fixing winning condition of the game
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@@ -1,6 +1,6 @@
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project('minesweeper', 'cpp',
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version : '0.1',
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default_options : ['warning_level=3'])
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default_options : ['warning_level=3', 'cpp_std=c++20'])
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gnome = import('gnome')
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@@ -1,4 +1,5 @@
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#include "minefield.hpp"
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#include <iostream>
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MineField::MineField(int cols, int rows, int mines): m_rows(rows),
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m_cols(cols),
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@@ -13,7 +14,9 @@ MineField::MineField(int cols, int rows, int mines): m_rows(rows),
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}
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MineField::~MineField() {
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// stopTimer();
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if(m_timerRunning) {
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stopTimer();
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}
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}
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void MineField::timerTick() {
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@@ -39,6 +42,7 @@ void MineField::startTimer() {
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void MineField::stopTimer() {
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m_timerRunning = false;
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if(m_timerThread.joinable()) {
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m_timerThread.join();
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}
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@@ -135,11 +139,18 @@ int MineField::bombsNearby(int x, int y) {
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void MineField::setOpenCell(int x, int y) {
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m_cells.at(x + y * m_rows)->isCleared = true;
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openCellSignal.emit(x, y);
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if((++m_openCells == (m_cols * m_rows - m_totalMines)) && (m_exploded == false)) {
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++m_openCells;
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checkGameWon();
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}
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void MineField::checkGameWon() {
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if((m_openCells == (m_cols * m_rows - m_totalMines)) && (m_exploded == false) && (m_remainingFlags == 0)) {
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m_gameWon = true;
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stopTimer();
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gameWonSignal.emit();
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}
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std::cout << "Open cells: " << m_openCells << "\n" << "Remaining Flags: " << m_remainingFlags << "\n";
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}
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bool MineField::toggleFlag(int x, int y) {
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@@ -153,6 +164,7 @@ bool MineField::toggleFlag(int x, int y) {
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m_cells.at(x + y * m_rows)->isFlagged = true;
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--m_remainingFlags;
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remainingFlagsSignal.emit(m_remainingFlags);
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checkGameWon();
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return true;
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}
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return false;
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@@ -33,6 +33,7 @@ class MineField {
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void computeBombsNearby(int x, int y);
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void openNeighboorhood(int x, int y);
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void setOpenCell(int x, int y);
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void checkGameWon();
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void timerTick();
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void startTimer();
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void stopTimer();
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@@ -24,7 +24,7 @@ class MainWindow : public Gtk::Window
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Gtk::Button optionButton;
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Gtk::Label flagLabel;
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Gtk::Label clockLabel;
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MineField field {16, 16, 40};
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MineField field {16, 16, 1};
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int m_elapsedTime;
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bool newGame;
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std::shared_ptr<Gdk::Texture> m_textureBomb;
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