显示板的扫雷 SFML 代码问题

Minesweeper SFML code issue with revealed board

我对这段代码有疑问。这是扫雷游戏。游戏很好,但是当我将光标移到游戏外时window,整个棋盘都向我展示了。怎么修啊,有人知道吗?你能帮我解决这个问题吗?我认为问题可能在于检查光标位置,或者 table 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();
        


    }


    
}

image to this code

看起来您正在更新 x 和 y 网格位置,无论是否按下鼠标按钮,在这一行:

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

此外,您似乎正在检查鼠标点击位置的显示 sgrid[x][y] 而不是数据 grid[x][y]

您最有可能想要做的是在单击鼠标按钮时添加一个标志,并且仅在单击该按钮时才检查是否有地雷。我对下面的代码做了一些小改动,试试看:

#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();
        


    }


    
}