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main.cpp
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#include <SFML/Graphics.hpp>
#include <unordered_map>
#include <iostream>
#include <random>
#include <string>
#include <sstream>
#include <fstream>
#include "TextureManager.h"
#include "Tile.h"
#include "Face.h"
#include <random>
#include "Random.h"
#include <vector>
using namespace std;
//Use maps for images and buttons loading to prevent reloading objects
//Make Radnom Generator
void TileNumberToSprite(Tile &Tile2 , sf::RenderWindow& window)
{
//Number_#
sf::Sprite number1(TextureManager::GetTexture("number_1"));
sf::Sprite number2(TextureManager::GetTexture("number_2"));
sf::Sprite number3(TextureManager::GetTexture("number_3"));
sf::Sprite number4(TextureManager::GetTexture("number_4"));
sf::Sprite number5(TextureManager::GetTexture("number_5"));
sf::Sprite number6(TextureManager::GetTexture("number_6"));
sf::Sprite number7(TextureManager::GetTexture("number_7"));
sf::Sprite number8(TextureManager::GetTexture("number_8"));
//Revealed tile
sf::Sprite revealedTile(TextureManager::GetTexture("tile_revealed"));
// If Number = 0
if (Tile2.number == 0)
{
Tile2.Sprite = revealedTile;
}
// If Number = 1
if (Tile2.number == 1)
{
Tile2.Sprite = number1;
}
// If Number = 1
if (Tile2.number == 1)
{
Tile2.Sprite = number1;
}
// If Number = 2
if (Tile2.number == 2)
{
Tile2.Sprite = number2;
}
// If Number = 3
if (Tile2.number == 3)
{
Tile2.Sprite = number3;
}
// If Number = 4
if (Tile2.number == 4)
{
Tile2.Sprite = number4;
}
// If Number = 5
if (Tile2.number == 5)
{
Tile2.Sprite = number5;
}
// If Number = 6
if (Tile2.number == 6)
{
Tile2.Sprite = number6;
}
// If Number = 7
if (Tile2.number == 7)
{
Tile2.Sprite = number7;
}
// If Number = 8
if (Tile2.number == 8)
{
Tile2.Sprite = number8;
}
}
void OpenTilesUp(Tile &ZeroTile , sf::RenderWindow& window)
{
//Revealed tile
sf::Sprite revealedTile(TextureManager::GetTexture("tile_revealed"));
int temp = 0;
//Not a mine
//NOTE I KEPT GETTING STACK OVERFLOW BECAUSE I WAS REDOING THE ONES ALREADY PRESSED!
if (&ZeroTile != nullptr)
{
if (ZeroTile.bottom != nullptr)
{
if (ZeroTile.bottom->flagged == false && ZeroTile.bottom->pressed == false)
{
//Check for value
if ((ZeroTile.bottom->number) == 0)
{
//Display it
sf::Vector2f currentposition = ZeroTile.bottom->Sprite.getPosition();
ZeroTile.bottom->pressed = true;
TileNumberToSprite(*ZeroTile.bottom, window);
ZeroTile.bottom->Sprite.setPosition(currentposition);
window.draw(ZeroTile.bottom->Sprite);
//Recurse
OpenTilesUp(*(ZeroTile.bottom), window);
//Remove this from being an option
ZeroTile.bottom = nullptr;
}
}
}
if (ZeroTile.bottomleft != nullptr)
{
if (ZeroTile.bottomleft->flagged == false && ZeroTile.bottomleft->pressed == false)
{
//Check for value
if ((ZeroTile.bottomleft->number) == 0)
{
//Display it
sf::Vector2f currentposition = ZeroTile.bottomleft->Sprite.getPosition();
ZeroTile.bottomleft->pressed = true;
TileNumberToSprite(*ZeroTile.bottomleft, window);
ZeroTile.bottomleft->Sprite.setPosition(currentposition);
window.draw(ZeroTile.bottomleft->Sprite);
//Recurse
OpenTilesUp(*(ZeroTile.bottomleft), window);
//Remove this from being an option
ZeroTile.bottomleft = nullptr;
}
}
}
if (ZeroTile.bottomright != nullptr)
{
