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I'm coding a game of Connect Four for my C++ class. For the most part, it works. But I'm having trouble with the single player version of the game. It seems to not properly generate the random number between 1 through 7, which causes it to spam the same phrase when running the code.

Here's my code:

#include <iostream>
#include <stdlib.h>
#include <string>
#include <windows.h>
#include <time.h>

using namespace std;
void display();
bool check(int a, int b);
int drop(int b, char player);
char place [6][7];

int main()
{

int choice;
char choice2;

cout << " Hello! Welcome to...\n";
cout << " _______ _______ __ __ __ __ _______ _______ _______\n";
cout << "| _____|| ___ || | | || | | || _____|| _____||__ __|\n";
cout << "| | | | | || || || || || |____ | | | |\n";
cout << "| | | | | || || || || || ____| | | | |\n";
cout << "| |_____ | |___| || | | || | | || |_____ | |_____ | |\n";
cout << "|_______||_______||_| |__||_| |__||_______||_______| |_|\n";
cout << " _______ _______ __ __ _______\n";
cout << " | _____|| ___ || | | || ___ |\n";
cout << " | |____ | | | || | | || |___| |\n";
cout << " | ____| | | | || | | || __ _|\n";
cout << " | | | |___| || |_| || | | |\n";
cout << " |_| |_______||_______||_| |_|\n";
cout << "Enter either a '1' or '2' to show how many players there are!\n" << flush;

cin >> choice;

switch (choice)
{
case 1:
cout << "You've chosen single player! Is this correct?\nPlease answer 'y' for yes, and 'n' for no.\n";
cin >> choice2;
if (choice2 == 'y')
{
system ("CLS");
cout << "Alright! Starting a single player game!\n" << flush;
}
else if (choice2 == 'n')
{
system ("CLS");
cout << "You need to restart the program and select the proper amount of players!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n" << flush;
return 0;
}
else
{
cout << "That's not a valid answer! Please try again!\n";
return 0;
}
break;
case 2:
cout << "You've chosen two players! Is this correct?\nPlease answer 'y' for yes, and 'n' for no.\n";
cin >> choice2;
if (choice2 == 'y')
{
system ("CLS");
cout << "Alright! Starting a two player game!\n" << flush;


}
else if (choice2 == 'n')
{
system ("CLS");
cout << "You need to restart the program and select the proper amount of players!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n" << flush;
return 0;
}
else
{
cout << "That's not a valid answer! Please try again!\n";
return 0;
}
break;
}
{
for(int a =0;a <= 5; a++)
{ //fill place with whitespace
for(int b = 0; b<=6; b++)
{
place[a] = ' ';
}
}
display();//Displays for first time so players can see the board
int hold;//Will house user row choice
int hold2 = 0;//will hold drop value
int charsPlaced = 0;//Number of pieces dropped so can end game if a draw
bool gamewon = false;//Will be changed to true when game is won and will exit while loop
char player;//start as player 2 will change back 2 player 1
int turncount = 0;
while(!gamewon){//will stop when game is won, ! means NOT makes the opposite be checked
if(hold2 != -1)
{//check if there was a error in the last drop
if (turncount == 0)
{
player = 79;
cout << "Where would you like to drop, Player 1?: ";
turncount++;
}
else
{
if (choice == 2)
{
player = 88;
cout << "Where would you like to drop, Player 2?: ";
turncount--;
}
else
{
player = 88;
hold = 3;
turncount--;
}

}
}
while(true)
{//will run until 'break;'
if(charsPlaced == 42) break;//if draw

if (choice == 2)
{
cin >> hold;
}

hold--;//take off 1 to account for arrays starting at 0 not 1
if(hold <=6 && hold>= 0) break;//if within valid range stop loop
else cout<< "\nplease enter a value between 1 and 7 : ";//ask for input and loop again
if (cin.fail()) //catch a non number
{ //
cin.clear(); //Stops cin trying to put its value in to hold
char c; //Try entering a non number without this, 2 see what this does
cin>>c; //
} //Catch a non number

}
if(charsPlaced == 42) break;//if draw
hold2 = drop(hold,player);//drop the player store the row in hold2
if(hold2 == -1) cout<<"Column is full\nPlease enter another number between 1 and 7:";//if error -1 row is full
else{
gamewon = check(hold2,hold);//check if game is run
charsPlaced ++;//another character has been successfully placed
//This clears the screen works with windows, not necessary to run game
display();//displayed updated board
}
}


