I am working on a recreation of minesweeper using cpp and SFML. I have coded the board and the tiles switch to their revealed states when you left click on them, however, I am running into a strange issue with the right click.
Since I want to be able to flag and unflag tiles, I created a texture called tile_foreground that stores a texture the same size as the tiles but is completely transparent. The idea is that the first click will flag the tile and draw the flag sprite and a 2nd click would unflag the tile and change the sprite texture to the empty png so that only the base of the tile shows, with the cycle continuing on further clicks.
When you right click, the first click wont register and it will take at least a 2nd click to place down a flag on the tile. Sometimes it takes more than 2 clicks and clicking on a tile, moving your mouse to a different tile and then back to the same tile without clicking on a different tile will not flag the tile. It seems that the program doesnt register the first click as a click and waits for another one from the same tile to register it.
I suspect this comes from the way I handle the clicking events since before I added the statement below, holding down the right button would make the sprites alternate quickly and infinitely.
event.type == sf::Event::MouseButtonReleased
Any input would be appreciated since I dont really know how I would fix this.
Below is my main.cpp file
#include <SFML/Graphics.hpp>
#include <random>
#include <iostream>
#include <fstream>
#include <string>
#include "Board.h"
#include "TextureManager.h"
void testFunc() {
sf::RenderWindow window(sf::VideoMode(200, 200), "SFML works!");
sf::CircleShape shape(100.f);
shape.setFillColor(sf::Color::Green);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.clear();
window.draw(shape);
window.display();
}
}
void loadMSImages() {
string files[21] = {"debug", "digits", "face_happy", "face_lose", "face_win", "flag", "mine",
"number_1", "number_2", "number_3" , "number_4" , "number_5" , "number_6",
"number_7" , "number_8", "test_1", "test_2", "test_3", "tile_hidden", "tile_revealed", "tile_foreground"};
for (int i = 0; i < 21; i += 1) {
TextureManager::LoadTexture(files[i]);
}
}
int main()
{
loadMSImages();
//testFunc(); // Test function to see if program is still working properly
// Reads config file to determine window size
int colNum;
int rowNum;
int mineNum;
std::fstream reader("boards\\config.cfg");
string readString;
if (!reader.is_open())
{
std::cout << "File could not be opened" << std::endl;
return 0;
}
// Reads col #, row #, and mine # in that order
std::getline(reader, readString);
colNum = stoi(readString);
std::getline(reader, readString);
rowNum = stoi(readString);
std::getline(reader, readString);
mineNum = stoi(readString);
reader.close();
// Provided test boards have a size of 25 x 16
sf::RenderWindow window;
window.create(sf::VideoMode((colNum * 32), (rowNum * 32) + 100), "Minesweeper"); // Width, Height
window.setKeyRepeatEnabled(true);
window.setVerticalSyncEnabled(true);
Board testBoard(rowNum, colNum, mineNum);
testBoard.printBoard();
// Tile Testing Code
// Creating sprites for buttons on bottom of game
sf::Sprite testBoardOne;
sf::Sprite testBoardTwo;
sf::Sprite testBoardThree;
sf::Sprite debugButton;
sf::Sprite statusFace;
sf::Sprite timerDigitOne;
sf::Sprite timerDigitTwo;
sf::Sprite timerDigitThree;
// Setting the positions of these sprites
testBoardOne.setPosition(sf::Vector2f(((32 * colNum) - 64), ((32 * rowNum))));
testBoardTwo.setPosition(sf::Vector2f(((32 * colNum) -128), ((32 * rowNum))));
testBoardThree.setPosition(sf::Vector2f(((32 * colNum) - 192), ((32 * rowNum))));
debugButton.setPosition(sf::Vector2f(((32 * colNum) - 256), ((32 * rowNum))));
statusFace.setPosition(sf::Vector2f((((32 * colNum)/2)-32), ((32 * rowNum))));
// Loading the textures onto the sprites
testBoardOne.setTexture(TextureManager::GetTexture("test_1"));
testBoardTwo.setTexture(TextureManager::GetTexture("test_2"));
testBoardThree.setTexture(TextureManager::GetTexture("test_3"));
debugButton.setTexture(TextureManager::GetTexture("debug"));
statusFace.setTexture(TextureManager::GetTexture("face_happy"));
// 2D vector of tiles