if (ZeroTile.bottomright->flagged == false && ZeroTile.bottomright->pressed == false)
{
//Check for value
if ((ZeroTile.bottomright->number) == 0)
{
//Display it
sf::Vector2f currentposition = ZeroTile.bottomright->Sprite.getPosition();
ZeroTile.bottomright->pressed = true;
TileNumberToSprite(*ZeroTile.bottomright, window);
ZeroTile.bottomright->Sprite.setPosition(currentposition);
window.draw(ZeroTile.bottomright->Sprite);
//Recurse
OpenTilesUp(*(ZeroTile.bottomright), window);
//Remove this from being an option
ZeroTile.right = nullptr;
}
}
}
if (ZeroTile.top != nullptr)
{
if (ZeroTile.top->flagged == false && ZeroTile.top->pressed == false)
{
//Check for value
if ((ZeroTile.top->number) == 0)
{
//Display it
sf::Vector2f currentposition = ZeroTile.top->Sprite.getPosition();
ZeroTile.top->pressed = true;
TileNumberToSprite(*ZeroTile.top, window);
ZeroTile.top->Sprite.setPosition(currentposition);
window.draw(ZeroTile.top->Sprite);
//Recurse
OpenTilesUp(*(ZeroTile.top), window);
//Remove this from being an option
ZeroTile.top = nullptr;
}
}
}
if (ZeroTile.topright != nullptr)
{
if (ZeroTile.topright->flagged == false && ZeroTile.topright->pressed == false)
{
//Check for value
if ((ZeroTile.topright->number) == 0)
{
//Display it
sf::Vector2f currentposition = ZeroTile.topright->Sprite.getPosition();
ZeroTile.topright->pressed = true;
TileNumberToSprite(*ZeroTile.topright, window);
ZeroTile.topright->Sprite.setPosition(currentposition);
window.draw(ZeroTile.topright->Sprite);
//Recurse
OpenTilesUp(*(ZeroTile.topright), window);
//Remove this from being an option
ZeroTile.topright = nullptr;
}
}
}
if (ZeroTile.topleft != nullptr)
{
if (ZeroTile.topleft->flagged == false && ZeroTile.topleft->pressed == false)
{
//Check for value
if ((ZeroTile.topleft->number) == 0)
{
//Display it
sf::Vector2f currentposition = ZeroTile.topleft->Sprite.getPosition();
ZeroTile.topleft->pressed = true;
TileNumberToSprite(*ZeroTile.topleft, window);
ZeroTile.topleft->Sprite.setPosition(currentposition);
window.draw(ZeroTile.topleft->Sprite);
//Recurse
OpenTilesUp(*(ZeroTile.topleft), window);
//Remove this from being an option
ZeroTile.topleft = nullptr;
}
}
}
if (ZeroTile.left != nullptr)
{
if (ZeroTile.left->flagged == false && ZeroTile.left->pressed == false)
{
//Check for value
if ((ZeroTile.left->number) == 0)
{
//Display it
sf::Vector2f currentposition = ZeroTile.left->Sprite.getPosition();
ZeroTile.left->pressed = true;
TileNumberToSprite(*ZeroTile.left, window);
ZeroTile.left->Sprite.setPosition(currentposition);
window.draw(ZeroTile.left->Sprite);
//Recurse
OpenTilesUp(*(ZeroTile.left), window);
//Remove this from being an option
ZeroTile.left = nullptr;
}
}
}
if (ZeroTile.right != nullptr)
{
if (ZeroTile.right->flagged == false && ZeroTile.right->pressed == false)
{
//Check for value
if ((ZeroTile.right->number) == 0)
{
//Display it
sf::Vector2f currentposition = ZeroTile.right->Sprite.getPosition();
ZeroTile.right->pressed = true;
TileNumberToSprite(*ZeroTile.right, window);
ZeroTile.right->Sprite.setPosition(currentposition);
window.draw(ZeroTile.right->Sprite);
//Recurse
OpenTilesUp(*(ZeroTile.right), window);
//Remove this from being an option
ZeroTile.right = nullptr;
}
}
}
//Once FInished remove pointers as it will never be used again
}
}
void SetNumberOnTiles (vector<Tile> &Tiles , int columnsize)
{
