19:29 +01:00
.gitignore created new look for GameBoard 2020-02-25 20:07:18 +01:00
.gitlab-ci.yml Update .gitlab-ci.yml 2020-05-11 08:15:22 +00:00
.project - fixed graphics issues 2020-02-25 21:19:29 +01:00
LICENSE added LICENSE 2020-02-13 19:46:00 +01:00
MANIFEST.MF - fixed graphics issues 2020-02-25 21:19:29 +01:00
README.md Update README.md 2020-02-25 14:49:14 +00:00
connect-four.code-workspace add workspace 2020-02-05 15:07:34 +01:00
graphics.xcf created new look for GameBoard 2020-02-25 20:07:18 +01:00

README.md

Connect Four

A simple version of the popular game "connect four" written in Java.

API docs

SOCKET API

Basic structure

The structure of the API is really simple. Commands consist of words separated by spaces. The first word is always the command, the following ones are the parameters. The commands are delivered via plain tcp sockets.

Data Types:

  • boolean:
    • 'true'
    • 'false'
  • int: Number
  • PlateType:
    • 'X' (red)
    • 'O' (black)
  • GameOverReason:
    • 'Winner' -> somebody won
    • 'Draw' -> the board is full
    • 'OpponentDisconnected' -> the opponent disconnected
    • 'Error' -> some error with the scket connection

Commands

  • setUsingPlateType
    • direction:
      • Server -> Client
    • usage:
      • This is the first command the server sends to the client after a connection is established.
      • The client shall use this plate type for his player.
    • parameters: 1: (PlateType) for the client to use
  • setIsMyTurn
    • direction:
      • Server -> Client
    • usage:
      • Sent to indicate which player's turn it currently is.
      • It is sent for every player after every move.
    • parameters:
      • 1: (PlateType) of the targeted player
      • 2: (boolean) If it is this player's turn
  • doMove:
    • direction:
      • Client -> Server
    • usage:
      • Sent in order to perform a move.
      • The server will respond with the command movePerformed or invalidMove
    • parameters:
      • 1: (int) Number of the column to insert the plate into
  • movePerformed
    • direction:
      • Server -> Client
    • usage:
      • Sent when a player (client- or serverside) has performed a move.
      • If the move was performed by the client, the command will be sent nevertheless.
    • parameters:
      • 1: (PlateType) of the player who performed the move.
      • 2: (int) Number of the column the plate was inserted into.
  • invalidMove
    • direction:
      • Server -> Client
    • usage:
      • Sent the client has tried to perform an invalid move (eg. when it was not his turn)
    • parameters:
      • 1: (int) the column the client tried to insert into
  • gameOver
    • direcion:
      • Server -> Client
    • usage:
      • Sent when the game is over
    • parameters:
      • 1: (GameOverReason) Reason for the end of the game.
      • 2: (PlateType) if parameter 1 is 'Winner' otherwise nothing
  • gameReset
    • direction:
      • Server <-> Client
    • usage:
      • Sent to indicate that the socket connection will be closed.
      • Just closing shall have the same effect.
      • If the game is not over yet, it shall be ended with the reason 'OpponentDisconnected'
    • parameters:
      • none

Example

The communiction between a server and a client could look like this:

Direction Command Meaning
Server -> Client setUsingPlateType X The client has to use the PlateTye X
Server -> Client setIsMyTurn O true It is the server's turn
Server -> Client setIsMyTurn X false
Server -> Client movePerformed O 6 The server inserted a Plate into column 6
Server -> Client setIsMyTurn O false
Server -> Client setIsMyTurn X true It is the client's turn
Client -> Server doMove 0 The client wants to insert a Plate into colum 0
Server -> Client movePerformed X 0 The move of the client was accepted and the move was performed
Server -> Client setIsMyTurn X false
Server -> Client setIsMyTurn O true It is the server's turn
Server -> Client movePerformed O 6 The server inserted a Plate into column 6
Server -> Client setIsMyTurn O false
Server -> Client setIsMyTurn X true
Client -> Server doMove 0
Server -> Client movePerformed X 0
Server -> Client setIsMyTurn X false
Server -> Client setIsMyTurn O true
Server -> Client movePerformed O 6
Server -> Client setIsMyTurn O false
Server -> Client setIsMyTurn X true
Client -> Server doMove 0
Server -> Client movePerformed X 0
Server -> Client setIsMyTurn X false
Server -> Client setIsMyTurn O true
Server -> Client movePerformed O 6
Server -> Client gameOver Winner O The game is over, the server won
Server -> Client gameReset The server performed a reset

This example ends with a board that looks like this:

---------
|       |
|       |
|      O|
|X     O|
|X     O|
|X     O|
---------