C++ :: Two Player Tic Tac Toe Game - Use Enums When Possible To Represent Values

Apr 19, 2013

Here is the code I have written so far. My problem is that when the second user enters its position the last user's position is wiped of the board. I want to know how I can hold that position and keep doing so until the game is finished. I thought that calling the previous function would do that (and you can see where I have put that into a comment) but it doesn't.

Code:
#include <iostream> //includes header file
using namespace std;
//function prototypes
void printLeftUpper(int i, int j);
void printMiddleUpper(int i, int j);

[Code] ....

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C# :: Three And Four Player Uno Game

Feb 26, 2015

I'm having some problems figuring out 3 and 4 player games in an Uno game I'm working on. I'm not sure what specifically the problem is, however. I've tried everything I can think of; I'm at a loss for what to do next. Two player games work perfectly, which makes the nonfunctional 3 and 4 player games seem odd to me. Here is the code:

public void MoveOpponents() {
if (nextPlayer == 0) {
if (Main.dir == Direction.Clockwise) nextPlayer = 1;
else nextPlayer = numPlayers - 1;

[Code] .....

The code for the human player is in Update(), but I won't show that because it's actually quite similar to the above code.

Right now what it's doing is jumping all over the place, making opponent 2 play before opponent 1, then I play, then opponent 1 plays. Then I play again. It's really messed up.

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C++ :: Text Game - How To Make Player Go Back To Previous Location

Mar 19, 2013

I have started making a text adventure game.

if (Choice == 2) {
cout << "" << endl << "You follow the light to the end of the hallway, you find your self in a room" << endl
<< "with natural light coming from a hole in the ceiling." << endl << "" << endl << "You hear the door you just came through, slam behind you!" << endl << "" << endl
<< "There are three possible directions." << endl << "" << endl << "Do you:" << endl << "" << endl << "1) Go forward" << endl << "" << endl << "2) Go left" << endl

[Code] .....

Ignore the if (Choice == 2) at the beginning, that's linked to some previous code.

I want to make the player go back to the first bit of text but i'm not sure how to do this if they keep choosing to go back and forth from one location.

I first thought of doing it by just putting the text back in after they have chosen the option, but I can't do this infinite times.

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C++ ::  Making Simple Game In SMFL - Player Class Does Not Have Type

Jul 20, 2013

I'm trying to make a very simple game in SFML, and i have a problem. Whenever i try to create sf::Sprite for the class where all properties of Player (his sprite, health, speed, etc.) It gives me error.

#include <sfml.h>
#include <list>
class Playerclass{
public:
int xspeed, yspeed;
float health;
sf::Sprite entsprite();

[Code] ....

The error is with player.entsprite.setTexture(texture) : "'player.Playerclass::entsprite' does not have class type".

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C++ :: Two Player Strategic Battle Turn Based Game - Assigning Controls

Nov 1, 2014

I am making a game which is a two player strategic battle turn based game..... The game will require each player to choose a attack. What would be the best key configuration for set of four attack. Like

player 1: 1,2,3,4;
player 2: 7,8,9,0;
where 1&7 are for kick 2&8 are for punch etc.....
or
player 1: q,w,e,r;
player 2: u,i,o,p;

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C++ :: Static Assert Not Allowed In Enums

Feb 13, 2014

I'm going from section 7.1 where it is stated that:

Standard wrote:A declaration occurs in a scope (3.3); the scope rules are summarized in 3.4. A declaration that declares a function or defines a class, namespace, template, or function also has one or more scopes nested within it.

Jumping to section 3.3 we find that there exist block scope, function prototype scope, function scope, namespace scope, class scope, enumeration scope, and template parameter scope.

I find nothing that states that static_assert declarations cannot be used in any of those scopes, yet only block, function, class, and namespace scopes allow for it with clang.

static_assert(true, "");// namespace scope (good))
class X {
static_assert(true, "");// class scope (good))

[Code].....

