update sweepminer template

This commit is contained in:
Roy Qu 2022-08-08 15:56:44 +08:00
parent a8dc93d4b4
commit be1bf5717f
3 changed files with 439 additions and 326 deletions

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@ -18,5 +18,5 @@ UnitCount = 1
[Unit0]
C = main.c
CName = main.c
Cpp = main.cpp
CppName = main.cpp

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@ -1,324 +0,0 @@
/*******************************************************************************************
*
* raylib - classic game: arkanoid
*
* Sample game developed by Marc Palau and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
* Icon from https://www.flaticon.com/free-icon/arkanoid_2927802
********************************************************************************************/
#include <raylib.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define PLAYER_MAX_LIFE 5
#define LINES_OF_BRICKS 5
#define BRICKS_PER_LINE 20
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
typedef struct Player {
Vector2 position;
Vector2 size;
int life;
} Player;
typedef struct Ball {
Vector2 position;
Vector2 speed;
int radius;
bool active;
} Ball;
typedef struct Brick {
Vector2 position;
bool active;
} Brick;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static const int screenWidth = 800;
static const int screenHeight = 450;
static bool gameOver = false;
static bool pause = false;
static Player player = { 0 };
static Ball ball = { 0 };
static Brick brick[LINES_OF_BRICKS][BRICKS_PER_LINE] = { 0 };
static Vector2 brickSize = { 0 };
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
InitWindow(screenWidth, screenHeight, "classic game: arkanoid");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update and Draw
//----------------------------------------------------------------------------------
UpdateDrawFrame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
brickSize = (Vector2){ GetScreenWidth()/BRICKS_PER_LINE, 40 };
// Initialize player
player.position = (Vector2){ screenWidth/2, screenHeight*7/8 };
player.size = (Vector2){ screenWidth/10, 20 };
player.life = PLAYER_MAX_LIFE;
// Initialize ball
ball.position = (Vector2){ screenWidth/2, screenHeight*7/8 - 30 };
ball.speed = (Vector2){ 0, 0 };
ball.radius = 7;
ball.active = false;
// Initialize bricks
int initialDownPosition = 50;
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
brick[i][j].position = (Vector2){ j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition };
brick[i][j].active = true;
}
}
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
// Player movement logic
if (IsKeyDown(KEY_LEFT)) player.position.x -= 5;
if ((player.position.x - player.size.x/2) <= 0) player.position.x = player.size.x/2;
if (IsKeyDown(KEY_RIGHT)) player.position.x += 5;
if ((player.position.x + player.size.x/2) >= screenWidth) player.position.x = screenWidth - player.size.x/2;
// Ball launching logic
if (!ball.active)
{
if (IsKeyPressed(KEY_SPACE))
{
ball.active = true;
ball.speed = (Vector2){ 0, -5 };
}
}
// Ball movement logic
if (ball.active)
{
ball.position.x += ball.speed.x;
ball.position.y += ball.speed.y;
}
else
{
ball.position = (Vector2){ player.position.x, screenHeight*7/8 - 30 };
}
// Collision logic: ball vs walls
if (((ball.position.x + ball.radius) >= screenWidth) || ((ball.position.x - ball.radius) <= 0)) ball.speed.x *= -1;
if ((ball.position.y - ball.radius) <= 0) ball.speed.y *= -1;
if ((ball.position.y + ball.radius) >= screenHeight)
{
ball.speed = (Vector2){ 0, 0 };
ball.active = false;
player.life--;
}
// Collision logic: ball vs player
if (CheckCollisionCircleRec(ball.position, ball.radius,
(Rectangle){ player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y}))
{
if (ball.speed.y > 0)
{
ball.speed.y *= -1;
ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
}
}
// Collision logic: ball vs bricks
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active)