//Assigning tiles numbers after mines
int countfornumber = 0;
for (float i = 0; i < Tiles.size(); i++)
{
//Reset Count for each tile
countfornumber = 0;
//If tile has any mines adjacnet to it count them and assign number value to it for all tiles
//Top Left
int topleft = i - ((columnsize / 32) + 1);
if (topleft >= 0 && topleft < Tiles.size())
{
if (Tiles[topleft].contains_mine == true)
{
countfornumber++;
}
else if(Tiles[topleft].contains_mine == false)
{
//Grab memory address of tiles and place it in tile object if not a mine
Tiles[i].topleft = &(Tiles[topleft]) ;
}
}
//Top
int top = i - (columnsize / 32);
if (top >= 0 && top < Tiles.size())
{
if (Tiles[top].contains_mine == true)
{
countfornumber++;
}
else if (Tiles[top].contains_mine == false)
{
//Grab memory address of tiles and place it in tile object
Tiles[i].top = &(Tiles[top]);
}
}
//Top Right
int topright = i - ((columnsize / 32) - 1);
if (topright >= 0 && topright < Tiles.size())
{
if (Tiles[topright].contains_mine == true)
{
countfornumber++;
}
else if (Tiles[topright].contains_mine == false)
{
//Grab memory address of tiles and place it in tile object
Tiles[i].topright = &(Tiles[topright]);
}
}
//Left
int left = i - 1;
if (left >= 0 && left < Tiles.size())
{
if (Tiles[left].contains_mine == true)
{
countfornumber++;
}
else if (Tiles[left].contains_mine == false)
{
//Grab memory address of tiles and place it in tile object
Tiles[i].left = &(Tiles[left]);
}
}
//Right
int right = i + 1;
if (right >= 0 && right < Tiles.size())
{
if (Tiles[right].contains_mine == true)
{
countfornumber++;
}
else if (Tiles[right].contains_mine == false)
{
//Grab memory address of tiles and place it in tile object
Tiles[i].right = &(Tiles[right]);
}
}
//Bottom Left
int bottomleft = i + ((columnsize / 32) - 1);
if (bottomleft >= 0 && bottomleft < Tiles.size())
{
if (Tiles[bottomleft].contains_mine == true)
{
countfornumber++;
}
else if (Tiles[bottomleft].contains_mine == false)
{
//Grab memory address of tiles and place it in tile object
Tiles[i].bottomleft = &(Tiles[bottomleft]);
}
}
//Bottom
int bottom = i + (columnsize / 32);
if (bottom >= 0 && bottom < Tiles.size())
{
if (Tiles[bottom].contains_mine == true)
{
countfornumber++;
}
else if (Tiles[bottom].contains_mine == false)
{
//Grab memory address of tiles and place it in tile object
Tiles[i].bottom = &(Tiles[bottom]);
}
}
//Bottom Right
int bottomright = i + ((columnsize / 32) + 1);
if (bottomright >= 0 && bottomright < Tiles.size())
{
if (Tiles[bottomright].contains_mine == true)
{
countfornumber++;
}
else if (Tiles[bottomright].contains_mine == false)
{
//Grab memory address of tiles and place it in tile object
Tiles[i].bottomright = &(Tiles[bottomright]);
}
}
Tiles[i].number = countfornumber;
}
}
vector<Tile> SetTestFiles(string filenumber, sf::RenderWindow& window, sf::Sprite test1layout, sf::Sprite test2layout, sf::Sprite test3layout, vector<Tile> Tiles, float rowsize, float columnsize, sf::Sprite hiddenTile, sf::Sprite mineSprite, bool &gameon,bool &debugon, int &numofmines)
{
gameon = true;
//Create a vector of all numbers for the file and of all the lines(since they will represent each other perfectly)
ifstream TextFile;
TextFile.open("boards/testboard" + filenumber + ".brd"); //Read Mode
if (TextFile.is_open())
{
//Creating Singleline holder
string singleLine;