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C++ :: Why Do Virtual Enums Compile When They Cannot Be Defined In Derived Class

Aug 26, 2013

Assume this class:

class GenericTrafficLight {
public:
virtual enum LightState;
void setLightState(LightState newState) {
currentState = newState;
}
private:
LightState currentState;
};

And this deriving class:

class FuturisticTrafficLight : public GenericTrafficLight {
public:
enum LightState {
LIGHT_STATE_RED = 0,
LIGHT_STATE_YELLOW = 1,
LIGHT_STATE_CYAN = 2,
LIGHT_STATE_GREEN = 3
};
};

This yields this error: "C2911 (...) cannot be declared or defined in the current scope" in the deriving class's enum definition.

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C :: Binary Game - Using Values With Some Basic Logical Operations

Apr 24, 2014

When things at work get overwhelming, it's not unusual for me to briefly "escape" by writing small programs simply for fun. A few days ago, I had an idea for a "binary game". I completed the first draft of it yesterday.

The idea is simple. The game uses 8-bit values. At the start of the game, a random "target" value is generated. The player is dealt a "hand" of seven values. The object is to use the values in your hand, along with some basic logical operations, to create the "target" value. While the idea is simple, the game itself can be quite difficult.

Here is an example of the output:

Code: --------------------
T: 1111 1100 (0xFC)
--------------------
0: 0000 0000 (0x00)
--------------------
1: 1100 1110 (0xCE)
2: 1010 0011 (0xA3)
3: 1100 0101 (0xC5)
4: 1011 1111 (0xBF)
5: 1010 1011 (0xAB)
6: 0001 1011 (0x1B)
7: 0001 1011 (0x1B)
--------------------

: Looking at the first column:
- 'T' is the "target" value
- '0' can be thought of as the "game board" - this is the value that needs to match the target value for a win
- '1' - '7' are the values in your "hand"

You can apply logic AND ('A'), OR ('O'), or XOR ('X') to a value in your hand with the value on the "game board". You are also allowed to apply logic to two values in your hand to create a new value for your hand. When a value from your hand is used, it is removed.

Some examples of the commands:

A30 --- apply logic AND to value #3 in your hand, and the "game board" value
O23 --- apply logic OR to value #2 in your hand and value #3 in your hand
X70 --- apply logic XOR to value #7 in your hand, and the "game board" value

You can also be dealt new values (as long as there's room in your hand) with the '+' command. 'H' or 'h' prints the help, and 'Q' or 'q' exits the game.

I haven't thoroughly tested it yet, since I just finished it a yesterday, but so far it looks good. The program itself uses only standard C.

I was dickering with the idea of supporting more logical operators (NOT, NAND, NOR, XNOR, shift), but I like the simplicity and resulting difficulty of the current implementation.

During initial testing, I realized it's possible to have doubles in your hand. Also, it's quite possible to be dealt the target value directly, which means that you could potentially win with one move, chance permitting. At first I thought about defending against these conditions, but came to the conclusion that it is fine as is - chances of an instant win are small, and if it does occur, would still be an enjoyable experience. Besides, if you're dealt the target value after the "game board" value has been modified.

Also, I did not allow a value of "zero" in the players hand. This was originally because I thought it would be of little use (though I've been reconsidering this). This also means that if two values in the hand are combined and result in zero, both values are removed and no new value is added. This was originally a bug, but I think I'll just reclassify it as a feature

So far, I found that the best strategy is to avoid modifying the "game board" value, and just play with the values in your hand. If you can get the target value in your hand, you just OR it with the "game board" and you're done.

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C++ :: Cards Game - Seeding A Vector With 52 Unique Values

Dec 29, 2013

I am trying to seed a vector with 52 values ranging from 1 to 52. I already have the code written to seed the vector bu how to keep from repeating the same values from being seeded. This is for a five card stud game.

#include<iostream>
#include<cmath>
#include<cstdlib>
#include<string>
#include<vector>
#include<ctime>
using namespace std;

[Code] ....

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C++ :: Dice Game - Receive Same Values When Roll Function Get Call Twice For Same Object

Nov 7, 2013

#include <iostream>
#include <cstdlib>
#include <time.h>
#include <conio.h>
using namespace std;
class Dice {

[Code] ....

Every time the roll_dice function get call twice for the same object, i receive the same dice values.

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C/C++ :: Madd Libs Game - How To Store Inputted Strings Or Values To Arrays

Nov 11, 2014

My assignment is writing Madd Libs game. I still do not understand how to store inputted strings or values to arrays. I need explanation of collecting inputted data to arrays.

