私の問題はおそらくそれに簡単な答えがありますが、それは私に間違っても正しく動作するように見えないため、私が右クリックを使って旗を下ろすときのタイトルで読んだように、私は鉱山を打ったときに、旗を四角に置き、ゲームを続ける代わりにゲームを終わらせます。 ご協力いただければ幸いです。 編集:コードを編集して2つのbool文の中カッコを追加しましたが、主な問題は、私がフラグを配置したい正方形を右クリックすると、鉱山が襲撃され、プログラムは5秒後に終了して終了します。私が右クリックして旗を置くときに誰かが鉱山を爆破しないように助けてくれたら、本当に感謝します。 私のコードは以下の通りです、それは大部分がコメントされています書かれてC++ SDL Minesweeperフラグ爆弾を打つときにゲームを終了する
/*Compile using:
* gcc MinesweeperGraphics.cpp `sdl-config --libs` -lstdc++ -o MinesweeperGraphics.bin
* Supporting flags without ending program after it hits a bomb
*Win detection within program
*/
#include "SDL/SDL.h"
#include <string>
#include <iostream>
#include <cstdlib>
#include <time.h>
//The attributes of the screen
const int SCREEN_WIDTH = 270;
const int SCREEN_HEIGHT = 300;
const int SCREEN_BPP = 9;
//The surfaces that will be used
SDL_Surface *zero = NULL;
SDL_Surface *one = NULL;
SDL_Surface *two = NULL;
SDL_Surface *three = NULL;
SDL_Surface *four = NULL;
SDL_Surface *five = NULL;
SDL_Surface *six = NULL;
SDL_Surface *seven = NULL;
SDL_Surface *eight = NULL;
SDL_Surface *mine = NULL;
SDL_Surface *boom = NULL;
SDL_Surface *box = NULL;
SDL_Surface *flag = NULL;
SDL_Surface *background = NULL;
SDL_Surface *screen = NULL;
SDL_Event event;
using namespace std;
////////////////////////////////////////////////////////////
SDL_Surface *load_image(string filename)
{
SDL_Surface* loadedImage = NULL; //Temporary storage for the image that's loaded
SDL_Surface* optimizedImage = NULL; //The optimized image that will be used
loadedImage = SDL_LoadBMP(filename.c_str()); //Load the image
if(loadedImage != NULL) //If nothing went wrong in loading the image
{
optimizedImage = SDL_DisplayFormat(loadedImage); //Create an optimized image
SDL_FreeSurface(loadedImage); //Free the old image
}
return optimizedImage; //Return the optimized image
}
////////////////////////////////////////////////////////////
void apply_surface(int x, int y, SDL_Surface* source, SDL_Surface* destination)
{
SDL_Rect offset; //Make a temporary rectangle to hold the offsets
offset.x = x; //Give the offsets to the rectangle
offset.y = y;
SDL_BlitSurface(source, NULL, destination, &offset); //Blit the surface
}
////////////////////////////////////////////////////////////
int initializemines(int mines[11][11][2])
{
int x,y,z;
for (x=0;x<11;x++)
for (y=0;y<11;y++)
for (z=0;z<2;z++)
mines[x][y][z]=12;
for (x=1;x<10;x++)
for (y=1;y<11;y++)
for (z=0;z<2;z++)
mines[x][y][z]=0;
for (x=1;x<10;x++)
for (y=1;y<11;y++)
mines[x][y][0]=9*(int(rand()%8/7.0)); // 1/8 Chance of being a mine
return 0;
}
////////////////////////////////////////////////////////////
int calculatemines(int mines[11][11][2])
{
int x,y;
for (x=1;x<10;x++)
for (y=1;y<11;y++)
{
if (mines[x-1][y-1][0]==9) // Upper Left
mines[x][y][1]++;
if (mines[x][y-1][0]==9) // Upper
mines[x][y][1]++;
if (mines[x+1][y-1][0]==9) // Upper Right
mines[x][y][1]++;
if (mines[x-1][y][0]==9) // Left
mines[x][y][1]++;
if (mines[x-1][y+1][0]==9) // Lower Left
mines[x][y][1]++;
if (mines[x+1][y][0]==9) // Right
mines[x][y][1]++;
if (mines[x][y+1][0]==9) // Lower
mines[x][y][1]++;
if (mines[x+1][y+1][0]==9) // Lower Right
mines[x][y][1]++;
if (mines[x][y][0]==0) mines[x][y][0]=mines[x][y][1];
}
return 0;
}
////////////////////////////////////////////////////////////
int selectmines(int mines[11][11][2],int MouseX,int MouseY)
{
cout<<MouseX<<","<<MouseY<<"\n";
if (mines[MouseX][MouseY][0]==9) //Hit a Mine
{
mines[MouseX][MouseY][0]=10; //Boom
for (int x=1; x<10;x++)
for (int y=1; y<11;y++)
if (mines[x][y][0]==9) mines[x][y][0]=11; //Show other Mines
return 1;
}
else
{
mines[MouseX][MouseY][1]=9;
if (mines[MouseX][MouseY][0]==0) //Shows Neighbors of Zeros
for (int x=(MouseX-1); x<=(MouseX+1);x++)
for (int y=(MouseY-1); y<=MouseY+1;y++)
if (mines[x][y][1]<9) //If Neighbor <9
selectmines(mines,x,y); //Select Mines Again
}
return 0;
}
////////////////////////////////////////////////////////////
int printmines(int mines[11][11][2])
{
int x,y,z,gx,gy;
system("clear");
cout<<" ABCDEFGHIJKLMNOPQRSTUVWXYZ\n";
for (z=0;z<1;z++)
{
for (y=1;y<11;y++)
{
cout<<y<<" ";
if (y<10) cout<<" ";
