Adding a Hint Feature
Is it possible to add a "hint" feature that reveals a safe cell?
Absolutely! Adding a hint feature to reveal a safe cell is a great way to enhance the gameplay experience, especially for beginners or when players are stuck. Let's implement this feature step by step:
1. Modifying the MinesweeperGrid Class
First, we'll add a method to our MinesweeperGrid
class to find and reveal a safe cell:
// Minesweeper/Grid.h
class MinesweeperGrid {
public:
// ... existing code ...
bool RevealHint();
private:
// ... existing code ...
std::vector<MinesweeperCell*> GetSafeCells();
};
2. Implementing the Hint Logic
Now, let's implement the RevealHint
method:
// Minesweeper/Grid.cpp
#include <random>
bool MinesweeperGrid::RevealHint() {
auto SafeCells = GetSafeCells();
if (SafeCells.empty()) {
return false; // No safe cells left
}
// Randomly select a safe cell
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_int_distribution<> dis(
0, SafeCells.size() - 1);
int randomIndex = dis(gen);
SafeCells[randomIndex]->ClearCell();
return true;
}
std::vector<MinesweeperCell*>
MinesweeperGrid::GetSafeCells() {
std::vector<MinesweeperCell*> SafeCells;
for (auto& Cell : Children) {
if (!Cell.GetHasBomb()
&& !Cell.IsCleared()) {
SafeCells.push_back(&Cell);
}
}
return SafeCells;
}
Let's add a hint button to our UI:
// Minesweeper/UI.h
#include "Minesweeper/HintButton.h"
class MinesweeperUI {
public:
// ... existing code ...
private:
MinesweeperGrid Grid;
NewGameButton NewGameBtn;
HintButton HintBtn;
};
Now, let's create the HintButton
class:
// Minesweeper/HintButton.h
#pragma once
#include "Engine/Button.h"
#include "Engine/Text.h"
#include "Minesweeper/Grid.h"
class HintButton : public Engine::Button {
public:
HintButton(int x, int y, int w, int h,
MinesweeperGrid& grid)
: Button{ x, y, w, h },
Text{ x, y, w, h, "HINT", {}, 20 },
Grid{ grid } {}
void Render(SDL_Surface* Surface) override {
Button::Render(Surface);
Text.Render(Surface);
}
void HandleLeftClick() override {
if (Grid.RevealHint()) {
// Hint was successful
SetColor(Config::BUTTON_SUCCESS_COLOR);
} else {
// No safe cells left
SetColor(Config::BUTTON_FAILURE_COLOR);
}
}
private:
Engine::Text Text;
MinesweeperGrid& Grid;
};
5. Updating the UI Constructor
Finally, let's update the MinesweeperUI
constructor to include the new hint button:
// Minesweeper/UI.cpp
MinesweeperUI::MinesweeperUI()
: Grid{ Config::PADDING, Config::PADDING },
NewGameBtn{
Config::PADDING,
Config::GRID_HEIGHT + Config::PADDING * 2,
(Config::WINDOW_WIDTH - Config::PADDING *
3) / 2,
Config::FOOTER_HEIGHT - Config::PADDING
},
HintBtn{
Config::PADDING * 2 + (
Config::WINDOW_WIDTH
- Config::PADDING * 3) / 2,
Config::GRID_HEIGHT + Config::PADDING * 2,
(Config::WINDOW_WIDTH - Config::PADDING *
3) / 2,
Config::FOOTER_HEIGHT - Config::PADDING,
Grid } {}
With these changes, we've added a hint feature to our Minesweeper game. Players can now click the "HINT" button to reveal a safe cell when they're stuck. The button will change color to indicate success or failure (when no safe cells are left).
Remember to update your event handling in the MinesweeperUI
class to include the new HintButton
:
void MinesweeperUI::HandleEvent(
const SDL_Event& E) {
Grid.HandleEvent(E);
NewGameBtn.HandleEvent(E);
HintBtn.HandleEvent(E);
}
This hint feature adds an extra layer of interactivity and assistance to your Minesweeper game, making it more accessible to players of all skill levels.
Ending and Restarting Games
Implement win/loss detection and add a restart feature to complete the game loop