2-dim array display output for matching game

I am creating a matching game, using US States and a 2-dim array.

As you can see, when the below code runs, some of the grid tiles appear offset, and when selected by pressing spacebar, do not appear.

Any advice on why it is misbehaving is greatly appreciated!

Here is the .h file:

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#include "stdafx.h"
#include <iostream>
#include <cstdlib>
#include <ctime>
#include <string>
#include <windows.h>
using namespace std;

int locX, locY;
int select4[4][4] = { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
int select6[6][6] = { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0 };
int select8[8][8] = { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };

class Project{

public:

	string val;
	bool faceUp;
	Project(){ // Constructor
		faceUp = false;
	}

	void setVal(string v){
		val = v;
	}

	void turnTile(){
		faceUp = !faceUp;
	}

	string getVal(){
		return val;
	}

	bool getFaceUp(){
		return faceUp;
	}
	//end class-wide functions

	//begin 6X6 grid

	void setTiles6(){ // shuffle tiles
		string pool6[36] = { "FL", "GA", "HI", "ID", "IL", "IN", "IA", "KS", "KY", "LA", "ME",
			"MD", "MA", "FL", "GA", "HI", "ID", "IL", "IN", "IA", "KS", "KY", "LA", "ME",
			"MD", "MA" };
		int a, b;
		string temp;
		for (int i = 0; i<30; i++){ // shuffle
			a = rand() % 36;
			b = rand() % 36;
			temp = pool6[a];
			pool6[a] = pool6[b];
			pool6[b] = temp;
		}
		for (int y = 0; y<6; y++){
			for (int x = 0; x<6; x++){
				move6[x][y].setVal(pool6[x + (y * 6)]); // shuffled tiles now together
			}
		}
	}

	void showGrid6(){ // Output current grid
		system("cls");
		cout << "   1  2  3  4  5  6" << endl << endl;
		for (int y = 0; y<6; y++){
			cout << y + 1 << "  ";
			for (int x = 0; x<6; x++){
				if (move6[x][y].getFaceUp() == true){ // show the state
					cout << move6[x][y].getVal() << " ";
				}
				else{ // facing down, can't see
					cout << (char) 177 << "  ";
				}
			}
			cout << endl;
			cout << "   ";
			for (int x = 0; x<6; x++){
				if (select6[x][y] == 1){ // selector arrow at coord
					cout << (char) 94 << "  ";
				}
				else{ //no arrow at coord
					cout << "   ";
				}
			}
			cout << endl;
		}
		cout << endl;
	}

	void userMoves6(){ //move pointer
		while (1){
			while (1){
				if (GetAsyncKeyState(VK_UP) & 1){ // UP
					if ((locY - 1) < 0){ // If out of bounds
						locY = 5;
					}
					else{
						locY--;
					}
					break;
				}
				if (GetAsyncKeyState(VK_DOWN) & 1){ // DOWN
					if ((locY + 1) > 5){ // If out of bounds
						locY = 0;
					}
					else{
						locY++;
					}
					break;
				}
				if (GetAsyncKeyState(VK_LEFT) & 1){ // LEFT
					if ((locX - 1) < 0){ // If out of bounds
						locX = 5;
					}
					else{
						locX--;
					}
					break;
				}
				if (GetAsyncKeyState(VK_RIGHT) & 1){ // RIGHT
					if ((locX + 1) > 5){ // If out of bounds
						locX = 0;
					}
					else{
						locX++;
					}
					break;
				}
				if ((GetAsyncKeyState(VK_SPACE) & 1)){ // SPACE = flips tile pointed at
					if (move6[locX][locY].getFaceUp() == true){ // if pick already matched tile
						cout << "You can't select this tile again!" << endl << endl;
						continue;
					}
					else{
						move6[locX][locY].turnTile();
						return;
					}
				}
			}
			// following every key pressed
			for (int y = 0; y<6; y++){
				for (int x = 0; x<6; x++){
					select6[x][y] = 0; // Clear array
				}
			}
			select6[locX][locY] = 1; // Sets array at right position
			showGrid6(); // Updates grid
		}
	}