std::vector<std::vector<Tile*>> tiles;
//Holding variables for creating Tile objects
Tile* holdingTile;
sf::Sprite* holdingSprite;
for (int i = 0; i < 25; i += 1)
{
std::vector<Tile*> holdingVec;
tiles.push_back(holdingVec);
for (int j = 0; j < 16; j += 1)
{
holdingTile = new Tile(0, i, j);
holdingSprite = new sf::Sprite();
holdingSprite->setTexture(TextureManager::GetTexture("tile_hidden"));
holdingSprite->setPosition(sf::Vector2f((32 * i), (32 * j)));
holdingTile->setBackgroundSprite(holdingSprite);
holdingSprite = new sf::Sprite();
//holdingSprite->setTexture(TextureManager::GetTexture("tile_foreground"));
holdingSprite->setPosition(sf::Vector2f((32 * i), (32 * j)));
holdingTile->setForegroundSprite(holdingSprite);
tiles.at(i).push_back(holdingTile);
}
}
//============================ GAME LOOP ======================================
// run the program as long as the window is open
while (window.isOpen())
{
// check all the window's events that were triggered since the last iteration of the loop
sf::Event event;
while (window.pollEvent(event))
{
// "close requested" event: we close the window
if (event.type == sf::Event::Closed)
window.close();
}
// Clears previous frame, draws new frame, and displays it
window.clear();
// Draws tiles on board
for (unsigned int i = 0; i < tiles.size(); i += 1)
{
for (unsigned int j = 0; j < tiles.at(i).size(); j += 1)
{
window.draw(*(tiles.at(i).at(j)->getBackgroundSprite()));
window.draw(*(tiles.at(i).at(j)->getForegroundSprite()));
}
}
//Draws "Constant" Buttons, such as debug mode and boards
window.draw(testBoardOne);
window.draw(testBoardTwo);
window.draw(testBoardThree);
window.draw(debugButton);
window.draw(statusFace);
window.display();
// Clicking handlers
if (sf::Mouse::isButtonPressed(sf::Mouse::Left))
{
// transform the mouse position from window coordinates to world coordinates
sf::Vector2f mouse = window.mapPixelToCoords(sf::Mouse::getPosition(window));
// retrieve the bounding box of the sprite
sf::FloatRect bounds;
for (unsigned int i = 0; i < tiles.size(); i += 1)
{
for (unsigned int j = 0; j < tiles.at(i).size(); j += 1)
{
bounds = tiles.at(i).at(j)->getBackgroundSprite()->getGlobalBounds();
if (bounds.contains(mouse))
{
//std::cout << "Sprite pressed" << std::endl;
tiles.at(i).at(j)->getBackgroundSprite()->setTexture(TextureManager::GetTexture("tile_revealed"));
}
}
}
}
//if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) // WIP - Rapid oscillation of textures
if (sf::Mouse::isButtonPressed(sf::Mouse::Right) && event.type == sf::Event::MouseButtonReleased)
{
// transform the mouse position from window coordinates to world coordinates
sf::Vector2f mouse = window.mapPixelToCoords(sf::Mouse::getPosition(window));
// retrieve the bounding box of the sprite
sf::FloatRect bounds;
for (unsigned int i = 0; i < tiles.size(); i += 1)
{
for (unsigned int j = 0; j < tiles.at(i).size(); j += 1)
{
bounds = tiles.at(i).at(j)->getBackgroundSprite()->getGlobalBounds();
if (bounds.contains(mouse))
{
std::cout << "Tile right clicked" << std::endl;
if (tiles.at(i).at(j)->isFlagged)
{
tiles.at(i).at(j)->unflagTile();
tiles.at(i).at(j)->getForegroundSprite()->setTexture(TextureManager::GetTexture("tile_foreground"));
}
else
{
tiles.at(i).at(j)->flagTile();
tiles.at(i).at(j)->getForegroundSprite()->setTexture(TextureManager::GetTexture("flag"));
}
}
}
}
}
}
// Make sure to clear the textures at the end of the program to avoid errors
TextureManager::Clear();
return 0;
}
The problem is that you use the sf::Event event variable outside the while (window.pollEvent(event)) loop, so when you use the event, the last event type is assigned to it, which does not necessarily have to be MouseButtonReleased but can be one of these:
https://www.sfml-dev.org/documentation/2.5.1/classsf_1_1Event.php#af41fa9ed45c02449030699f671331d4a
Solution:
Move this condition:
if (sf::Mouse::isButtonPressed(sf::Mouse::Right) && event.type == sf::Event::MouseButtonReleased)
to the while (window.pollEvent(event)) loop and change it to:
if (event.type == sf::Event::MouseButtonReleased && event.mouseButton.button == sf::Mouse::Right)
Related
I tried to make a cube that moves side to side and bounces off the floor.