#include "stdafx.h"
#include<stdio.h>
//#include<string.h>
int main(void) {
char string[37] = {''};
char adjective1[15];

[Code] ....

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C++ :: Design Class That Can Be Used That Can Represent A Parabola

Apr 24, 2013

The program is supposed to design a class that can be used that can represent a parabola.

Code:

#include <iostream>
#include <iomanip>
#include <cmath>
#include <fstream>
#include <cstdlib>
#include <cstring>

using namespace std;
class Parabola {
public:
Parabola( double, double, double );

[Code] .....

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C/C++ :: Object Represent A Value And Add / Remove Cart?

Sep 25, 2013

im working on Book Ordering system and i having trouble how to make the system recognize different price values when i add different books into it, also how to make the system to be able to add/remove cart?

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C++ :: Program To Read Image (Later Represent By Array 3D)

May 1, 2013

I will make a program to read the image in C++. And later, the image will represent by array 3D, which (x,y) represent the spatial coordinate of (height*weight) image (pixel) and z represent the intesity of those image (0-255).

In matlab, the code for do that is --> imread('image.jpg')

How can I do that in C++?

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C++ :: Obtaining Pointers To Represent Each Branch In Hierarchy?

Aug 24, 2014

My program has a large version of this, where every leaf class is singleton, and pointers of the base class to represent each possible path are stored in a map during compile time. I have it working as follows:

#include <iostream>
#include <string>
#include <map>

[Code].....

But System::initializePrototypes() is constructing the map manually, and I want to use recursion somehow, because my hierarchy is much bigger than this. It's also easy to miss a path doing it the above way, and when new classes are added to the hierarchy, it will be a nightmare to update the map. So the ideal solution is recursion constructing the map perfectly--and when new classes are introduced, nothing needs to be added to System::initializePrototypes().

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C# :: How To Represent A Table That Contains Dynamic Content In Header

Jun 2, 2014

I've attached an image that shows a basic table with dynamic content in the header.

Initially, I thought about using a datagrid. However, I can't use a datagrid because of the format of my data visually. The DataGrid would not allow me to have static and dynamic data inside my column headers.

You see anything I am displaying in brackets, {}, are being updated with results after I process some data in the backend. After the data analysis is done, the results are displayed based on an algorithm.

So, let's say for control1, for each family, it would indicate whether the data passed or failed. Then, in the rows themselves, it would update with choice 1 or choice 2 depending on the data generated.

So, the data that is in brackets shows properties being updated. I'm not sure what UserControl I can use to accommodate this kind of display.

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C++ :: How To Create Member Function To Represent Embedded Task

Jun 17, 2014

The following code is an example of how task are created with micro cos III in c. I am trying to figure how to create similliar code in C++. My problem is how do I instantiate objects and how to use member functions to represent task. Within the create task routine the address of function is passed as argument. How do I do this in C++? Will I need more than one class? New to embedded C++.

/*!
* @brief LED Flasher Task
*/
void
led5_task (void * p_arg)
{
OS_ERR err;
(void)p_arg; // NOTE: Silence compiler warning about unused param.

[Code]...

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C++ :: Stack Function Is Supposed To Represent Scope Of Program

Dec 5, 2014

I am trying to make an interpreter. This stack function is supposed to represent the scope of the program, meaning scope of the variables. The START represents a new scope, and FINISH represents the current scope closing. I am trying to do a recursive function in which the stack is updated with each recursive call, which represent a new scope for each call.After i enter a new scope and the scope ends, my program prematurely terminates.

void stack(ifstream& file,Hash& Table) {
string line;
getline(file,line);
int i=0;

[code].....

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C++ :: Represent Each Inputted Amount Of Rainfall Into A Graph With Loops?

Mar 15, 2013

I need to represent each inputted amount of rainfall into a graph like this.. how would I do this with loops?

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C++ ::  Tree Data Structure To Represent Category And Subcategory Of Products

Jan 15, 2015

Given a product category and sub­category representation:

a. Come up with a tree data structure to minimally (in terms of storage) represent this
b. Write a program to convert the given representation (shown in example below) to this
c. Write a function to output the tree structure in a nice human readable format

Note:
a. There can be any number of levels of depth
b. Rows may be repeated in input, but need to feature only once in the final tree.