{
// Hit below
if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) &&
((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) &&
((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y < 0))
{
brick[i][j].active = false;
ball.speed.y *= -1;
}
// Hit above
else if (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) &&
((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) &&
((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y > 0))
{
brick[i][j].active = false;
ball.speed.y *= -1;
}
// Hit left
else if (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) &&
((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) &&
((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x > 0))
{
brick[i][j].active = false;
ball.speed.x *= -1;
}
// Hit right
else if (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) &&
((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) &&
((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x < 0))
{
brick[i][j].active = false;
ball.speed.x *= -1;
}
}
}
}
// Game over logic
if (player.life <= 0) gameOver = true;
else
{
gameOver = true;
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active) gameOver = false;
}
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw player bar
DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK);
// Draw player lives
for (int i = 0; i < player.life; i++) DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY);
// Draw ball
DrawCircleV(ball.position, ball.radius, MAROON);
// Draw bricks
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active)
{
if ((i + j) % 2 == 0) DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, GRAY);
else DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY);
}
}
}
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}

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@ -0,0 +1,437 @@
/*
* Minesweeper by Matthew Zegar
* https://github.com/mzegar/Minesweeper-Cplusplus
* app icon from https://www.flaticon.com/free-icon/mine_486968
*/
#include <iostream>
#include <vector>
#include <cmath>
#include <cstdlib>
#include <ctime>
#include <utility>
#include <raylib.h>
using namespace std;
#define ROWS 9
#define COLUMNS 9
const int empty = -1;
const int mine = 0;
class block {
public:
block();
block(int x, int y, int btype);
// Mutators
setx(int x);
sety(int y);
setrevealed(bool reveal);
setmarked(bool mark);
settype(int btype);
formatblock(int x, int y);
// Accessors
int getx();
int gety();
bool getrevealed();
bool getmarked();
int gettype();
private:
// Coordinates of block
int xcord;
int ycord;
// States
bool revealed;
bool marked;
// Type
int type; // Ranges from -1 to 8
};
// Create 2d array
block gameboard[ROWS][COLUMNS];
// Generate random number
int randomnum() {
return rand() % 10;
}
// Generate number blocks
void numbergeneration(int i, int j);
// Update empty spots
void floodfill(int x, int y);
// Game states
bool gameover = false;
bool gamewon = false;
void restartgame();
// Block counts
int totalblocks = 0;
int main()
{
// Initialization of window
//--------------------------------------------------------------------------------------
int screenWidth = 450;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "Minesweeper by Matthew Zegar");
SetTargetFPS(60);
restartgame();
// Mouse setup
//--------------------------------------------------------------------------------------
Vector2 mouse;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Mouse update
//----------------------------------------------------------------------------------
mouse = GetMousePosition();
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
// Mouse left click
//----------------------------------------------------------------------------------
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
if (!gameover && !gamewon) {
int y = floor(mouse.y/50);
int x = floor(mouse.x/50);
