CPP-Learning/ttt-gui.cpp

143 lines
3.8 KiB
C++

#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <iostream>
#define WINDOW_SIZE 400
using namespace std;
int state = 0; // 0 = ingame, 1 = end
string rows[9] = {"-", "-", "-",
"-", "-", "-",
"-", "-", "-"};
bool playerWon(string character) {
for (int i = 0; i < 9; i += 3) {
if (rows[i] == character && rows[i + 1] == character && rows[i + 2] == character) return true;
}
for (int i = 0; i < 3; i++) {
if (rows[i] == character && rows[i + 3] == character && rows[i + 6] == character) return true;
}
if (rows[0] == character && rows[4] == character && rows[8] == character) return true;
if (rows[2] == character && rows[4] == character && rows[6] == character) return true;
return false;
}
void generateOpponent() {
if (playerWon("X") || playerWon("O")) return;
srand(time(0));
int random = rand() % 9;
if (rows[random] != "-") {
SDL_Delay(100);
generateOpponent();
return;
}
rows[random] = "O";
}
int getBoardPosition(int position) {
int windowThird = WINDOW_SIZE / 3;
for (int i = 1; i < 4; ++i) {
if (position < windowThird*i) return i;
}
}
void renderEnd(SDL_Renderer *renderer) {
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
void render(SDL_Renderer *renderer, SDL_Texture *bg) {
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 35,39,42, SDL_ALPHA_OPAQUE);
SDL_Rect src;
src.x = 0;
src.y = 0;
SDL_QueryTexture(bg, nullptr, nullptr, &src.w, &src.h);
SDL_Rect dist;
dist.x = 0;
dist.y = 0;
dist.w = WINDOW_SIZE;
dist.h = WINDOW_SIZE;
SDL_Texture *oppTexture = IMG_LoadTexture(renderer, "res/img/heart.png");
SDL_Texture *meTexture = IMG_LoadTexture(renderer, "res/img/heart-blue.png");
SDL_RenderCopy(renderer, bg, &src, &dist);
for (int i = 0; i < 9; ++i) {
string row = rows[i];
if (row != "-") {
int posX = (i % 3) * (WINDOW_SIZE / 3) + 32;
int posY = (i / 3) * (WINDOW_SIZE / 3) + 32;
SDL_Rect srcO;
srcO.x = 0;
srcO.y = 0;
SDL_QueryTexture(row == "X" ? meTexture : oppTexture, nullptr, nullptr, &srcO.w, &srcO.h);
SDL_Rect distO;
distO.x = posX;
distO.y = posY;
distO.w = 64;
distO.h = 64;
SDL_RenderCopy(renderer, row == "X" ? meTexture : oppTexture, &srcO, &distO);
}
}
SDL_RenderPresent(renderer);
}
int main() {
SDL_Window *window = SDL_CreateWindow("Tic Tac Toe", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WINDOW_SIZE, WINDOW_SIZE, SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);
SDL_Texture *background = IMG_LoadTexture(renderer, "res/img/ttt-bg.png");
bool gameOpen = true;
while (gameOpen) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (playerWon("X") || playerWon("O")) state = 1;
if (event.type == SDL_QUIT) gameOpen = false;
if (event.type == SDL_MOUSEBUTTONUP && state == 0) {
int mouseX;
int mouseY;
SDL_GetMouseState(&mouseX, &mouseY);
int column = getBoardPosition(mouseX);
int row = getBoardPosition(mouseY);
int pos = (row - 1) * 3 + column;
if (rows[pos-1] == "-") {
rows[pos-1] = "X";
render(renderer, background);
SDL_Delay(300);
generateOpponent();
}
}
if (state == 1) {
renderEnd(renderer);
} else {
render(renderer, background);
}
}
}
}