我的问题可能有一个简单的答案,但它困扰着我,因为我似乎无法让它正常工作,尽管它看起来对我来说是正确的。正如我在标题中所看到的,当我用右键点击标志时它会起作用,但当我击中地雷时,它会结束游戏,而不是将标志放在广场上,并允许我继续游戏。 任何帮助,将不胜感激。 编辑:编辑代码,并添加了两个布尔语句的大括号,但我遇到的主要问题是,当我右键点击我想放置一个标志的正方形,它是一个矿,它的行为如同该矿被击中,然后该程序在5秒后完成并退出。如果有人可以帮助我,当我点击右键放置一面旗子时,它不会炸毁我的地雷,我真的很感激它。 我的代码如下,它被注释掉大部分:C++ SDL扫雷艇标记结束游戏当击中炸弹
/*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;
}
是的,我之前做过,但由于某种原因,我决定摆脱大括号,并改回到之前的样子,所以谢谢。 – Sollux
是否解决了这个问题?如果是这样,请接受答案。如果没有,请展开剩余的问题并更新问题。 – Jfevold
它没有,我更新了我对问题和代码的描述。 – Sollux