//this clears the screen
if(charsPlaced == 42){//if draw
cout<<"No winner, Game is a draw.\n";

return 0;
}
if(player == 15)//if won by player 2
cout<<"Player 2 has won the game!\n";
else cout<<"Player 1 has won the game!\n";//Else won by player 1
//pauses before exit so players can see who won, works with windows
return 0;//Exit application
}
}

void display()
{
system("CLS");
cout<<" 1 2 3 4 5 6 7\n";
for(int a = 0; a<= 5; a++)
{
for(int b =0; b <= 6; b++) cout<<char(218)<<char(196)<<char(191)<<" ";
cout<<'\n';
for(int b =0; b <= 6; b++) cout<<char(179)<<place[a]<<char(179)<<" ";
cout<<'\n';
for(int b =0; b <= 6; b++) cout<<char(192)<<char(196)<<char(217)<<" ";
cout<<'\n';
}
}

bool check(int a, int b)
{
int vertical = 1;//(|)
int horizontal = 1;//(-)
int diagonal1 = 1;//(\)
int diagonal2 = 1;//(/)
char player = place[a];
int i;//vertical
int ii;//horizontal
//check for vertical(|)
for(i = a +1;place == player && i <= 5;i++,vertical++);//Check down
for(i = a -1;place == player && i >= 0;i--,vertical++);//Check up
if(vertical >= 4)return true;
//check for horizontal(-)
for(ii = b -1;place[a][ii] == player && ii >= 0;ii--,horizontal++);//Check left
for(ii = b +1;place[a][ii] == player && ii <= 6;ii++,horizontal++);//Check right
if(horizontal >= 4) return true;
//check for diagonal 1 (\)
for(i = a -1, ii= b -1;place[ii] == player && i>=0 && ii >=0; diagonal1 ++, i --, ii --);//up and left
for(i = a +1, ii = b+1;place[ii] == player && i<=5 && ii <=6;diagonal1 ++, i ++, ii ++);//down and right
if(diagonal1 >= 4) return true;
//check for diagonal 2(/)
for(i = a -1, ii= b +1;place[ii] == player && i>=0 && ii <= 6; diagonal2 ++, i --, ii ++);//up and right
for(i = a +1, ii= b -1;place[ii] == player && i<=5 && ii >=0; diagonal2 ++, i ++, ii --);//up and left
if(diagonal2 >= 4) return true;
return false;
}
int drop(int b, char player)
{
if(b >=0 && b<= 6)
{
if(place[0] == ' ')
{
int i;
for(i = 0;place == ' ';i++)
if(i == 5)
{
place = player;
return i;
}
i--;
place =player;
return i;

}
}
}
 

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That's because it's not there. It's supposed to be in the "hold" variable, but I have 3 assigned to it right now as a place holder.

14 hours ago, 3pic_F4il_FTW said:

Hi

Only had a quick glance at it but I can't see you assigning a random value to hold anywhere.

That's because it's not there. It's supposed to be in the "hold" variable, but I have 3 assigned to it right now as a place holder.

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On 5/11/2018 at 3:22 AM, Trace Collins said:

for my C++ class

Talk to your teacher. We generally don't help with homework or similar here.