for (x=1;x<10;x++)
{
// if (mines[x][y][0]==10) cout<<"☠";
// else if (mines[x][y][0]==11) cout<<"☢";
// else if (mines[x][y][1]<9) cout<<"⬜";
cout<<mines[x][y][z];
//////win conditions here I think
}
cout<<"\n";
}
cout<<"\n";
}
//Print Mines Graphically
for (y=1;y<11;y++)
{
gy=(y-1)*30;
for (x=1;x<10;x++)
{
gx=(x-1)*30;
if (mines[x][y][0]==10) apply_surface(gx, gy, boom, screen);
else if (mines[x][y][0]==11) apply_surface(gx, gy, mine, screen);
else if (mines[x][y][1]<9) apply_surface(gx, gy, box, screen);
else if (mines[x][y][0]==13) apply_surface(gx, gy, flag, screen);
else switch (mines[x][y][0])
{
case 0:
apply_surface(gx, gy, zero, screen);
break;
case 1:
apply_surface(gx, gy, one, screen);
break;
case 2:
apply_surface(gx, gy, two, screen);
break;
case 3:
apply_surface(gx, gy, three, screen);
break;
case 4:
apply_surface(gx, gy, four, screen);
break;
case 5:
apply_surface(gx, gy, five, screen);
break;
case 6:
apply_surface(gx, gy, six, screen);
break;
case 7:
apply_surface(gx, gy, seven, screen);
break;
case 8:
apply_surface(gx, gy, eight, screen);
break;
case 9:
apply_surface(gx, gy, flag,screen);
break;
}
}
}
if(SDL_Flip(screen) == -1) return 1;
return 0;
}
////////////////////////////////////////////////////////////
int main()
{
if(SDL_Init(SDL_INIT_EVERYTHING) == -1) //Initialize all SDL subsystems
return 1;
screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE); //Set up the screen
if(screen == NULL) //If there was an error in setting up the screen
return 1;
SDL_WM_SetCaption("Mine Sweeper", NULL); //Set the window caption
zero = load_image("Zero.bmp"); //Load the images
one = load_image("One.bmp");
two = load_image("Two.bmp");
three = load_image("Three.bmp");
four = load_image("Four.bmp");
five = load_image("Five.bmp");
six = load_image("Six.bmp");
seven = load_image("Seven.bmp");
eight = load_image("Eight.bmp");
mine = load_image("Mine.bmp");
boom = load_image("Boom.bmp");
flag = load_image("Flag.bmp");
box = load_image("Box.bmp");
background = load_image("Background.bmp");
char Letter;
bool win=false;
bool lose=false;
bool done=false;
int mines[11][11][2],MouseX=0,MouseY=0; // create mines array
srand (time(NULL)); // initialize random seed
initializemines(mines); //
calculatemines(mines);
while (!done)
{
printmines(mines);
while(SDL_PollEvent(&event)) //Did a Mouse Event Occur?
{
event.type == SDL_MOUSEBUTTONDOWN; //Was a Mouse Button Pressed?
switch (event.button.button)
{
case SDL_BUTTON_LEFT: //If the Left Button was Pressed
MouseX=event.motion.x/30+1;
MouseY=event.motion.y/30+1;
if ((event.motion.x>0)&&(event.motion.y>0))
done=selectmines(mines,MouseX,MouseY);
break;
case SDL_BUTTON_RIGHT: //If the Right Button was Pressed
MouseX=event.motion.x/30+1;
MouseY=event.motion.y/30+1;
if ((event.motion.x>0)&&(event.motion.y>0)) //Trying to get right click to work without
done=selectmines(mines,MouseX,MouseY); //ending game after hitting a bomb
mines[MouseX][MouseY][0]=13; //it currently lays the flag down but does not like bombs
if ((mines[MouseX][MouseY][0]==9)&&(mines[MouseX][MouseY][0]==10))
{ //so it kills the program despite
lose=false; //the bool statements
win=false;
mines[MouseX][MouseY][0]=13;
}
break;
}
for(int X=1;X<11;X++) //Checks to see if square hit was a bomb and if so it ends the program so it
for(int Y=1;Y<11;Y++) //won't randomly keep the program going until you decide to quit the program
if(mines[X][Y][0]==10) lose=true;
}
if(lose==true) done=true; //checks if done or not?
if(win==true) done=true;
}
printmines(mines);
SDL_Delay(5000);
SDL_FreeSurface(zero); //Free the surfaces
SDL_FreeSurface(one);
SDL_FreeSurface(two);
SDL_FreeSurface(three);
SDL_FreeSurface(four);
SDL_FreeSurface(five);
SDL_FreeSurface(six);
SDL_FreeSurface(seven);
SDL_FreeSurface(eight);
SDL_FreeSurface(mine);
SDL_FreeSurface(boom);
SDL_FreeSurface(flag);
SDL_FreeSurface(box);
SDL_FreeSurface(background);
SDL_Quit(); //Quit SDL
return 0;
}
私はそれを以前にしましたが、なんらかの理由で中括弧を取り除き、以前の方法に戻すことにしました。ありがとうございます。 – Sollux
これで問題は解決しましたか?もしそうなら、答えを受け入れてください。そうでない場合は、残りの問題を展開して質問を更新してください。 – Jfevold
それはしませんでしたが、問題の説明とコードを更新しました。 – Sollux