//Convert string to stream
istringstream stream(singleLine);
//Vector to hold data
vector<char> TestFiledata;
TestFiledata.clear();
string token;
char c;
//USE .GOOD FOR END OF DOUMCENT WITHOUT SKIPPING OVER FIRST ONE
while ((TextFile.good() == true))
{
//Read char by char
TextFile.get(c);
if (c == '1' || c == '0')
{
TestFiledata.push_back(c);
}
}
//Close File
TextFile.close();
//Write Operation to change tile size and clean old one
Tiles.clear();
int temp = 0;
for (float i = 0; i < (rowsize / 32); i++)
{
temp = i * 32;
for (float j = 0; j < (columnsize / 32); j++)
{
hiddenTile.setPosition(sf::Vector2f((32 * j), (temp)));
window.draw(hiddenTile);
Tile curtile;
curtile.Sprite = hiddenTile;
//Storing Tiles in Vector and in order from left to right and then down
Tiles.push_back(curtile);
}
}
int numofminescall = 0;
//Assinging Tiles Mines(IF 1 MINE IF NONE LEAVE TILES AS IS)
for (unsigned int i = 0; i < TestFiledata.size(); i++)
{
//ERROR: DATA FILES SOMEHOW HAVE MORE DATA THEN TILES
if (TestFiledata[i] == '1')
{
numofminescall++;
Tiles[i].contains_mine = true;
//To keep debug button on
if (debugon == true)
{
Tiles[i].debugshowcase = true;
sf::Vector2f currentposition = Tiles[i].Sprite.getPosition();
Tiles[i].Sprite = mineSprite;
Tiles[i].Sprite.setPosition(currentposition);
window.draw(Tiles[i].Sprite);
}
else if (debugon == false)
{
Tiles[i].debugshowcase = false;
sf::Vector2f currentposition = Tiles[i].Sprite.getPosition();
Tiles[i].Sprite = hiddenTile;
Tiles[i].Sprite.setPosition(currentposition);
window.draw(Tiles[i].Sprite);
}
}
}
numofmines = numofminescall;
//Set Tiles with value
SetNumberOnTiles(Tiles , columnsize);
}
return Tiles;
}
vector<Tile> ReloadTexture(float columnsize, float rowsize, float minecount, sf::RenderWindow& window, bool &debugon, vector<Tile> Tiles, int &callnumofmine)
{
//------------------Load Textures and Create sprites------------------
//Mine
sf::Sprite mineSprite(TextureManager::GetTexture("mine"));
//Hidden tile
sf::Sprite hiddenTile(TextureManager::GetTexture("tile_hidden"));
//Revealed tile
sf::Sprite revealedTile(TextureManager::GetTexture("tile_revealed"));
//Number_#
sf::Sprite number1(TextureManager::GetTexture("number_1"));
sf::Sprite number2(TextureManager::GetTexture("number_2"));
sf::Sprite number3(TextureManager::GetTexture("number_3"));
sf::Sprite number4(TextureManager::GetTexture("number_4"));
sf::Sprite number5(TextureManager::GetTexture("number_5"));
sf::Sprite number6(TextureManager::GetTexture("number_6"));
sf::Sprite number7(TextureManager::GetTexture("number_7"));
sf::Sprite number8(TextureManager::GetTexture("number_8"));
//Flag
sf::Sprite flag(TextureManager::GetTexture("flag"));
//Happy Faces
sf::Sprite happyface(TextureManager::GetTexture("face_happy"));
sf::Sprite winface(TextureManager::GetTexture("face_win"));
sf::Sprite loseface(TextureManager::GetTexture("face_lose"));
//Digits
sf::Sprite digitcounter(TextureManager::GetTexture("digits"));
//Debug tools
sf::Sprite minevisibility(TextureManager::GetTexture("debug"));
sf::Sprite test1layout(TextureManager::GetTexture("test_1"));
sf::Sprite test2layout(TextureManager::GetTexture("test_2"));
sf::Sprite test3layout(TextureManager::GetTexture("test_3"));
//------------------Draw Game------------------
//Happy Face
happyface.setPosition(sf::Vector2f((columnsize - 64) / 2, (rowsize)));