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      #include "Window.h" #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Error.h" #include "Renderer.h" #include "Scene.h" #include "Input.h" //Global Variables. int screen_width, screen_height; //On Window Resize. void OnWindowResize(GLFWwindow *window, int width, int height); //Implementation Structure. struct Window::Implementation { //GLFW Window. GLFWwindow *GLFW_window; //Renderer. Renderer *renderer; //Delta Time. double delta_time; //Frames Per Second. int fps; //Scene. Scene *scnene; //Input. Input *input; //Deconstructor. ~Implementation(); }; //Window Constructor. Window::Window(std::string title, int width, int height) { //Initializing width and height. screen_width = width; screen_height = height; //Create Pointer To Implementation. m_Impl = new Implementation(); //Try initializing GLFW. if (!glfwInit()) { std::cout << "GLFW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); exit(-1); } //Setting up OpenGL Version 3.3 Core Profile. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); /* Create a windowed mode window and its OpenGL context */ m_Impl->GLFW_window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL); if (!m_Impl->GLFW_window) { std::cout << "GLFW could not create a window!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } /* Make the window's context current */ glfwMakeContextCurrent(m_Impl->GLFW_window); //Initialize GLEW. if(glewInit() != GLEW_OK) { std::cout << "GLEW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } //Enabling Blending. GLCall(glEnable(GL_BLEND)); GLCall(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); //Setting the ViewPort. GLCall(glViewport(0, 0, width, height)); //**********Initializing Implementation**********// m_Impl->renderer = new Renderer(); m_Impl->delta_time = 0.0; m_Impl->fps = 0; m_Impl->input = new Input(this); //**********Initializing Implementation**********// //Set Frame Buffer Size Callback. glfwSetFramebufferSizeCallback(m_Impl->GLFW_window, OnWindowResize); } //Window Deconstructor. Window::~Window() { delete m_Impl; } //Window Main Loop. void Window::MainLoop() { //Time Variables. double start_time = 0, end_time = 0, old_time = 0, total_time = 0; //Frames Counter. int frames = 0; /* Loop until the user closes the window */ while (!glfwWindowShouldClose(m_Impl->GLFW_window)) { old_time = start_time; //Total time of previous frame. start_time = glfwGetTime(); //Current frame start time. //Calculate the Delta Time. m_Impl->delta_time = start_time - old_time; //Get Frames Per Second. if (total_time >= 1) { m_Impl->fps = frames; total_time = 0; frames = 0; } //Clearing The Screen. m_Impl->renderer->Clear(0, 0, 0); //Render The Scene. if (m_Impl->scnene != NULL) m_Impl->scnene->Render(this); //Updating the Screen. m_Impl->renderer->Update(m_Impl->GLFW_window); //Increasing frames counter. frames++; //End Time. end_time = glfwGetTime(); //Total time after the frame completed. total_time += end_time - start_time; } //Terminate GLFW. glfwTerminate(); } //Load Scene. void Window::LoadScene(Scene * scene) { //Set the scene. m_Impl->scnene = scene; } //Get Delta Time. double Window::GetDeltaTime() { return m_Impl->delta_time; } //Get FPS. int Window::GetFPS() { return m_Impl->fps; } //Get Width. int Window::GetWidth() { return screen_width; } //Get Height. int Window::GetHeight() { return screen_height; } //Get Input. Input * Window::GetInput() { return m_Impl->input; } Renderer * Window::GetRenderer() { return m_Impl->renderer; } GLFWwindow * Window::GetGLFWindow() { return m_Impl->GLFW_window; } //Implementation Deconstructor. Window::Implementation::~Implementation() { delete renderer; delete input; } //OnWindowResize void OnWindowResize(GLFWwindow *window, int width, int height) { screen_width = width; screen_height = height; //Updating the ViewPort. GLCall(glViewport(0, 0, width, height)); }  
      Brain Class
      #include "Brain.h" #include "Sprite.h" #include "Window.h" struct Brain::Implementation { //Just A Flag. bool started; //Window Pointer. Window *window; //Sprite Pointer. Sprite *sprite; }; Brain::Brain(Window *window, Sprite *sprite) { //Create Pointer To Implementation. m_Impl = new Implementation(); //Initialize Implementation. m_Impl->started = true; m_Impl->window = window; m_Impl->sprite = sprite; } Brain::~Brain() { //Delete Pointer To Implementation. delete m_Impl; } void Brain::Start() { } void Brain::Update() { } Window * Brain::GetWindow() { return m_Impl->window; } Sprite * Brain::GetSprite() { return m_Impl->sprite; } bool Brain::GetStart() { return m_Impl->started; } void Brain::SetStart(bool value) { m_Impl->started = value; } Script Class (Its a Brain Subclass!!!)
      #include "Script.h" Script::Script(Window *window, Sprite *sprite) : Brain(window, sprite) { } Script::~Script() { } void Script::Start() { std::cout << "Game Started!" << std::endl; } void Script::Update() { Input *input = this->GetWindow()->GetInput(); Sprite *sp = this->GetSprite(); //Move this sprite. this->GetSprite()->Move(200 * this->GetWindow()->GetDeltaTime(), input->GetKeyDown("left"), input->GetKeyDown("right"), input->GetKeyDown("up"), input->GetKeyDown("down")); std::cout << sp->GetTag().c_str() << ".x = " << sp->GetPos()->x << ", " << sp->GetTag().c_str() << ".y = " << sp->GetPos()->y << std::endl; }  
      Main:
      #include "SpaceShooterEngine.h" #include "Script.h" int main() { Window w("title", 600,600); Scene *scene = new Scene(); Sprite *player = new Sprite("Resources/Images/player.png", "Player", 100,100); Sprite *other = new Sprite("Resources/Images/cherno.png", "Other", 400, 100); Sprite *other2 = new Sprite("Resources/Images/cherno.png", "Other", 300, 400); Brain *brain = new Script(&w, player); player->AddBrain(brain); scene->AddSprite(player); scene->AddSprite(other); scene->AddSprite(other2); w.LoadScene(scene); w.MainLoop(); return 0; }  
       
      I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.
      Brain.cpp
      Error.cpp
      IndexBuffer.cpp
      Input.cpp
      Renderer.cpp
      Scene.cpp
      Shader.cpp
      Sprite.cpp
      Texture.cpp
      VertexArray.cpp
      VertexBuffer.cpp
      VertexBufferLayout.cpp
      Window.cpp
      Brain.h
      Error.h
      IndexBuffer.h
      Input.h
      Renderer.h
      Scene.h
      Shader.h
      SpaceShooterEngine.h
      Sprite.h
      Texture.h
      VertexArray.h
      VertexBuffer.h
      VertexBufferLayout.h
      Window.h
    • By 3dmodelerguy
      So in the few different tutorials that I have seen for using C++ / SDL, the implementation of the camera does not effect how the player is rendered but how the the rest of the world is rendered. Instead of changing the position / offset of where the player is rendered, you change the position / offset of where the map and other entities are renderer.
      Out of curiosity, is this the standard (or maybe only) way of doing things when working with lower level code like C++ / SDL?
      While it makes logical sense to me, my experience in game dev has always been high level abstractions (game engines like Unity or even libraries like Love) so it just feels wrong but maybe all of those engines / tools do it the same way and the abstraction they provide just hides that fact.
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