Example category list (read this input from a file):

everything else|office supplies
electronics|video games
electronics|video games|accessories
electronics|video games|accessories|headsets
electronics|video games|accessories|flight controls
electronics|video games|accessories|joysticks

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C++ :: Program That Will Represent Axis-aligned Right Triangle In X-y Plane As A Class

Apr 10, 2013

I am having trouble of exactly how "class" works. I dont know what the difference between set and get is. I have this code:

#include <iostream>
#include <cmath>
using namespace std;
class Point {
private:
double px;
double py;

[Code] .....

How to get void Triangle::setBottomLeftX(const double x) to work.

Implement the get and set member functions for the class Triangle. Use the appropriate class attributes of the class Triangle.

a. The location of the bottom left vertex is stored in the member attribute blPoint.
b. The top left vertex can be computed from blPoint and the height.
c. The bottom right vertex can be computed from blPoint and the length.

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C++ :: Use Enums Defined In Class Outside That Class?

Jan 4, 2014

I had defined enums in a class like this:

Code:
class Enums {
public:
enum COLOURS {BLACK, GRAY, RED, ORANGE, YELLOW,
GREEN, BLUE, PURPLE, BROWN, PINK, WHITE};
}

But I don't want to use the enums inside of that class. I want to use it in the main file like this:

Code:
#include <iostream>
using namespace std;
void SetColor(const int COLOR) {
cout << COLOR << endl;
}
int main(int argc, char* argv[]) {
void SetColor(BLACK);
return 0;
}

Without getting a syntax error.

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C++ :: Simple AI That Follows Player

Apr 10, 2014

I'm having some problems with implementing an AI. It should be just a simple AI that follows player. Here is the code that I got so far:

(float)DirectionX = Circle->GetX() - AI->GetX();
(float)DirectionY = Circle->GetY() - AI->GetY();

(float)Hyp = sqrt(DirectionX * DirectionX + DirectionY * DirectionY);

DirectionX /= Hyp;
DirectionY /= Hyp;

x += DirectionX * 3;
y += DirectionY * 3;

This is what I got so far. It creates a vector in a direction I want to move, then just normalizes the vector. Simple as that. But I'm having 2 problems..

AI moves towards player only when Im at like the end of screen and the AI is on the other side, I must keep a certain distance for it to be able to move towards me. Basically, its not constantly moving towards the player. I also tried it with trig, using atan2 for angle and sin / cos for speed. Also didn't work, same result.

The other problem is when I want to add i.e 5 more AIs. For each new AI it creates, it makes a new update.. So, to kinda clear it up. If I'm in middle of the screen and an AI is spawned above me, it will move towards me. But when after that one, 2nd AI spawns beneath me, both 1st and 2nd AI move up. Basically, previous AIs take the update from last one that is created. For updating I'm using lists, objects and iters.

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C++ :: Game Design Practice For Accessing Container Of Game Objects

Dec 21, 2014

I'm working on my first video game. So far I have a few classes in the game starting with the Game class which includes a list of GameObjects (another class). There are several classes that inherit from GameObjects used to implement things like bullets, explosions, various enemy types, etc.

The game essentially iterates through the list of GameObjects to update/render them. I would like to provide access to the Game's list of GameObjects inside another class (like the Bullet class) so I can put new objects on the list. For example, when a bullet hits, I want to add an explosion to the Game's GameObject list it can be updated/rendered.

How this should be setup? I was considering adding a pointer to the Game or GameObject list to the GameObject class (and methods to access it), but I was wondering if there is a better way to set this up?

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C++ :: Program For Calculating Total Price Of Game Station And Game

Sep 13, 2014

I would like to make a program for calculating the total price of a game station, and a game. I made a program like this for just the price of a game in class, but I want to make one that does the game system as well.

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C++ :: Giving Score To Correct Player

Jul 22, 2013

I have programmed a game where you guess a number (1-6) and if the number is equal to the random number then give the player score + 10. But if I have selected for example 4 players then if the game will give player 1 a score it gives player 2 a score instead? What can be causing this error?

Code:
#include <iostream>
#include <cstdlib>
#include <ctime>
using namespace std;
int cube;
int number[4];

[Code] .....

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