	int chose6(){
		int holderX, holderY, remaining = 36, tries = 0;
		char again;
		bool secondTurn = false;
		srand(time(NULL));
		while (1){
			setTiles6();
			do{ // Loops till all matches made
				showGrid6();
				userMoves6();
				if (secondTurn == true){ // If player turned the second card we have to look if they match
					secondTurn = false;
					tries++;
					if ((locX == holderX) && (locY == holderY)){ // The user chose same tile
						tries--;
						cout << "Cannot pick same tile again" << endl;
						continue;
					}
					if (move6[locX][locY].getVal() == move6[holderX][holderY].getVal()){ // tiles match
						showGrid6();
						cout << "You matched 2 tiles" << endl;
						remaining -= 2;
					}
					else{ // tiles don't match
						showGrid6();
						cout << "The tiles are different" << endl;
						move6[locX][locY].turnTile(); // flip again
						move6[holderX][holderY].turnTile();
					}
					while (1){ // This is a pause, the user can read the text until he presses an arrow key
						if (remaining == 0){ // Or if there aren't cards left
							break;
						}
						if (GetAsyncKeyState(VK_UP) & 1){ // UP
							if ((locY - 1) < 0){ // If out of bounds
								locY = 5;
							}
							else{
								locY--;
							}
							break;
						}
						if (GetAsyncKeyState(VK_DOWN) & 1){ // DOWN
							if ((locY + 1) > 5){ // If out of bounds
								locY = 0;
							}
							else{
								locY++;
							}
							break;
						}
						if (GetAsyncKeyState(VK_LEFT) & 1){ // LEFT
							if ((locX - 1) < 0){ // If out of bounds
								locX = 5;
							}
							else{
								locX--;
							}
							break;
						}
						if (GetAsyncKeyState(VK_RIGHT) & 1){ // RIGHT
							if ((locX + 1) > 5){ // If out of bounds
								locX = 0;
							}
							else{
								locX++;
							}
							break;
						}
					}
					for (int y = 0; y<6; y++){
						for (int x = 0; x<6; x++){
							select6[x][y] = 0; // Clear array
						}
					}
					select6[locX][locY] = 1; // set array
					showGrid6();
				}
				else{ // If this is the first tile flipped,  stores coords
					holderX = locX;
					holderY = locY;
					secondTurn = true;
				}
			} while (remaining > 0);

			cout << "You won in " << tries << " moves" << endl;

			do{ // check replay
				cout << "Do you want to play again? (y/n): ";
				cin >> again;
				if (again == 'n' || again == 'N'){
					return 0;
				}
				else if (again != 'n' && again != 'N' && again != 'y' && again != 'Y'){
					cout << "Invalid character, try again." << endl << endl;
				}
			} while (again != 'y' && again != 'Y');

			// Reset varables if player wants to play again
			remaining = 36;
			tries = 0;
			locX = 0;
			locY = 0;
			for (int y = 0; y<6; y++){
				for (int x = 0; x<6; x++){
					move6[x][y].turnTile(); // flips tiles face down
					select6[x][y] = 0; // Clear array
				}
			}
			select6[0][0] = 1; // Set array
		}
	}

	//end 6X6 grid

}  move6[6][6]; Project  move4[4][4]; Project move8[8][8];


and then the main function file:

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#include "stdafx.h"
#include <iostream>
#include <cstdlib>
#include <ctime>
#include <string>
#include <windows.h>
#include "Project.h"
using namespace std;

int main(){
	Project Game;
	Game.chose6();
	return 0;
}
Honestly, I just very quickly read your post, but could it be caused because the font is not of consistent size?
Sorry I'm not quite sure I understand: how would I go about correcting the font?

I also suspect that the below functions, responsible for grid output/navigation, may be the source of the issue:

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void showGrid6(){ // Output current grid
		system("cls");
		cout << "   1  2  3  4  5  6" << endl << endl;
		for (int y = 0; y<6; y++){
			cout << y + 1 << "  ";
			for (int x = 0; x<6; x++){
				if (move6[x][y].getFaceUp() == true){ // show the state
					cout << move6[x][y].getVal() << " ";
				}
				else{ // facing down, can't see
					cout << (char) 177 << "  ";
				}
			}
			cout << endl;
			cout << "   ";
			for (int x = 0; x<6; x++){
				if (select6[x][y] == 1){ // selector arrow at coord
					cout << (char) 94 << "  ";
				}
				else{ //no arrow at coord
					cout << "   ";
				}
			}
			cout << endl;
		}
		cout << endl;
	}

	void userMoves6(){ //move pointer
		while (1){
			while (1){
				if (GetAsyncKeyState(VK_UP) & 1){ // UP
					if ((locY - 1) < 0){ // If out of bounds
						locY = 5;
					}
					else{
						locY--;
					}
					break;
				}
				if (GetAsyncKeyState(VK_DOWN) & 1){ // DOWN
					if ((locY + 1) > 5){ // If out of bounds
						locY = 0;
					}
					else{
						locY++;
					}
					break;
				}
				if (GetAsyncKeyState(VK_LEFT) & 1){ // LEFT
					if ((locX - 1) < 0){ // If out of bounds
						locX = 5;
					}
					else{
						locX--;
					}
					break;
				}
				if (GetAsyncKeyState(VK_RIGHT) & 1){ // RIGHT
					if ((locX + 1) > 5){ // If out of bounds
						locX = 0;
					}
					else{
						locX++;
					}
					break;
				}
				if ((GetAsyncKeyState(VK_SPACE) & 1)){ // SPACE = flips tile pointed at
					if (move6[locX][locY].getFaceUp() == true){ // if pick already matched tile
						cout << "You can't select this tile again!" << endl << endl;
						continue;
					}
					else{
						move6[locX][locY].turnTile();
						return;
					}
				}
			}
			// following every key pressed
			for (int y = 0; y<6; y++){
				for (int x = 0; x<6; x++){
					select6[x][y] = 0; // Clear array
				}
			}
			select6[locX][locY] = 1; // Sets array at right position
			showGrid6(); // Updates grid
		}
	}
Some screenshots of the problem will probably help me find your problem. It's a lot of code to look through with no immediately obvious cause (to me at least) for this error. In particular, to see what
some of the grid tiles appear offset
is causing this.
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