I am making a Tic-Tac-Toe game. I need to check if a player is clicking on a square they have already clicked.
Problem is error is shown in the first click itself. My update code is:
MouseState mouse = Mouse.GetState();
int x, y;
int go = 0;
if (mouse.LeftButton == ButtonState.Pressed)
{
showerror = 0;
gamestate = 1;
x = mouse.X;
y = mouse.Y;
int getx = x / squaresize;
int gety = y / squaresize;
for (int i = 0; i < 3; i++)
{
if (go == 1)
{
break;
}
for (int j = 0; j < 3; j++)
{
if (getx == i && gety == j)
{
if (storex[i, j] == 0)
{
showerror = 1;
}
go = 1;
if (showerror != 1)
{
loc = i;
loc2 = j;
storex[i, j] = 0;
break;
}
}
}
}
}
showerror
is set to 0 whenever left button is clicked. My matrix is a 3x3 matrix for storing information. If it is 0 that means it has been already clicked.So in the loop I check if store[i,j] == 0
then set showerror
to 1.
Now in the draw function I made this call for showerror
spriteBatch.Begin();
if (showerror == 1)
{
spriteBatch.Draw(invalid, new Rectangle(25, 280, 105, 19), Color.White);
}
spriteBatch.End();
Problem is whenever i click on empty square it turns into cross but error gets shown.Please help me out
How to Fix:
Add a new global variable to store the mouse state from the previous frame:
MouseState oldMouseState;
At the very beginning (or end) of your update method, add this,
oldMouseState = mouse;
And replace
if (mouse.LeftButton == ButtonState.Pressed)
with
if (mouse.LeftButton == ButtonState.Pressed && oldMouseState.LeftButton == ButtonState.Released)
What this does is check if you made one click, having the key released then pressing, because sometimes you may hold the key for multiple frames.
To Recap:
By setting oldMouseState
before you update the currentMouseState
(Or after you are done with it), you garantee that oldMouseState
will be one frame behind currentMouseState
. Using this you can check if a button was down the previous frame, but not anymore, and handle input accordingly. A good idea to extend this is write some extension methods like IsHolding()
, IsClicking()
, etc.
In simple code:
private MouseState oldMouseState, currentMouseState;
protected override void Update(GameTime gameTime)
{
oldMouseState = currentMouseState;
currentMouseState = Mouse.GetState();
//TODO: Update your code here
}
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