if (y >= 0 && y < ROWS
&& x >=0 && x < COLUMNS ) {
if (gameboard[y][x].getmarked() == false) {
gameboard[y][x].setrevealed(true);
if (gameboard[y][x].gettype() == -1) { // CHECK IF 'EMPTY'
gameboard[y][x].setrevealed(false);
floodfill(y, x);
}
if (gameboard[y][x].gettype() == 0) {
gameover = true;
}
}
}
}
}
// Mouse right click
//----------------------------------------------------------------------------------
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
if (!gameover && !gamewon) {
int y = floor(mouse.y/50);
int x = floor(mouse.x/50);
if (y >= 0 && y < ROWS
&& x >=0 && x < COLUMNS ) {
if (gameboard[y][x].getrevealed() == false) {
if (gameboard[y][x].getmarked() == false) {
gameboard[y][x].setmarked(true);
} else {
gameboard[y][x].setmarked(false);
}
}
}
}
}
// Draw the blocks
//--------------------------------------------------------------------------------------
for (int i = 0; i < ROWS; ++i) {
for (int j = 0; j < COLUMNS; ++j) {
if (gameboard[i][j].getrevealed() == false) {
DrawRectangle(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, LIGHTGRAY);
DrawRectangleLines(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, BLACK);
} else {
if (gameboard[i][j].gettype() == 0) {
DrawRectangle(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, RED);
DrawRectangleLines(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, BLACK);
} else if (gameboard[i][j].gettype() == -1) {
DrawRectangle(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, GRAY);
DrawRectangleLines(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, BLACK);
} else if (gameboard[i][j].gettype() == 1) {
DrawRectangle(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, DARKGRAY);
DrawRectangleLines(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, BLACK);
DrawText(TextFormat("%i", gameboard[i][j].gettype()), gameboard[i][j].gety()*50+20, gameboard[i][j].getx()*50+15, 25, SKYBLUE);
} else if (gameboard[i][j].gettype() == 2) {
DrawRectangle(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, DARKGRAY);
DrawRectangleLines(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, BLACK);
DrawText(TextFormat("%i", gameboard[i][j].gettype()), gameboard[i][j].gety()*50+20, gameboard[i][j].getx()*50+15, 25, GREEN);
} else if (gameboard[i][j].gettype() == 3) {
DrawRectangle(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, DARKGRAY);
DrawRectangleLines(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, BLACK);
DrawText(TextFormat("%i", gameboard[i][j].gettype()), gameboard[i][j].gety()*50+20, gameboard[i][j].getx()*50+15, 25, RED);
} else if (gameboard[i][j].gettype() == 4) {
DrawRectangle(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, DARKGRAY);
DrawRectangleLines(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, BLACK);
DrawText(TextFormat("%i", gameboard[i][j].gettype()), gameboard[i][j].gety()*50+20, gameboard[i][j].getx()*50+15, 25, DARKBLUE);
} else if (gameboard[i][j].gettype() >= 5) {
DrawRectangle(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, DARKGRAY);
DrawRectangleLines(gameboard[i][j].gety()*50, gameboard[i][j].getx()*50, 50, 50, BLACK);
DrawText(TextFormat("%i", gameboard[i][j].gettype()), gameboard[i][j].gety()*50+20, gameboard[i][j].getx()*50+15, 25, MAROON);
}
}
}
}
// Draw the marked blocks (flags)
//----------------------------------------------------------------------------------
for (int i = 0; i < ROWS; ++i) {
for (int j = 0; j < COLUMNS; ++j) {
if (gameboard[i][j].getmarked() == true and gameboard[i][j].getrevealed() == false) {
DrawRectangle(gameboard[i][j].gety()*50+15, gameboard[i][j].getx()*50+10, 10, 10, RED);
DrawRectangle(gameboard[i][j].gety()*50+25, gameboard[i][j].getx()*50+10, 5, 25, BLACK);
DrawRectangle(gameboard[i][j].gety()*50+20, gameboard[i][j].getx()*50+35, 15, 5, BLACK);
}
}
}
// Update variable to determine if won
