TopCoder Problem Statement - BrickByBrick

Simulate a BreakOut type game, where a ball bounces around destroying bricks.

001: /* 002: TopCoder 003: Single Round Match: 150 004: Division: 2 005: Level: 3 006: Points: 1100 007: Description: http://community.topcoder.com/stat?c=problem_statement&pm=1751 008: */ 009: 010: import java.util.HashSet; 011: import java.util.Set; 012: 013: public class BrickByBrick { 014: 015: /* 016: * Prints out the current state of the board and ball. The ball is 017: * represented as an 'o'. 018: */ 019: private static void printState(int[][] board, Ball ball) { 020: 021: System.out.println(ball.toString()); 022: 023: for (int y = 0; y < board.length; y++) { 024: for (int x = 0; x < board[0].length; x++) { 025: if ((y == ball.y) && (x == ball.x)) { 026: System.out.print('o'); 027: } else if (board[y][x] < 0) { 028: System.out.print('#'); 029: } else { 030: System.out.print(board[y][x]); 031: } 032: } 033: System.out.println(); 034: } 035: System.out.println(); 036: } 037: 038: public int timeToClear(String[] map) { 039: 040: int numBricks = 0; 041: 042: int sizeX = (map[0].length() * 2) + 1; 043: int sizeY = (map.length * 2) + 1; 044: 045: int[][] board = new int[sizeY][sizeX]; 046: 047: /* 048: * Create an indestructible boarder around the board. Indestructible 049: * bricks are represented by a -1. 050: */ 051: 052: // Top and bottom borders 053: for (int x = 0; x < sizeX; x++) { 054: board[0][x] = -1; 055: board[sizeY - 1][x] = -1; 056: } 057: 058: // Right and left borders 059: for (int y = 0; y < sizeY; y++) { 060: board[y][0] = -1; 061: board[y][sizeX - 1] = -1; 062: } 063: 064: // Load the board. 065: int y = 1; 066: for (String s : map) { 067: int x = 1; 068: for (char c : s.toCharArray()) { 069: switch (c) { 070: case '.': 071: break; 072: 073: case 'B': 074: numBricks++; 075: 076: /* 077: * Increase the count on all it's edges. If the edge 078: * is shared with an indestructible neighbor, 079: * leave it alone 080: */ 081: if (board[y - 1][x] >= 0) { 082: board[y - 1][x] += 1; 083: } 084: if (board[y + 1][x] >= 0) { 085: board[y + 1][x] += 1; 086: } 087: if (board[y][x - 1] >= 0) { 088: board[y][x - 1] += 1; 089: } 090: if (board[y][x + 1] >= 0) { 091: board[y][x + 1] += 1; 092: } 093: break; 094: 095: // Set the edges for an indestructible brick. 096: case '#': 097: board[y - 1][x] = -1; 098: board[y + 1][x] = -1; 099: board[y][x - 1] = -1; 100: board[y][x + 1] = -1; 101: } 102: x += 2; 103: } 104: y += 2; 105: } 106: 107: Ball ball = new Ball(); 108: 109: /* 110: * Holds a set of integers representing the state of the ball. If we 111: * see the same state again, then declare an infinite loop. 112: * The set is cleared whenever a brick is broken. 113: */ 114: final SetloopDetector = new HashSet<>(); 115: 116: int moves = 0; 117: 118: // Quit if we've seen this state before. 119: while (!loopDetector.contains(ball.getState())) { 120: 121: moves++; 122: 123: loopDetector.add(ball.getState()); 124: 125: // May not pass timing tests if this is enabled. 126: // printState(board, ball); 127: 128: ball.move(); 129: 130: // Space is empty 131: if (board[ball.y][ball.x] == 0) { 132: continue; 133: 134: // An indestructible brick, just change directions. 135: } else if (board[ball.y][ball.x] < 0) { 136: ball.changeDir(); 137: 138: // Found a brick to break 139: } else { 140: 141: numBricks--; 142: if (numBricks == 0) { return moves; } 143: 144: loopDetector.clear(); // Reset the infinite loop detector. 145: 146: int brokenBrick_x; 147: int brokenBrick_y; 148: 149: /* 150: * Determine if we hit a side of the brick, or the top/bottom. 151: * Use this to get the position of the middle of the brick. 152: */ 153: if (ball.isSide) { 154: brokenBrick_x = ball.x + ball.deltaX; 155: brokenBrick_y = ball.y; 156: } else { 157: brokenBrick_x = ball.x; 158: brokenBrick_y = ball.y + ball.deltaY; 159: } 160: 161: /* 162: * Decrement the count for all the edges of this brick, 163: * unless the edge is shared with an indestructible brick. 164: */ 165: if (board[brokenBrick_y][brokenBrick_x + 1] > 0) { 166: board[brokenBrick_y][brokenBrick_x + 1] -= 1; 167: } 168: if (board[brokenBrick_y][brokenBrick_x - 1] > 0) { 169: board[brokenBrick_y][brokenBrick_x - 1] -= 1; 170: } 171: if (board[brokenBrick_y - 1][brokenBrick_x] > 0) { 172: board[brokenBrick_y - 1][brokenBrick_x] -= 1; 173: } 174: if (board[brokenBrick_y + 1][brokenBrick_x] > 0) { 175: board[brokenBrick_y + 1][brokenBrick_x] -= 1; 176: } 177: 178: ball.changeDir(); 179: } 180: } 181: 182: return -1; // Infinit loop detected. 183: } 184: 185: private class Ball { 186: 187: int x; 188: int y; 189: short deltaX; 190: short deltaY; 191: 192: /* 193: * On every move, the ball alternates between passing through 194: * aTop/Bottom, or a Side 195: */ 196: boolean isSide = false; 197: 198: // Ball always starts in Top Left square going down and to the right. 199: Ball() { 200: this.x = 1; 201: this.y = 0; 202: this.deltaX = 1; 203: this.deltaY = 1; 204: } 205: 206: void move() { 207: x += deltaX; 208: y += deltaY; 209: isSide = !isSide; 210: } 211: 212: void changeDir() { 213: if (isSide) { 214: deltaX *= -1; 215: } else { 216: deltaY *= -1; 217: } 218: } 219: 220: /* 221: * Returns a unique int based on the position and movement of the 222: * ball. This will be used to determine if we've entered an infinite 223: * loop. If no bricks have been broken since the last time this 224: * state was seen, then it's time to quit. 225: */ 226: int getState() { 227: int state = 1; 228: state = (state * 100) + x; 229: state = (state * 100) + y; 230: state = (state * 10) + deltaX + 1; 231: state = (state * 10) + deltaY + 1; 232: return state; 233: } 234: 235: public String toString() { 236: return "X=" + x + " Y=" + y + " deltaX=" + deltaX + " deltaY=" + 237: deltaY + 238: " isSide=" + isSide + " state=" + getState(); 239: } 240: } 241:

This was a fun little problem to solve. I've left the printState() method in the source above so you can see the ball bouncing around. Just un-comment line 126 to enable it.

The first problem was in determining how to represent the board. I choose to use a 2-dimensional array, roughly twice as large (in each dimension) as the input array. First, the board is surrounded with indestructible bricks. This avoids the trouble of detecting when the ball reaches the edge of the plaing area. The two loops at lines 53, and 59 create this border.

The loop beginning at line 65 sets up the interior of the playing area. Each brick in the input maps to four surrounding edges in the board. The edges are represented as an integer which is a count of the number of bricks that share that edge. Any edge shared with an indestructible brick has a count of -1. The following example helps to illustrate:

Inuput:.B BBboard:-1 o -1 -1 -1 -1 . 1 B -1 -1 1 2 -1 -1 B 2 B -1 -1 -1 -1 -1 -1 o - The ball, at it's starting position. (Note: the .'s and B's in board are only present for illustration, they are not stored in the array.)

The next problem is how to model the ball's movement. The details of this are captured within the Ball class. There are two variables, x and y, that keep track of it's position. deltaX, and deltaY track how the position changes from move to move. deltaX and deltaY both initially have a value of 1. When the ball bumps into a brick, either deltaX or deltaY is multiplied by -1 to change it's direction.

An important insight is that on every move, the ball will alternate between passing through a top/bottom and a left/right edge. This state is stored in the Ball class's isSide boolean variable. So, if the ball hits a brick, and isSide is true, then we negate deltaX. If isSide is false, then deltaY is negated.

Collisions are detected by comparing the ball's position to the matching position in the board. If the board contains a -1, then the brick is indestructible, and we simple call changeDir(). If the board contains a number > 0, then a breakable brick has been hit. First, we decrement the brick count and check to see if all bricks have been destroyed. Failing that, we find the center of the brick that was hit using the ball's position, whether it's hitting a side or top/bottom, and the direction the ball was moving. This logic is done on lines 153-159. From the center, we decrement the edge count on all surrounding, non-indestructible, bricks. Note, that the edge the ball struck must now be 0.

In the illustration above, the ball will move down and right and encounters a 1. isSide will be true, so we know the center of the brick that was struck will either be one spot to the left or one to the right of the ball's current position. By looking at deltaX, we see the ball was moving left-to-right, and therefore, the center is the B on 2nd row from the top. On the next move, the ball will be moving right to left, and will strike the edge while isSide = false. The center of the brick will be the B in the second column from the left.

So far, we have a ball that will bounce around the arena destroying bricks until there are none left. The final step is to detect when there are un-reachable bricks. For this, I created a Set called loopDetector and the Ball class's getState() methods. On each move, getState() is called and the value is stored in the loopDetector. If the ball ever returns to the same position, and is moving in the same direction, then getState() will return a value that already exists in the loopDetector set. Declare an infinity loop, and return -1 to quit.. Whenever a brick is broken, the loopDetector set is cleared.

## No comments:

## Post a Comment