window.draw(happyface);
//Note: Move up by 2 times because it pulls it from the right (64*2)
//Debug Tools
minevisibility.setPosition(sf::Vector2f((columnsize + 192) / 2, (rowsize)));
window.draw(minevisibility);
//Tests Tools
test1layout.setPosition(sf::Vector2f((columnsize + 320) / 2, (rowsize)));
window.draw(test1layout);
test2layout.setPosition(sf::Vector2f((columnsize + 448) / 2, (rowsize)));
window.draw(test2layout);
test3layout.setPosition(sf::Vector2f((columnsize + 576) / 2, (rowsize)));
window.draw(test3layout);
//We will create a similar area but of mouse space that when clicked draws on top of it
//Vector To Store Tiles and states
Tiles.clear();
//Blocks(WORKING)
int temp = 0;
for (float i = 0; i < (rowsize / 32); i++)
{
temp = i * 32;
for (float j = 0; j < (columnsize / 32); j++)
{
hiddenTile.setPosition(sf::Vector2f((32 * j), (temp)));
window.draw(hiddenTile);
Tile curtile;
curtile.Sprite = hiddenTile;
curtile.contains_mine = false;
//Storing Tiles in Vector and in order from left to right and then down
Tiles.push_back(curtile);
}
}
//Assinging Tiles Mines(Not working kinda)
int numofmines = 0;
int randomtile = 0;
for (float i = 0; i < minecount; i++)
{
//SUBTRACT ONE FROM RANGE AS INDEX IS ALWAYS 1 LESS
//RANDOM TILE IS WORKING EACH TIME IT'S CALLED
randomtile = Random::Int(0, Tiles.size() - 1);
if (Tiles[randomtile].contains_mine == false)
{
Tiles[randomtile].contains_mine = true;
}
//If already has a mine go back one index and retry
if (Tiles[randomtile].contains_mine == true)
{
numofmines++;
//To keep debug button on
if (debugon == true)
{
Tiles[i].debugshowcase = true;
sf::Vector2f currentposition = Tiles[randomtile].Sprite.getPosition();
Tiles[randomtile].Sprite = mineSprite;
Tiles[randomtile].Sprite.setPosition(currentposition);
window.draw(Tiles[randomtile].Sprite);
}
else if (debugon == false)
{
Tiles[i].debugshowcase = false;
sf::Vector2f currentposition = Tiles[randomtile].Sprite.getPosition();
Tiles[randomtile].Sprite = hiddenTile;
Tiles[randomtile].Sprite.setPosition(currentposition);
window.draw(Tiles[randomtile].Sprite);
}
}
else //CALL ITSELF AGAIN if same number repeats
{
i = i - 1;
}
}
numofmines = callnumofmine;
//Set Tiles with value
SetNumberOnTiles(Tiles , columnsize);
return Tiles;
//Digits(At Zero for now)
//For a different number add+21 to third one or 21*2 not sure yet
/*
digitcounter.setPosition(32, rowsize - 64);
digitcounter.setTextureRect(sf::IntRect(0, 0, 21, 32));
window.draw(digitcounter);
window.display();
*/
}
int main()
{
bool gameon = true;
bool debugon = false;
//------------------Load Config file to create window size------------------
ifstream TextFile;
TextFile.open("boards/config.cfg"); //Read Mode
float rowsize = 0;
float columnsize = 0;
if (TextFile.is_open())
{
//Creating Singleline holder
string singleLine;
//Convert string to stream
istringstream stream(singleLine);
//------------------Grabbing all info from config files------------------
//Columns(Length)
getline(TextFile, singleLine);
columnsize = (stoi(singleLine) * 32);
//Rows(Width)
getline(TextFile, singleLine);
rowsize = stoi(singleLine) * 32;
//Number of mines
getline(TextFile, singleLine);
float minecount = stoi(singleLine);
//Close File
TextFile.close();
sf::RenderWindow window(sf::VideoMode(columnsize, rowsize + 100), "Eli's Minesweeper");
