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  1. #1
    Would this be easier to do in a TStringGrid component? I just read up on the difference, and realized the stringGrid1.Cells[] property might be useful. I'm honestly not sure how to dsetermine the clicked cell. I know the computer knows already, but how do I associate a value with each image, and how do I tell it to store the information in the clicked cell?

    I apologize for asking so many questions, I'm just feeling a little lost.

  2. #2
    I don't know exactly what you are asking, but you can define 2-dimensional arrays that store any information. Dynamic or static arrays of records.

    Code:
    TSomeCell = record
      someNumber: integer;
      someText: string;
    end;
    ...
    grid: array[0..8, 0..8] of TSomeCell; // Defines a 9x9 grid
    ...
    // Access it easily
    grid[1, 2].someNumber:=1;
    If you need dynamic array it's:
    Code:
    grid: array of array of TSomeCell;
    ...
    setlength(grid, 9, 9); // Defines a 9x9 grid, and you can change it while program runs

  3. #3
    Quote Originally Posted by sewing0109 View Post
    I'm honestly not sure how to dsetermine the clicked cell.
    Well that depends a bit on what components or library you use for drawing your game. So it would be nice if you could share some more information on this.
    But based on the fact that in your posts you are mentioning ImageList and StringGrid I asume that you are using Visual components (VCL in delphi or LCL in Lazarus).
    So I have written you a short example which will show you how to get mouse relative coordinates above TImage and how to caclulate which cell would be selected. I even add a bit of code to render the gridlines on TImage to make it easier for you to understand.
    In order to make this example simply create a new project and put a TImage component on it.
    Then you need to create an OnMouseMove event for TImage and copy the code below into it:
    Code:
    procedure TForm1.Image1MouseMove(Sender: TObject; Shift: TShiftState; X,
      Y: Integer);
    var Line, Row: Integer;
    begin
        //Calculate over which row is mouse cursor positioned
        //Row width is 20 pixels
        Row := X div 20;
        //Calculate ower which line is mouse cursor positioned
        //Line height is 20 pixels
        Line := Y div 20;
        //Show output values instead of form caption
        Form1.Caption := 'X:'+IntToStr(X)+' Y:'+IntToStr(Y)+'  Line:'+IntToStr(Line)+' Row:'+IntToStr(Row);
    end;
    You also need to create an OnCreate even for main form in order to draw gridlines on TImage. Code for this is below:
    Code:
    procedure TForm1.FormCreate(Sender: TObject);
    var X,Y: Integer;
    begin
        //Draw vertical lines
        for X:=0 to 20 do
        begin
            Image1.Canvas.MoveTo(X*20,0);
            Image1.Canvas.LineTo(X*20,400);
        end;
        //Drwa horizontal lines
        for Y:=0 to 20 do
        begin
            Image1.Canvas.MoveTo(0,Y*20);
            Image1.Canvas.LineTo(400,Y*20);
        end;
    end;
    This example reads mouse relative coordinates above TImage component, calculates over which line/row is mouse cursor positioned and displays that instead of default Form caption.

  4. #4
    I'm using Delphi -- RAD Studio XE5. Would it help if I posted the folder with all the files -- the images, exe, dproj, dpr, etc?

    UPDATE: An image of the game running.

    Math-O-Spheres Gameplay Image.jpg

    Each sphere is in a cell, and I want to add functionality so that any two spheres that get clicked are added up.
    Last edited by sewing0109; 12-05-2014 at 07:26 PM. Reason: Adding a reference image

  5. #5
    You can post your project since I do own Delphi XE5 and would therefore be able to check your code in action and then try to give you best suggestion based on your current design.

  6. #6

    Math-O-Spheres ZIPped file

    Here's the link at MediaFire -- I couldn't upload the ZIP file using the "Manage Attachments" window...

    https://www.mediafire.com/?l9lp8cersb44iki

  7. #7
    I have just checked your code.
    There is no easy way to say this but your code is a mess. That is why I won't simply just do some changes to your code in order to solve your problem as I would have to change lots of it and you probably wouldn't understand what I did and why.
    So instead I will try to tell you which parts of your code are god and which are not god and should be changed.
    1. It was quite clever of you to use TDrawGrid for Cell picking. I myself probably would have never used that but instead do my own math for that similar as in that example of mine I posted before.
    2. Why do you have 128 Images in your ImageList? And most of all why do you have same images at multiple indexes? Don't tell me that you are trying to use that image list to store the position of different Spheres in the grid.
    I only recomend your ImageList to contain only all posbile spheres available (+1, +2, +3, ...,+9, -1, -2, ...). Then you only need to define somewhere in your program which ImageList index is used for which sphere. Note image list index starts with 0 and not 1.
    3. You should store spheres information in two dimensional array like so:
    Code:
    var SphereMap: Array [0..7, 0..15] of Integer;
    4. Upond clicking on certain cell you could use the information from that same array to find out what to do like so:
    Code:
    case SphereMap[row, column] of
      1: Sum := Sum + 1; // +1 Sphere
      2: Sum := Sum + 2; // +2 Sphere
      ...
      10: Sum := Sum - 1; // -1 Sphere
      11: Sum := Sum - 2; // -2 Sphere
      ...
    end;
    5. In your code you say that you set the starting time to 15 seconds but you have your timer interval set to half a second. So the player actually doesent have 15 seconds as stated.
    6. I advise you set the ProgressBar max value to the starting time. This way progressBar will start being full and not only partially full as it does now.
    7. Infact using TProgressBar might not be the best idea. Why? On windows Vista and newer the ProgressBar will show that default Windows ProgressBar moving animation which might not be desirable. You can use TGauge instead. It's usage is quite similar to ProgressBar but its look is not afected by the operating system you are running your program on.

    So these are my coments and suggestions on your project so far. I hope they will be helpfull.
    And you can always ask for further advice if you need it.

  8. #8
    You're right about things being a mess, I was planning to clean them up after I had everything working.

    1.) Thanks.

    2.) That was a temporary measure; I actually wanted to iterate through a length: nine (0 through 8 ) list randomly 128 times, at which point the grid would be filled. I haven't done that mainly because I'm currently working on the "chain" functionality of the game.

    3.) I have the code for that, but haven't finished implementing it.

    4.) Thanks.

    5.) I was planning to make the game time around one minute, but have it set to fifteen seconds from when I was testing to make sure the Game Over events were working. Waiting all that time just for the game to end seemed like a waste.

    6.) I've already done that; the current length is only temporary. Once I've set the final length, the bar will start full.

    7.) Didn't know that. Thanks.

    You've been more than helpful. I really appreciate you taking time out of your day to do this.
    Last edited by sewing0109; 13-05-2014 at 08:19 PM. Reason: Random smiley where the 8 and the ) met

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