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#include <iostream>
#include <SDL2/SDL.h>
#include <cmath>
#include <ctime>
#include <vector>
#include <utility>
int main(int argc, char const *argv[]) {
SDL_Window * window;
SDL_Renderer * renderer;
SDL_Surface * img; // Surface is used as temp place for bmp's
SDL_Texture * tex; // Full tile sheet
int w=32; // img and boad size
int minesCount = 10;
bool isRunning=true;
srand(time(NULL));
// Init SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cout << "We f'd up: " << SDL_GetError() << '\n';
return -1;
}
// Create window ready to be drawn
if (SDL_CreateWindowAndRenderer(320, 320,SDL_WINDOW_OPENGL, &window, &renderer)<0) {
std::cout << "We did f again: " << SDL_GetError() << '\n';
SDL_DestroyRenderer(renderer); // Just to be safe...
SDL_DestroyWindow(window); // Just to be safe...
SDL_Quit();
return -2;
}
// LOAD TEXTURE
// "Sheet" explained later
img = SDL_LoadBMP("gfx.bmp");
tex = SDL_CreateTextureFromSurface(renderer, img);
SDL_FreeSurface(img); // Use img later if needed for more textures
// Basic struct for nodes of tiles in display
struct Tile {
bool isMine;
int n; // Neighbors
bool isRevealed=false;
};
// init board
Tile board[10][10];
for (int i = 0; i < 10; i++) {
for (int j = 0; j < 10; j++) {
board[i][j].isMine=false;
board[i][j].n=0;
}
}
// Fill board with minesCount of mines.
int m=0;
while(m<minesCount) {
int x=rand()%10;
int y=rand()%10;
if (board[x][y].isMine)
continue;
board[x][y].isMine=true;
m++;
}
// Calculate neighbors
for (int i = 0; i < 10; i++) {
for (int j = 0; j < 10; j++) {
// If this is mine, skip it
if (board[i][j].isMine) {
board[i][j].n=9; // Choose correct texture from sheet tho
continue;
}
int n=0;
// Calculate all neighbors on 3x3 grid around tile
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
int xoff=i+x;
int yoff=j+y;
// Do not count outside array
if (xoff<0 || xoff>9 || yoff<0 || yoff>9)
continue;
if (board[xoff][yoff].isMine)
n++;
}
// Update neighbor count to the struct
board[i][j].n=n;
}
}
}
// Main loop
while (isRunning) {
// We want to use black background
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
// Clear the screen with current background color
SDL_RenderClear(renderer);
// DO DRAW
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
for (int i = 0; i < 10; i++) {
for (int j= 0; j < 10; j++) {
// for showing grid at start
SDL_Rect rect;
rect.x=i*w;
rect.y=j*w;
rect.w=w;
rect.h=w;
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
SDL_RenderFillRect(renderer, &rect);
// outline
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderDrawRect(renderer, &rect);
// Player has clicked on tile and we want to show tilesheet graphics
// Continue loop since current tile has not yet been revealed
if (!board[i][j].isRevealed)
continue;
// Make sure we display correct texture within spritesheet
// spritesheet is divided in 10 sprites from 0 to 8 mines
// and of course the mine itself.
SDL_Rect n;
n.w=w;
n.h=w;
n.y=0;
// Selecting correct tile
n.x=board[i][j].n*w;
// Copy correct texture from textures sheet
SDL_RenderCopy(renderer, tex,&n,&rect);
}
}
// Handle inputs
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
isRunning=false;
}
if (e.type == SDL_MOUSEBUTTONDOWN) {
int mouseX, mouseY;
Uint32 buttons; // NOTE: button_state is 32 bit integer
buttons = SDL_GetMouseState(&mouseX, &mouseY); // getting state
// Make sure mouse pointer is in field (and window)
if (mouseX<0 || mouseX>320 || mouseY<0 || mouseY>320)
continue;
if (buttons & SDL_BUTTON(SDL_BUTTON_LEFT) ){ // Left mouse button
// calculate which tile we are in and reveal it
int i,j;
i=mouseX/w;
j=mouseY/w;
board[i][j].isRevealed=true;
// Crap.. We actually hit cell without neighboring mines
// TODO: Reveal only horizontal/vertical neigbors; not diagonal?
if (board[i][j].n==0) {
// Flood fill time!!
std::vector <std::pair<int,int>> pairs;
auto pair = std::make_pair(i,j);
pairs.push_back(pair);
// Loop until all 0's are filled.
while (!pairs.empty()) {
// Get last pair out of que
auto current = pairs.back();
pairs.pop_back();
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
int xoff=current.first+x;
int yoff=current.second+y;
// Do not count outside array
if (xoff<0 || xoff>9 || yoff<0 || yoff>9)
continue;
// skip if revealed
if (board[xoff][yoff].isRevealed)
continue;
// finally reveal neigbor
board[xoff][yoff].isRevealed=true;
// if revealed tile is 0 also. push it back to be checked
if (board[xoff][yoff].n==0) {
auto newpair = std::make_pair(xoff, yoff);
pairs.push_back(newpair);
}
}
}
}
}
}
}
}
// Show currrent frame
SDL_RenderPresent(renderer);
// Sleep a bit TODO: fps gapping?
SDL_Delay(20);
}
SDL_Delay(200);
// Be kind and clean afterwards
SDL_DestroyTexture(tex);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
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