sf::Event event;
//------------------Load Textures and Create sprites------------------
//Mine
sf::Sprite mineSprite(TextureManager::GetTexture("mine"));
//Hidden tile
sf::Sprite hiddenTile(TextureManager::GetTexture("tile_hidden"));
//Revealed tile
sf::Sprite revealedTile(TextureManager::GetTexture("tile_revealed"));
//Number_#
sf::Sprite number1(TextureManager::GetTexture("number_1"));
sf::Sprite number2(TextureManager::GetTexture("number_2"));
sf::Sprite number3(TextureManager::GetTexture("number_3"));
sf::Sprite number4(TextureManager::GetTexture("number_4"));
sf::Sprite number5(TextureManager::GetTexture("number_5"));
sf::Sprite number6(TextureManager::GetTexture("number_6"));
sf::Sprite number7(TextureManager::GetTexture("number_7"));
sf::Sprite number8(TextureManager::GetTexture("number_8"));
//Flag
sf::Sprite flag(TextureManager::GetTexture("flag"));
//Happy Faces
sf::Sprite happyface(TextureManager::GetTexture("face_happy"));
sf::Sprite winface(TextureManager::GetTexture("face_win"));
sf::Sprite loseface(TextureManager::GetTexture("face_lose"));
//Digits
sf::Sprite digitcounter(TextureManager::GetTexture("digits"));
//Debug tools
sf::Sprite minevisibility(TextureManager::GetTexture("debug"));
sf::Sprite test1layout(TextureManager::GetTexture("test_1"));
sf::Sprite test2layout(TextureManager::GetTexture("test_2"));
sf::Sprite test3layout(TextureManager::GetTexture("test_3"));
//------------------Draw Game------------------
//Happy Face
happyface.setPosition(sf::Vector2f((columnsize - 64) / 2, (rowsize)));
window.draw(happyface);
//Note: Move up by 2 times because it pulls it from the right (64*2)
//Debug Tools
minevisibility.setPosition(sf::Vector2f((columnsize + 192) / 2, (rowsize)));
window.draw(minevisibility);
//Tests Tools
test1layout.setPosition(sf::Vector2f((columnsize + 320) / 2, (rowsize)));
window.draw(test1layout);
test2layout.setPosition(sf::Vector2f((columnsize + 448) / 2, (rowsize)));
window.draw(test2layout);
test3layout.setPosition(sf::Vector2f((columnsize + 576) / 2, (rowsize)));
window.draw(test3layout);
//We will create a similar area but of mouse space that when clicked draws on top of it
//Vector To Store Tiles and states
vector <Tile> Tiles;
//Blocks
int temp = 0;
for (float i = 0; i < (rowsize / 32); i++)
{
temp = i * 32;
for (float j = 0; j < (columnsize / 32); j++)
{
hiddenTile.setPosition(sf::Vector2f((32 * j), (temp)));
window.draw(hiddenTile);
Tile curtile;
curtile.Sprite = hiddenTile;
//Storing Tiles in Vector and in order from left to right and then down
Tiles.push_back(curtile);
}
}
//Assinging Tiles Mines
int randomtile = 0;
int numofminesmain = 0;
for (float i = 0; i < minecount; i++)
{
//SUBTRACT ONE FROM RANGE AS INDEX IS ALWAYS 1 LESS
randomtile = Random::Int(0, Tiles.size() - 1);
if (Tiles[randomtile].contains_mine == false)
{
Tiles[randomtile].contains_mine = true;
//To keep debug button on
if (debugon == true)
{
Tiles[i].debugshowcase = true;
sf::Vector2f currentposition = Tiles[randomtile].Sprite.getPosition();
Tiles[randomtile].Sprite = mineSprite;
Tiles[randomtile].Sprite.setPosition(currentposition);
window.draw(Tiles[randomtile].Sprite);
}
else if (debugon == false)
{
Tiles[i].debugshowcase = false;
sf::Vector2f currentposition = Tiles[randomtile].Sprite.getPosition();
