I Cant get my checkers game board to refresh every time i make a move. i have system("cls") But it does nothing of the sort.. To move a pice ive created an illusion which swaps one pieces appearance with another :
I am doing a checkers program in C and were not allowed to use standard C99. Things are going relatively well so far. I have 2d array that acts as a matrix for my board and have ways to check if a space is empty and if it is occupied by a specific players chip.
Right now I have a giant messy method that I will split up sooner or later but Im just trying to understand and build the logic. It looks like this:
Code: void isValidMove(int origin, int dest, int player) { int rowDiff = abs(origin%8 - dest%8); int possibleMoveLeftUp = origin - 9; int possibleMoveLeftDown = origin + 9; int possibleMoveRightUp = origin - 7;
[Code] ....
So although its not pretty i think the logic is sound. I can tell whether or not a player is attempting to make a move or a jump. I haven't implemented make_move() yet but thats no problems. My biggest deal is that I need to find a way to tell the user he has to jump if its available. I feel like this is a very difficult task for me to grasp and is more about algorithm logic and math then the C language which is what the course is for.
So, how I could loop through all of a specific players chips and see if that player has an available jump. Also if he does then the jump has to be taken and then checked again as if there is another legal jump then it needs to be taken as well until their are no jumps left. Of course there could be 2 routes available, but I think I could deal with that if I just could come up with a reasonable way of checking....
I am trying to draw a grid for checkers. I could draw a square at the starting point from origin with the code below(attached the pic below how it looks) however I am not being able to draw a grid when the program runs.
#include "ccc_win.h" // GameDemo.cpp // Shows how to place a piece accurately on a grid after a mouse click. #include "ccc_win.h" // for graphics classes and functions using namespace std; int ccc_win_main(void) // main function for graphics program
I'm writing a version of the classic Snake game. However, my board is not printing correctly. The right hand border is in the incorrect location. Also, when I randomly generate where the food ('X') is located, it only generates on the edges of the boundaries.
#include <iostream> #include <cstdlib> using namespace std; const int ROWS = 21; constint COLS = 61;
I'm programming tic tac toe but the board is not showing numbers, and it is simply stating the winner without any input: (the win conditions are not complete, but it shouldn't matter).
#include <iostream> #include<string> using namespace std; //Write a two-player tic-tac-toe game; use enums when possible to represent the values of the board
Im trying to make a Tic Tac Toe board for an assignment. Right now it compiles fine but when I enter an x or o it does not update the board it just prints out the '.'s that the board is initialized to. Also, when I get to player 2 the board will printout twice so its 6 rows or 3 columns. The project uses a main to ask who starts then goes to a play function that asks for inputs and calls the makeMove function to place the x's and o's and the print function to display the updated board.
bool Board::makeMove(int rowIn, int columnIn, char currentPlayer) { if (playBoard[rowIn][columnIn] == '.') { playBoard[rowIn][columnIn] = currentPlayer; return true;
Okay so this is part of a small uni module around the arduino board. The task is to simulate traffic lights at a junction. At the moment my code below runs through the sequence with 2 seperate lights. When one set of lights turns RED , the other turns GREEN.In my main loop method I need to add a button for a crossing. I want to be able to check if the button is pressed at each of the delays but do not want to have to hold it down.I have thought about putting it at the top of the loop but then the program will only check if button is pressed in that point therefore the user will have to hold it down?
Code:
int green1 = 13 ; int amber1 = 12 ; int red1 = 11 ;
int green2 = 6 ; int amber2 = 7 ; int red2 = 8 ; }
/* This is what I have so far what i am trying to do is to initialize the arrays at zero and output the board to the screen. Part of the problem is the user has the option of the board size. All this is suppose to do is to output the board to the screen. I am having problems understanding 2D Arrays. */
using namespace std; int main() { const int BOARD_MAX = 10; // Maxinum Board size. const int BOARD_MIN = 3; // Minimum Board size. array = [COL]; array [ROW];
I am working on my senior project and my currect task is to make a menu. I dont know what the best way to do it. my code is not complete and i am completely lost. code found below:
Every time the timer clicks it should show a text letter like (T) for tortoise and (H) for hare that moves around the board when the user hits go on the GUI.
Is there any standard USB protocol which i can follow to send data to my embedded board(and vice versa). I have no clue on USB programming using c,is there any example code i could follow,
I'm in the beginning stages of designing my first video game using SDL, and have run into a bit of an impasse. I attempt to draw the map using a simple tile function and nothing prints to the screen. I am going to attach the function itself.
bool Tile::draw_tiles ( void ) { GV gv;
//Open the map std::ifstream map ( "test.map" ); for ( int y = 0; y < GV::MAP_HEIGHT / 64; y++ ) { for ( int x = 0; x < GV::MAP_WIDTH / 64; x++ ) {
[Code] ....
Extra notes: 1. Compiles fine. 2. No run time errors (this function returns true). 3. Apply surface is a function that takes an x and y value for position on the map, an image, a screen to print it to, and a rectangle to cut out the image out of. 4. I did some bug testing and added another function to print the image SDLS_tiles by itself (its just a simple sprite map) after the map.close() function, and it worked fine.
I've been trying to figure out how to implement a way to save this board state throughout a user's inputted path. At the end, I need the output to print out the board states (user's path) of how he or she got the puzzle solved. This puzzle is the 15 Puzzle; but we have it to change by the user's input on what size they want to play (3x3 to 5x5). How to save the board state of each user input, then print those out in order from beginning to solved puzzle state. Subsequently, I would also need transferring the board state to change with using a vector to store the size based on user input. How to proceed, using a first search to solve the puzzle from the current board's state.
calculations.h
Code: /*Calculations set as a header to keep compiling simple and faster*/
i have to make an application called " paint " in c++ . It should facilitate user to draw different shapes using a mouse. Now the biggest hurdle i am facing is the usage of mouse .. what is the header file for usage of mouse ? i am using visual studio 2010 . the syntax is creating problems ..
Found a good beginner's tutorial to learn Visual C++: [URL] ....
How to change the drawing so that instead of squares, the game draws circles. Can figure out that using Ellipse in the code results in circle outlines, but the fill remains as square color shapes.
The drawing code from the tutorial is below. How to substitute filled circles for filled squares.
Code:
// CSameGameView drawing void CSameGameView::OnDraw(CDC* pDC){ // First get a pointer to the document CSameGameDoc* pDoc = GetDocument(); ASSERT_VALID(pDoc); if(!pDoc)
I'm doing a project and I need to draw a square into a pgm image if certain conditions are met, but I'm not sure how to draw the square into the image.
For my code, I am getting a value for lengths of x, y and z like "getXlength(x_length)" etc... I would like to know how I can use these values to draw the prism rather than giving values for each coordinates in each face.
I've been given the task of converting a java application to a c# windows form application. The program displays a Mandelbrot which then allows the user to zoom into. I've managed to display the Mandelbrot and even zoom. However when dragging a box to zoom, the box its self doesn't show, meaning the user cannot see what area they will be zooming into.
I believe I need to call the update function which draws the rectangle as I drag however no matter what I try, I get errors from a red cross instead of the Mandelbrot to compile errors. Here is the code that I believe is relevant.
public void update(Graphics g) { Color color = Color.White; Pen myPen = new Pen(color); g.DrawImage(myBitmap, 0, 0); if (rectangle) {