Custom Grid Shapes in Minesweeper
Can we implement a custom grid shape instead of just rectangular?
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.
Hexagonal Grid Implementation
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:
- We create a
HexCell
class that inherits fromMinesweeperCell
but overrides theRender()
method to draw a hexagon instead of a rectangle. - The
HexGrid
class calculates the position of each hexagonal cell based on its row and column. - We use the SDL2_gfx library's
filledPolygonRGBA()
function to draw the hexagonal shape.
Adapting Game Logic
Implementing a custom grid shape also requires adjusting our game logic:
- Neighbor calculation: In a hexagonal grid, each cell has 6 neighbors instead of 8.
- Cell selection: We need to implement a method to determine which cell was clicked based on the hexagonal layout.
- Grid navigation: Moving between cells (e.g., with keyboard controls) would need to account for the hexagonal pattern.
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.
Creating the Grid
Building a two-dimensional grid of interactive minesweeper cells