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@iCHAIT
Created Oct 16, 2015
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#include<iostream>
#include<stdlib.h>
#include<math.h>
#include<time.h>
#include<string.h>
#include<GLUT/glut.h>
int matrix[3][3]; //this matrix stores the x and o and blank box of the game, a value of 0 is blank, 1 is x and 2 is o
int playerturn; //playerturn if it is 1 then 1st players turn else if it is 2 then its second players turn
int result; //result of the game if it is 0 then draw if it is 1 then player 1 wins if it is 2 then player 2 wins
bool gameover; //gameover if it is 0 then its not game over else if it is 1 then its game over
//initialize the game
void initgame()
{
playerturn = 1; //x starts first
//clear the matrix
for(int i = 0; i <= 2; i++)
{
for(int j = 0; j <= 2; j++)
{
matrix[i][j] = 0;
}
}
}
//Used to write text in the opengl window
void drawString (void * font, char *s, float x, float y){
unsigned int i;
glRasterPos2f(x, y);
for (i = 0; i < strlen (s); i++)
glutBitmapCharacter (font, s[i]);
}
void drawing(int x, int y)
{
if(gameover == false)
{
if(playerturn == 1)
{
if(matrix[(y - 50) / 100][x / 100] == 0)
{
matrix[(y - 50) / 100][x / 100] = 1;
playerturn = 2;
}
}
else
{
if(matrix[(y - 50) / 100][x / 100] == 0)
{
matrix[(y - 50) / 100][x / 100] = 2;
playerturn = 1;
}
}
}
}
//this function is called when keyboard button is pressed
void KeyPress(unsigned char key, int x, int y ){
switch(key){
case '1': drawing(0, 0);
break;
case '2': drawing(100, 0);
break;
case '3': drawing(200, 0);
break;
case '4': drawing(0, 150);
break;
case '5': drawing(100, 150);
break;
case '6': drawing(200, 150);
break;
case '7': drawing(0, 250);
break;
case '8': drawing(100, 250);
break;
case '9': drawing(200, 250);
break;
case 'r':
if ( gameover == false)
{
initgame();
}
break;
case 'y':
if(gameover == true)
{
gameover = false;
initgame();
}
break;
case 'n':
if(gameover == true)
exit(0);
break;
case 27:
exit(0);
}
glutSwapBuffers();
}
//This function is called when the mouse button is pressed and this function puts the x or o on the blank box
void click(int button, int state, int x, int y)
{
if(gameover == false && button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
{
if(playerturn == 1)
{
if(matrix[(y - 50) / 100][x / 100] == 0)
{
matrix[(y - 50) / 100][x / 100] = 1;
playerturn = 2;
}
}
else
{
if(matrix[(y - 50) / 100][x / 100] == 0)
{
matrix[(y - 50) / 100][x / 100] = 2;
playerturn = 1;
}
}
}
}
//This function is used to draw the 4 lines 2 vertical and 2 horizontal
void drawlines()
{
glBegin(GL_LINES);
glColor3f(0, 0, 0);
//2 vertical lines
glVertex2f(100, 50);
glVertex2f(100, 340);
glVertex2f(200, 340);
glVertex2f(200, 50);
//2 horizontal lines
glVertex2f(0, 150);
glVertex2f(300, 150);
glVertex2f(0, 250);
glVertex2f(300, 250);
glEnd();
}
//This Function Draw the x and o's
void drawxo()
{
for(int i = 0; i <= 2; i++)
{
for(int j = 0; j <= 2; j++)
{
if(matrix[i][j] == 1) //if it is 1 then draw x
{
glBegin(GL_LINES);
glVertex2f(50 + j * 100 - 25, 100 + i * 100 - 25);
glVertex2f(50 + j * 100 + 25, 100 + i * 100 + 25);
glVertex2f(50 + j * 100 - 25, 100 + i * 100 + 25);
glVertex2f(50 + j * 100 + 25, 100 + i * 100 - 25);
glEnd();
}
else if(matrix[i][j] == 2) //if it is 2 then draw o
{
glBegin(GL_LINE_LOOP);
glVertex2f(50 + j * 100 - 25, 100 + i * 100 - 25);
glVertex2f(50 + j * 100 - 25, 100 + i * 100 + 25);
glVertex2f(50 + j * 100 + 25, 100 + i * 100 + 25);
glVertex2f(50 + j * 100 + 25, 100 + i * 100 - 25);
glEnd();
}
}
}
}
//This function checks if there is any winner
bool checkifwin()
{
int i, j;
//check if there are horizontal win i.e if there is any row that has same value
for(i = 0; i <= 2; i++)
{
for(j = 1; j <= 2; j++)
{
if(matrix[i][0] != 0 && matrix[i][0] == matrix[i][j])
{
if(j == 2)
return true;
}
else
break;
}
}
//check if there are vertical win i.e if there is any column that has same value
for(i = 0; i <= 2; i++)
{
for(j = 1; j <= 2; j++)
{
if(matrix[0][i] != 0 && matrix[0][i] == matrix[j][i])
{
if(j == 2)
return true;
}
else
break;
}
}
//check if there is any diagonal win i.e. if there is any diagonals that has same value
for(i = 1; i <= 2; i++)
{
if(matrix[0][0] != 0 && matrix[0][0] == matrix[i][i])
{
if(i == 2)
return true;
}
else
break;
}
for(i = 1; i <= 2; i++)
{
if(matrix[2][0] != 0 && matrix[2][0] == matrix[2 - i][i])
{
if(i == 2)
return true;
}
else
break;
}
}
//This function checks if the match is a draw i.e it returns false if there is atleast one empty box else returns true
bool checkifdraw()
{
int i, j;
bool draw;
for(i = 0; i <= 2; i++)
{
for(j = 0; j <= 2; j++)
{
if(matrix[i][j] == 0)
return false;
}
}
return true;
}
//This is the idle call back function
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1, 1, 1, 1);
glColor3f(0, 0, 0);
if(playerturn == 1)
drawString(GLUT_BITMAP_HELVETICA_18, "Player1's turn", 100, 30);
else
drawString(GLUT_BITMAP_HELVETICA_18, "Player2's turn", 100, 30);
drawlines();
drawxo();
if(checkifwin() == true)
{
//the player who made the previous move is the winner
if(playerturn == 1)
{
gameover = true;
result = 2; //player2 wins
}
else
{
gameover = true;
result = 1; //player1 wins
}
}
else if(checkifdraw() == true)
{
gameover = true;
result = 0;
}
if(gameover == true)
{
drawString(GLUT_BITMAP_HELVETICA_18, "Game Over", 100, 160);
if(result == 0)
drawString(GLUT_BITMAP_HELVETICA_18, "Its a draw", 110, 185);
if(result == 1)
drawString(GLUT_BITMAP_HELVETICA_18, "Player1 wins", 95, 185);
if(result == 2)
drawString(GLUT_BITMAP_HELVETICA_18, "Player2 wins", 95, 185);
drawString(GLUT_BITMAP_HELVETICA_18, "Do you want to continue (y/n)", 40, 210);
}
glutSwapBuffers();
}
//This function is called on windows resize
void reshape(int x, int y)
{
glViewport(0, 0, x, y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, x, y, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
}
//main function of the program
int main(int argc, char **argv)
{
initgame();
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE);
glutInitWindowPosition(100,100);
glutInitWindowSize(300,350);
glutCreateWindow("Tic Tac Toe");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutKeyboardFunc(KeyPress);
glutMouseFunc(click);
glutIdleFunc(display);
glutMainLoop();
}
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