It bounced a couple times and then fell through the floor.
I tried making the floor higher.
I tried adding extra vertical velocity.
I have tried everything i can think of.
I would like to get the cube to not fall through the floor.
how do I do that?
#include <SFML/Graphics.hpp> <iostream>
int main(){
sf::RenderWindow window(sf::VideoMode(1000, 700), "project");
window.setFramerateLimit(60);
sf::RectangleShape rect;
int w = 100;
int h = 100;
rect.setSize(sf::Vector2f(w, h));
sf::Vector2f rectangle_position(500 - (w/2), 300 - (h/2));
rect.setPosition(rectangle_position);
float x_velocity = 3;
float y_velocity = 3;
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) window.close();
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)) window.close();
}
if (rectangle_position.x > 1000 - w) {
x_velocity = x_velocity * -1;
}
if (rectangle_position.x < 1 ) {
x_velocity = x_velocity * -1;
}
if (rectangle_position.y > 700 - h) {
y_velocity = y_velocity * -1;
}
if (rectangle_position.y < 50) {
y_velocity = y_velocity * -1;
}
y_velocity = y_velocity + 3;
rectangle_position.x = rectangle_position.x + x_velocity;
rectangle_position.y = rectangle_position.y + y_velocity;
rect.setPosition(rectangle_position);
window.clear();
window.draw(rect);
window.display();
}
}
In your implementation, once the bottom of the rectangle goes below the ground, you just reverse the velocity but never update the position of the rectangle. This causes the rectangle to sink below the ground.
You should make sure that the bottom of the rectangle never goes below the ground. This can be done by adding the following condition:
if (rectangle_position.y > 700 - h) {
// make sure that rectangle never goes below the ground
rectangle_position.y -= 3;
y_velocity = y_velocity * -1;
}
And the result is:
Hope it helps.
I am currently trying to recreate Chess in SFML. Generating the board normally works as intended but when I am resizing the window I get weird white borders.
Before Resize:
After Resize:
It looks like the view is not aligned with the window properly so I think my problem is not in the board generation but how I am handling resizes. I thought manually updating the window view would help but it only ensured that the squares don't get streched. The border issue remains however so now I am quite clueless as to how I could fix this problem.
Board.h:
#pragma once
#include <SFML/Graphics.hpp>
class Board
{
public:
void createBoard(sf::Vector2u windowSize);
void drawBoard(sf::RenderWindow& window) const;
private:
sf::RenderTexture board;
sf::Color lightColor = sf::Color(159, 144, 176);
sf::Color darkColor = sf::Color(125, 74, 141);
sf::Color backColor = sf::Color(32, 31, 32);
};
Board.cpp:
#include <SFML/Graphics.hpp>
#include "Board.h"
void Board::createBoard(sf::Vector2u windowSize)
{
const float xOffset = static_cast<float>(windowSize.x - windowSize.y) / 2.f;
const float squareSize = static_cast<float>(windowSize.y) / 8.f;
board.create(windowSize.x, windowSize.y);
board.clear(backColor);
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
sf::RectangleShape currSquare({ squareSize, squareSize });
currSquare.setFillColor((i + j) % 2 ? lightColor : darkColor);
currSquare.setPosition(xOffset + static_cast<float>(i) * squareSize, (static_cast<float>(j) * squareSize));
board.draw(currSquare);
}
}
}
void Board::drawBoard(sf::RenderWindow& window) const
{
window.draw(sf::Sprite(board.getTexture()));
}
main.cpp:
#include <SFML/Graphics.hpp>
#include "Board.h"
int main()
{
sf::RenderWindow window(sf::VideoMode(500, 300), "Chess");
sf::Event event;
sf::View view = window.getDefaultView();
Board board;
board.createBoard(window.getSize());
while (window.isOpen()) {
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) {
window.close();
}
else if (event.type == sf::Event::Resized) {
view.setSize({ static_cast<float>(event.size.width), static_cast<float>(event.size.height) });
window.setView(view);
board.createBoard({ event.size.width, event.size.height });
}
}
window.clear(sf::Color::White);
board.drawBoard(window);
window.display();
}
return 0;
}
Does anyone know how I could fix this problem?
