显示板的扫雷SFML代码问题



我对这个代码有问题。这是扫雷游戏。游戏很好,但是当我将光标移出游戏窗口时,整个棋盘就会呈现在我面前。有人知道怎么修吗?你能帮我解决这个问题吗?我认为问题可能是检查光标的位置,或者表的填充方式。

#include<SFML/Graphics.hpp>
#include<time.h>
using namespace sf;

int main()
{
srand(time(0));
RenderWindow app(VideoMode(400, 400), "Start The Minesweeper");
int w = 32;
int grid[12][12];
int sgrid[12][12]; // For showing the grid
Texture t;
t.loadFromFile("images/tiles.jpg");
Sprite s(t);
for(int i = 1; i<=10; i++)
for (int j = 1; j <= 10; j++) {
sgrid[i][j] = 10;
if (rand() % 5 == 0) grid[i][j] = 9;
else grid[i][j] = 0;
}
for (int i = 1; i <= 10; i++)
for (int j = 1; j <= 10; j++) {
int n = 0;
if (grid[i][j] == 9) continue;
if (grid[i + 1][j] == 9) n++;
if (grid[i][j + 1] == 9) n++;
if (grid[i - 1][j] == 9) n++;
if (grid[i][j - 1] == 9) n++;
if (grid[i + 1][j + 1] == 9) n++;
if (grid[i - 1][j - 1] == 9) n++;
if (grid[i - 1][j + 1] == 9) n++;
if (grid[i + 1][j - 1] == 9) n++;
grid[i][j] = n;
}
while (app.isOpen())
{
Vector2i pos = Mouse::getPosition(app);
int x = pos.x / w;
int y = pos.y / w;
Event e;
while (app.pollEvent(e))
{
if (e.type == Event::Closed)
app.close();
if (e.type == Event::MouseButtonPressed)
if (e.key.code == Mouse::Left) sgrid[x][y] = grid[x][y];
else if (e.key.code == Mouse::Right) sgrid[x][y] = 11;
}
app.clear(Color::White);
for (int i = 1; i <= 10; i++)
for (int j = 1; j <= 10; j++) {
if (sgrid[x][y] == 9) sgrid[i][j] = grid[i][j];
s.setTextureRect(IntRect(sgrid[i][j] * w, 0, w, w));
s.setPosition(i * w, j * w);
app.draw(s);
}
app.display();


}


}

图像到此代码

无论鼠标按钮是否按下,看起来您都在更新x和y网格位置,在这一行:

if (sgrid[x][y] == 9) sgrid[i][j] = grid[i][j];

此外,看起来您正在检查显示sgrid[x][y]而不是鼠标单击位置的数据grid[x][y]

你最可能想要做的是添加一个当鼠标按钮被点击时的标志,并且只在按钮被点击时检查地雷。我在下面的代码中做了一些小改动,试试吧:

#include<SFML/Graphics.hpp>
#include<time.h>
using namespace sf;

int main()
{
srand(time(0));
RenderWindow app(VideoMode(400, 400), "Start The Minesweeper");
int w = 32;
int grid[12][12];
int sgrid[12][12]; // For showing the grid
Texture t;
t.loadFromFile("images/tiles.jpg");
Sprite s(t);
for(int i = 1; i<=10; i++)
for (int j = 1; j <= 10; j++) {
sgrid[i][j] = 10;
if (rand() % 5 == 0) grid[i][j] = 9;
else grid[i][j] = 0;
}
for (int i = 1; i <= 10; i++)
for (int j = 1; j <= 10; j++) {
int n = 0;
if (grid[i][j] == 9) continue;
if (grid[i + 1][j] == 9) n++;
if (grid[i][j + 1] == 9) n++;
if (grid[i - 1][j] == 9) n++;
if (grid[i][j - 1] == 9) n++;
if (grid[i + 1][j + 1] == 9) n++;
if (grid[i - 1][j - 1] == 9) n++;
if (grid[i - 1][j + 1] == 9) n++;
if (grid[i + 1][j - 1] == 9) n++;
grid[i][j] = n;
}
while (app.isOpen())
{
Vector2i pos = Mouse::getPosition(app);
int x = pos.x / w;
int y = pos.y / w;
bool mbleft = false;
Event e;
while (app.pollEvent(e))
{
if (e.type == Event::Closed)
app.close();
if (e.type == Event::MouseButtonPressed)
if (e.key.code == Mouse::Left)
{
sgrid[x][y] = grid[x][y];
mbleft = true;
}
else if (e.key.code == Mouse::Right) sgrid[x][y] = 11;
}
app.clear(Color::White);
for (int i = 1; i <= 10; i++)
for (int j = 1; j <= 10; j++) {
if (mbleft && sgrid[x][y] == 9) sgrid[i][j] = grid[i][j];
s.setTextureRect(IntRect(sgrid[i][j] * w, 0, w, w));
s.setPosition(i * w, j * w);
app.draw(s);
}
app.display();


}


}

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