//----------------------------------------------------------------------------------
totalblocks = 0;
for (int i = 0; i < ROWS; ++i) {
for (int j = 0; j < COLUMNS; ++j) {
if (gameboard[i][j].gettype() >= 1 and gameboard[i][j].getrevealed() == false) {
totalblocks++;
}
}
}
// Check for win
//----------------------------------------------------------------------------------
if (totalblocks == 0) {
DrawText("Game won!", 103, 203, 50, BLACK);
DrawText("Game won!", 100, 200, 50, GREEN);
DrawText("right click to restart", 101, 251, 25, WHITE);
DrawText("right click to restart", 100, 250, 25, BLACK);
gamewon = true;
for (int i = 0; i < ROWS; ++i) {
for (int j = 0; j < COLUMNS; ++j) {
gameboard[i][j].setrevealed(true);
}
}
if ((IsMouseButtonReleased(MOUSE_RIGHT_BUTTON))) {
restartgame();
gamewon = false;
}
}
// Check for gameover
//----------------------------------------------------------------------------------
if (gameover == true) {
DrawText("Game Over", 103, 203, 50, BLACK);
DrawText("Game Over", 100, 200, 50, RED);
DrawText("right click to restart", 101, 251, 25, WHITE);
DrawText("right click to restart", 100, 250, 25, BLACK);
if ((IsMouseButtonReleased(MOUSE_RIGHT_BUTTON))) {
restartgame();
gameover = false;
}
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Floodfill algorithm
void floodfill(int x, int y) {
if (x >= 0 and x <ROWS and y >= 0 and y < COLUMNS) {
if (gameboard[x][y].gettype() != -1) {
gameboard[x][y].setrevealed(true);
} else {
if (gameboard[x][y].getrevealed() == false) {
gameboard[x][y].setrevealed(true);
floodfill(x-1, y);
//floodfill(x-1, y-1);
floodfill(x, y-1);
//floodfill(x+1, y-1);
floodfill(x+1, y);
//floodfill(x+1, y+1);
floodfill(x, y+1);
//floodfill(x-1, y+1);
}
}
}
}
// Restart the game
void restartgame() {
for (int i = 0; i < ROWS; ++i) {
for (int j = 0; j < COLUMNS; ++j) {
gameboard[i][j] = block(i,j,-1);
}
}
// Generate mines
//--------------------------------------------------------------------------------------
srand(time(NULL));
for (int i = 0; i < ROWS; ++i) {
for (int j = 0; j < COLUMNS; ++j) {
if (randomnum() == 1) {
gameboard[i][j].settype(0);
}
}
}
// Generate numbers
//--------------------------------------------------------------------------------------
for (int i = 0; i < 9; ++i) {
for (int j = 0; j < 9; ++j) {
if (gameboard[i][j].gettype() != 0) {
numbergeneration(i,j);
}
}
}
}
// Generates the numbered blocks based on mines
void numbergeneration(int i, int j) {
int count = 0;
// Check left hand side
if ((j-1)>=0) {
if ((i-1) >= 0) {
if (gameboard[i-1][j-1].gettype() == 0) {
count++;
}
}
if (gameboard[i][j-1].gettype() == 0) {
count++;
}
if ((i+1) < ROWS) {
if (gameboard[i+1][j-1].gettype() == 0) {
count++;
}
}
}
// Check middle
if ((i-1) >= 0) {
if (gameboard[i-1][j].gettype() == 0) {
count++;
}
}
if ((i+1) < ROWS) {
if (gameboard[i+1][j].gettype() == 0) {
count++;
}
}
// Check right
if ((j+1)<COLUMNS) {
if ((i-1) >= 0) {
if (gameboard[i-1][j+1].gettype() == 0) {
count++;
}
}
if (gameboard[i][j+1].gettype() == 0) {
count++;
}
if ((i+1) <= ROWS) {
if (gameboard[i+1][j+1].gettype() == 0) {
count++;
}
}
}
if (count>0)
gameboard[i][j].settype(count);
}
block::block() {
xcord = 0;
ycord = 0;
revealed = false;
marked = false;
type = 0;
}
block::block(int x, int y, int btype) {
xcord = x;
ycord = y;
revealed = false;
marked = false;
type = btype;
}
///////////////////////
// Mutators
///////////////////////
block::setx(int x) {
xcord = x;
}
block::sety(int y) {
ycord = y;
}
block::setrevealed(bool reveal) {
revealed = reveal;
}
block::setmarked(bool mark) {
marked = mark;
}
block::settype(int btype) {
type = btype;
}
block::formatblock(int x, int y) {
}
///////////////////////
// Accessors
///////////////////////
int block::getx() {
return xcord;
}
int block::gety() {
return ycord;
}
bool block::getrevealed() {
return revealed;
}
bool block::getmarked() {
return marked;
}
int block::gettype() {
return type;
}