The problem is that you don't only need to resize the view, but also recenter it. As right now you are not doing it, the center remains where the smaller board was and the bigger view takes a chunk from the outside in the top left corner.
So just change your code like this:
...
else if (event.type == sf::Event::Resized) {
float w = static_cast<float>(event.size.width);
float h = static_cast<float>(event.size.height);
view.setSize({w , h});
view.setCenter({w/2.f , h/2.f}); // <----- !
window.setView(view);
board.createBoard({ event.size.width, event.size.height });
}
...
This is code after includes:
Sprite player;
Texture playerTexture;
IntRect playerContainer(0, 0, 32, 32);
Vector2f playerPosition;
int playerDirection = 0; // 0 - fwd, 1 - back, 2 - stay
This is animation update method:
void updateAnims(Clock clock, float time) {
if(time > 0.3f) {
if(playerDirection == 0) playerContainer.top = 0;
else if(playerDirection == 1) playerContainer.top = 32;
else if(playerDirection == 2) playerContainer.top = 64;
if(playerContainer.left == 96) playerContainer.left = 0;
else playerContainer.left += 32;
player.setTextureRect(playerContainer);
clock.restart();
}
}
and this method is updated in "int main()" method.
int main() {
// Init window
RenderWindow window(VideoMode(800, 600), "RPG");
Clock gameClock;
Clock animClock;
float gameTime;
float animTime;
// Setting up the player
playerTexture.loadFromFile("player.png");
player.setTexture(playerTexture);
player.setTextureRect(playerContainer);
player.setScale(Vector2f(3.f, 3.f));
playerPosition.x = 30;
playerPosition.y = 120;
player.setPosition(playerPosition);
while(window.isOpen()) {
Event event;
while(window.pollEvent(event)) {
if(event.type == Event::Closed) {
window.close();
}
}
checkInputs(gameTime);
animTime = animClock.getElapsedTime().asSeconds();
updateAnims(animClock, animTime);
window.clear();
gameTime = gameClock.getElapsedTime().asMilliseconds();
gameClock.restart();
window.display();
}
return 0;
}
Turns out that sprite is created in main method, gets texture and texture shape, gets position, but not drawn. Why?
I think think the problem is in animation method but I tried different variations of solutions.
You should call window.draw(player) method between window.clear() and window.display() to actually draw player sprite on screen.
I have a method which should take a spritesheet which is 64x128 and turn it into 8x8 sprites.
after each texture is found from the stored Image, it is added to a sprite, and that sprite is added to a sprite array which is being called in my main method.
I have tested displaying a static sprite before, and my code worked (I displayed 1 8x8 sprite successfully)
However, when trying to display any of the 128 sprites in my list of sprites, now none are being rendered.
I believe the logic error may be in my MakeSprite method, but I'm unsure, and I can't see where the issue is.
[EDIT]: it seems that every sprite I call is returning the sprite at the very end of the spritesheet (sprite 128)
[Edit 2]: the texture (tex) of the previous sprite is overwritten by the next sprite to be spawned.
