Absolutely! Implementing a custom grid shape can add a unique twist to our Minesweeper game.
While rectangular grids are traditional, we can create various shapes like hexagonal, triangular, or even completely custom layouts. Let's explore how we might implement a hexagonal grid as an example.
To create a hexagonal grid, we need to adjust our MinesweeperGrid
and MinesweeperCell
classes. Here's a basic implementation:
#include <cmath>
#include <vector>
#include "Minesweeper/Cell.h"
class HexCell : public MinesweeperCell {
public:
HexCell(int X, int Y, int Size, int Row,
int Col) :
MinesweeperCell(X, Y, Size, Size, Row,
Col) {}
void Render(SDL_Surface *Surface) override {
// Draw hexagon shape instead of rectangle
const int centerX = X + Width / 2;
const int centerY = Y + Height / 2;
const int radius = Width / 2;
std::vector<SDL_Point> points;
for (int i = 0; i < 6; ++i) {
const double angle =
i * M_PI / 3 - M_PI / 6;
points.push_back(
{static_cast<int>(
centerX + radius * std::cos(angle)),
static_cast<int>(centerY +
radius *
std::sin(angle))});
}
// Draw filled hexagon
filledPolygonRGBA(
Surface,
reinterpret_cast<const Sint16 *>(
&points[0].x),
reinterpret_cast<const Sint16 *>(
&points[0].y),
6, Color.r, Color.g, Color.b, Color.a);
}
};
class HexGrid {
public:
HexGrid(int x, int y) {
using namespace Config;
const int hexRadius = CELL_SIZE / 2;
const int verticalSpacing =
hexRadius * 3 / 2;
for (int row = 0; row < GRID_ROWS; ++row) {
for (int col = 0; col < GRID_COLUMNS;
++col) {
int xPos = x +
col * (hexRadius * sqrt(3)) +
(row % 2) * (hexRadius * sqrt(3) / 2);
int yPos = y + row * verticalSpacing;
Cells.emplace_back(xPos, yPos,
CELL_SIZE, row, col);
}
}
}
void Render(SDL_Surface *Surface) {
for (auto &cell : Cells) {
cell.Render(Surface);
}
}
std::vector<HexCell> Cells;
};
In this implementation:
HexCell
class that inherits from MinesweeperCell
but overrides the Render()
method to draw a hexagon instead of a rectangle.HexGrid
class calculates the position of each hexagonal cell based on its row and column.filledPolygonRGBA()
function to draw the hexagonal shape.Implementing a custom grid shape also requires adjusting our game logic:
Here's a basic neighbor calculation for hexagonal grids:
std::vector<HexCell *> GetNeighbors(int row,
int col) {
std::vector<HexCell *> neighbors;
const std::vector<std::pair<int, int>>
offsets = {{-1, 0},
{1, 0},
{0, -1},
{0, 1},
{row % 2 ? 1 : -1, -1},
{row % 2 ? 1 : -1, 1}};
for (const auto &[rowOffset, colOffset] :
offsets) {
int newRow = row + rowOffset;
int newCol = col + colOffset;
if (newRow >= 0 && newRow < GRID_ROWS &&
newCol >= 0 && newCol < GRID_COLUMNS) {
neighbors.push_back(
&Cells[newRow * GRID_COLUMNS + newCol]);
}
}
return neighbors;
}
Implementing a custom grid shape adds complexity but can make your Minesweeper game stand out. Remember to adjust all parts of your game logic to accommodate the new shape, including mine placement, cell clearing, and win condition checking.
Answers to questions are automatically generated and may not have been reviewed.
Building a two-dimensional grid of interactive minesweeper cells