Tiles[randomtile].Sprite = hiddenTile;
Tiles[randomtile].Sprite.setPosition(currentposition);
window.draw(Tiles[randomtile].Sprite);
}
numofminesmain++;
//TODO:CALL ITSELF AGAIN
}
//If already has a mine go back one index and retry
else if (Tiles[randomtile].contains_mine == true) //CALL ITSELF AGAIN if same number repeats
{
i = i - 1;
}
}
//Set Tiles with value
SetNumberOnTiles(Tiles , columnsize);
//Digits(At Zero for now)
//For a different number add+21 to third one or 21*2 not sure yet
/*
digitcounter.setPosition(32, rowsize - 64);
digitcounter.setTextureRect(sf::IntRect(0, 0, 21, 32));
window.draw(digitcounter);
window.display();
*/
while (window.isOpen())
{
while (window.pollEvent(event))
{
//------------------Check for mouse input------------------
//Checking if Any tile has been revealed
if (sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) //AND IN VALID AREA)
{
sf::Vector2f mouse = window.mapPixelToCoords(sf::Mouse::getPosition(window));
int numofseceltedtiles = 0;
for (unsigned int i = 0; i < Tiles.size(); i++)
{
//Check if I even clicked it
sf::FloatRect bounds = Tiles[i].Sprite.getGlobalBounds();
sf::Vector2f currentposition = Tiles[i].Sprite.getPosition();
if (bounds.contains(mouse) && Tiles[i].contains_mine == false && gameon == true && Tiles[i].pressed == false && Tiles[i].flagged == false) //If Mouse is on Sprite
{
Tiles[i].pressed = true;
// If Number = 0
if (Tiles[i].number == 0 && Tiles[i].flagged == false)
{
Tiles[i].Sprite = revealedTile;
Tiles[i].Sprite.setPosition(currentposition);
//Use recursive Algo to "press" and reveal all other 0 tiles nearby
OpenTilesUp(Tiles[i], window);
}
TileNumberToSprite(Tiles[i], window);
Tiles[i].Sprite.setPosition(currentposition);
//Print Sprite Result
window.draw(Tiles[i].Sprite);
//Check win
//Check to see if player one game
int numofselcectedtiles = 0;
for (unsigned int i = 0; i < Tiles.size(); i++)
{
if (Tiles[i].pressed == true)
{
numofselcectedtiles++;
}
}
//Check if I won
if (numofselcectedtiles == Tiles.size() - numofminesmain )
{
//End game
gameon = false;
//Draw Smiley Man
winface.setPosition(sf::Vector2f((columnsize - 64) / 2, (rowsize)));
happyface = winface;
window.draw(happyface);
//Show Mines with flags
for (unsigned int j = 0; j < Tiles.size(); j++)
{
if (Tiles[j].contains_mine == true)
{
if (debugon == true)
{
sf::Vector2f currentposition = Tiles[j].Sprite.getPosition();
Tiles[j].Sprite = hiddenTile;
Tiles[j].Sprite.setPosition(currentposition);
window.draw(Tiles[j].Sprite);
}
sf::Vector2f currentposition = Tiles[j].Sprite.getPosition();
Tiles[j].Sprite = flag;
Tiles[j].Sprite.setPosition(currentposition);
window.draw(Tiles[j].Sprite);
}
}
}
}
else if (bounds.contains(mouse) && Tiles[i].contains_mine == true && gameon == true & Tiles[i].pressed == false && Tiles[i].flagged == false)
{
//Reveal All Mines
for (unsigned int j = 0; j < Tiles.size(); j++)
{
//ALL MINES ARE NOW PRESSED
Tiles[j].pressed = true;
if (Tiles[j].contains_mine == true)
{
//Reveal Mines
sf::Vector2f currentposition = Tiles[j].Sprite.getPosition();
Tiles[j].Sprite = mineSprite;
Tiles[j].Sprite.setPosition(currentposition);
window.draw(Tiles[j].Sprite);
}
}
//Reveal Sad Face
loseface.setPosition(sf::Vector2f((columnsize - 64) / 2, (rowsize)));
happyface = loseface;
window.draw(happyface);
//Stop Everything
gameon = false;
}
}