Below is a full verifiable working example of my code:
main.cpp
#include "Main.h"
int main() {
srand(time(NULL));
RenderWindow window(VideoMode(1280, 720), "Conduit");
MakeCircle(10, 100, 100, Color::White);
MakeCircle(30, 10, 100, Color::Cyan);
MakeCircle(100, 200, 100, Color::Magenta);
MakeCircle(100, 400, 100, Color::Cyan);
if (!LoadSpritesheet())
{
return 1;
}
while (window.isOpen()) {
Event event;
while (window.pollEvent(event)) {
if (event.type == Event::Closed)
window.close();
else if (event.key.code == Keyboard::Num1)
{
DrawRandomSprite(window);
}
}
window.clear();
DrawCircles(window);
int c = 0;
for (int i = 0; i < 128; i++)
{
Spritesheet.at(i).setPosition(c, c);
window.draw(Spritesheet.at(i));
c += 8;
}
window.display();
}
}
void DrawRandomSprite(RenderWindow &window)
{
//DEBUG METHOD: draws a random sprite for testing.
int sprite = rand() % 128 + 1;
Spritesheet.at(sprite).setPosition(rand() % 128 + 1, rand() % 128 + 1);
window.draw(Spritesheet.at(sprite));
}
void MakeCircle(float radius, float xpos, float ypos, Color color)
{
//makes a circle then adds it to the circle vector.
CircleShape shape;
shape.setRadius(radius);
shape.setPosition(xpos, ypos);
shape.setFillColor(color);
Circles.push_back(shape);
}
void DrawCircles(RenderWindow &window)
{
//Renders the circles in the circles vector.
for (int i = 0; i < Circles.size(); i++)
{
window.draw(Circles.at(i));
}
}
int LoadSpritesheet()
{
//make sure spritesheet exists, then loads it into an image.
Texture sheet;
if (!sheet.loadFromFile("Sprites/A.png"))
{
return 0;
}
else
{
sheetIMG = sheet.copyToImage();
SetMask();
MakeSprite(8, 4);
return 1;
}
}
void SetMask()
{
//creates a mask.
sheetIMG.createMaskFromColor(sf::Color(151, 56, 14, 0), 100);
}
void MakeSprite(int dimension, int scale)
{
//seperates the spritesheet into a list of 8x8 modular sprites.
int c = 0, r = 0;
do
{
for (int i = 0; i <= (sheetIMG.getSize().x * sheetIMG.getSize().y) / 64; i++)
{
if (r == 64)
break;
if (!tex.loadFromImage(sheetIMG, IntRect(c, r, dimension, dimension)))
break;
else
{
Sprite spr;
spr.setTexture(tex);
spr.setScale(scale, scale);
Spritesheet.push_back(spr);
c += dimension;
if (c == sheetIMG.getSize().x) { c = 0; r+=8; };
}
}
} while (r < sheetIMG.getSize().y);
}
Main.h
#pragma once
#include <SFML/Graphics.hpp>
#include <vector>
#include <stdio.h> /* printf, scanf, puts, NULL */
#include <stdlib.h> /* srand, rand */
#include <time.h> /* time */
//standard and SFML namespaces;
using namespace std;
using namespace sf;
//===============================VARIBLES===========================
//the main spritesheet.
Texture tex;
Image sheetIMG;
//array to hold circles.
vector<CircleShape> Circles;
//array to hold sprites.
vector<Sprite> Spritesheet;
//===============================PROTOTYPES=============================
void DrawCircles(RenderWindow &window);
void MakeCircle(float radius, float xpos, float ypos, Color color);
void MakeSprite(int dimension, int scale);
void SetMask();
int LoadSpritesheet();
void DrawRandomSprite(RenderWindow &window);
There's two major issues with your code:
You're using global variables. While this might be okay with some libraries, with SFML this is not a good thing at all.
You're clearing the window after calling DrawRandomSprite. Therefore your sprite will never show up.
All your sprites have the same texture: tex. And as tex is a single global variable, when your loop finishes, it's set to the last texture. So all sprites will draw the last texture. You need to get rid of the globals and have one texture per sprite (or at least one per sprite that you want to have a different texture).
I am trying to make a game and am stuck on gravity..... In the following code a rectangle stands for a player and when I press up key it moves in y-axis but when I activate gravity on it (i.e resetting its previous position) it does not animate (i.e. It does not jumps) instead it just stays in its position. I am using SFML library of C++ and that's a game development tool. Please Help!
#include <SFML/Graphics.hpp>
int main(){
sf::RenderWindow window(sf::VideoMode(800, 600, 32), "Gravity");
sf::RectangleShape rectangle;
rectangle.setSize(sf::Vector2f(100, 100));
rectangle.setFillColor(sf::Color::Black);
rectangle.setPosition(sf::Vector2f(10, 350));
while(window.isOpen())
{
sf::Event Event;
while(window.pollEvent(Event))
{
if(Event.type == sf::Event::Closed)
{
window.close();
}
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
{
rectangle.move(0, -1);
}
if(rectangle.getPosition().y >= 350-1)
{
rectangle.setPosition(0, 350);
}
window.display();
window.clear(sf::Color::Cyan);
window.draw(rectangle);
}
}
Theoretically your code would work, but there's one significant problem:
Your initial position is 350.
Now your "jumping code" (which will allow the player to fly indefinitely!) triggers and your position is changed to 349.
However, your code keeping the player from dropping off the screen (y >= 350-1) essentially resolves to the check y >= 349, which will be true, so your position is permanently reset to 350.
To solve this, just remove the -1 or replace the >= operator with >.
While your approach should be working (once the fix above is applied), you should rethink your strategy and store a velocity in addition to a position. I've recently written the following example code. It's far from being perfect, but it should teach you a few basics for a jump and run game (not necessarily the only way to do such things):
Allow the player to jump.
Apply gravity.
Allow the player to determine jump height based on how long he holds down a key.
#include <SFML/Graphics.hpp>
int main(int argc, char **argv) {
sf::RenderWindow window;
sf::Event event;
sf::RectangleShape box(sf::Vector2f(32, 32));
box.setFillColor(sf::Color::White);
box.setOrigin(16, 32);
box.setPosition(320, 240);
window.create(sf::VideoMode(640, 480), "Jumping Box [cursor keys + space]");
window.setFramerateLimit(60);
window.setVerticalSyncEnabled(false);
// player position
sf::Vector2f pos(320, 240);
// player velocity (per frame)
sf::Vector2f vel(0, 0);
// gravity (per frame)
sf::Vector2f gravity(0, .5f);
// max fall velocity
const float maxfall = 5;
// run acceleration
const float runacc = .25f;
// max run velocity
const float maxrun = 2.5f;
// jump acceleration
const float jumpacc = -1;
// number of frames to accelerate in
const unsigned char jumpframes = 10;
// counts the number of frames where you can still accelerate
unsigned char jumpcounter = 0;
// inputs
bool left = false;
bool right = false;
bool jump = false;
while (window.isOpen()) {
while (window.pollEvent(event)) {
switch(event.type) {
case sf::Event::KeyPressed:
case sf::Event::KeyReleased:
switch (event.key.code) {
case sf::Keyboard::Escape:
window.close();
break;
case sf::Keyboard::Left:
left = event.type == sf::Event::KeyPressed;
break;
case sf::Keyboard::Right:
right = event.type == sf::Event::KeyPressed;
break;
case sf::Keyboard::Space:
jump = event.type == sf::Event::KeyPressed;
break;
}
break;
case sf::Event::Closed:
window.close();
break;
}
}
// logic update start
// first, apply velocities
pos += vel;
// determine whether the player is on the ground
const bool onground = pos.y >= 480;
// now update the velocity by...
// ...updating gravity
vel += gravity;
// ...capping gravity
if (vel.y > maxfall)
vel.y = maxfall;
if (left) { // running to the left
vel.x -= runacc;
}
else if (right) { // running to the right
vel.x += runacc;
}
else { // not running anymore; slowing down each frame
vel.x *= 0.9;
}
// jumping
if (jump) {
if (onground) { // on the ground
vel.y += jumpacc * 2;
jumpcounter = jumpframes;
}
else if (jumpcounter > 0) { // first few frames in the air
vel.y += jumpacc;
jumpcounter--;
}
}
else { // jump key released, stop acceleration
jumpcounter = 0;
}
// check for collision with the ground
if (pos.y > 480) {
vel.y = 0;
pos.y = 480;
}
// check for collision with the left border
if (pos.x < 16) {
vel.x = 0;
pos.x = 16;
}
else if (pos.x > 624) {
vel.x = 0;
pos.x = 624;
}
// logic update end
// update the position
box.setPosition(pos);
window.clear();
window.draw(box);
window.display();
}
return 0;
}