Skip to content

Instantly share code, notes, and snippets.

@texodus
Last active June 4, 2022 04:41
  • Star 3 You must be signed in to star a gist
  • Fork 2 You must be signed in to fork a gist
Star You must be signed in to star a gist
Save texodus/96a9ed60d0250f7d3187c0fed5f5b78c to your computer and use it in GitHub Desktop.
regular-table / Minesweeper
license: apache-2.0

Minesweeper

A clone of the classic game Minesweeper with 1,000,000 cells, built with regular-table.

<regular-table id="table"></regular-table>

Game State and Virtual Data Model

The basic game dimensions.

const WIDTH = 1000;
const HEIGHT = 1000;
const NUM_MINES = 130000;

We are going to encode teh game state in a single two dimensional array of integer cell state Enums. 0-8 will be "hints", cells with a number representing the total neighboring mines, and we'll want to encode a few additional special states.

const FLAG_ENUM = 10;
const FLAG_MINE_ENUM = 9;
const HIDDEN_ENUM = 12;
const HIDDEN_MINE_ENUM = 11;
const EXPLODED_ENUM = 13;

Because the Player's view does not reveal all information about the game state, we will need to calculate some sets out of groups of enums. For example, both an empty and mine-containing cell, when un-revealed, will be drawn as a .brick cell using HIDDEN_ENUMS.

const FLAG_ENUMS = new Set([FLAG_ENUM, FLAG_MINE_ENUM]);
const HIDDEN_ENUMS = new Set([HIDDEN_ENUM, HIDDEN_MINE_ENUM]);
const MINE_ENUMS = new Set([HIDDEN_MINE_ENUM, FLAG_MINE_ENUM]);
const HINT_ENUMS = new Set(Array.from(Array(9).keys()));

The game board begins hidden, with mines randomly distributed throughout. Little effort is made in this example to create a competition-approved distribution, so be sure to avoid using this particular implementation in any Leagues, Tournaments or Grand Championships.

const VIEW_DATA = Array(WIDTH)
    .fill(0)
    .map(() => Array(HEIGHT).fill(HIDDEN_ENUM));

for (let i = 0; i < NUM_MINES; i++) {
    const x = Math.floor(Math.random() * WIDTH);
    const y = Math.floor(Math.random() * HEIGHT);
    VIEW_DATA[x][y] = HIDDEN_MINE_ENUM;
}

Virtual Data Model.

function dataListener(x0, y0, x1, y1) {
    return {
        num_rows: VIEW_DATA[0].length,
        num_columns: VIEW_DATA.length,
        data: VIEW_DATA.slice(x0, x1).map((col) => col.slice(y0, y1)),
    };
}

Game Logic

The basic unit of calculating player moves is getNeighbors(), a generator function which yields the coordinates of all neighboring cells which are members of a Set(). We'll use this to implement a breadth-first search which respects the game rules, board edges, etc.

function* getNeighbors(x, y, _set) {
    for (let dx = -1; dx < 2; dx++) {
        for (let dy = -1; dy < 2; dy++) {
            if (dx !== 0 || dy !== 0) {
                const x2 = x + dx;
                const y2 = y + dy;
                if (x2 >= 0 && x2 < WIDTH && y2 >= 0 && y2 < HEIGHT) {
                    if (_set.has(VIEW_DATA[x2][y2])) {
                        yield [x2, y2];
                    }
                }
            }
        }
    }
}

There are three "actions" the player can make in Minesweeper detonate(), flag() and check(). The detonate() action, applied to a blank cell, will fill the cell with a number 0-8, the number of neighboring mines. If this number is 0, the neighboring cells will be recursively detonate()-ed as well.

function detonate(x, y) {
    if (MINE_ENUMS.has(VIEW_DATA[x][y])) {
        VIEW_DATA[x][y] = EXPLODED_ENUM;
        table.classList.add("game-over");
        return;
    }

    let num_neighbor_mines = 0;
    for (const [] of getNeighbors(x, y, MINE_ENUMS)) {
        num_neighbor_mines++;
    }

    VIEW_DATA[x][y] = num_neighbor_mines;
    if (num_neighbor_mines === 0) {
        for (const [x2, y2] of getNeighbors(x, y, HIDDEN_ENUMS)) {
            detonate(x2, y2);
        }
    }
}

The second player action, flag() marks a blank cell as a suspected mine, and prevents it from being detonate()-ed. When applied to an already flag()-ed cell, it reset the cell to its original blank state.

function flag(x, y) {
    const val = VIEW_DATA[x][y];
    if (FLAG_ENUMS.has(val)) {
        VIEW_DATA[x][y] += 2;
    } else if (HIDDEN_ENUMS.has(val)) {
        VIEW_DATA[x][y] -= 2;
    }
}

The last, check(), is applied to an already detonate()-ed cell with a number revealed. If this cell has this same number of neighboring cells flag()-ed, then all remaining neighbor cells will be detonate()-ed.

function check(x, y) {
    const val = VIEW_DATA[x][y];
    let num_neighbor_flags = 0;
    for (const [] of getNeighbors(x, y, FLAG_ENUMS)) {
        num_neighbor_flags++;
    }

    if (num_neighbor_flags === val) {
        for (const [x1, y1] of getNeighbors(x, y, HIDDEN_ENUMS)) {
            detonate(x1, y1);
        }
    }
}

AAA Graphics

We could easily reflect each cell's value to a table cell attribute, ala <td data-value="3">3<td>, and implement the rest of our game's graphics as CSS selectors - but for the sake of readability, we'll group these as classes.

function styleListener() {
    for (const td of table.querySelectorAll("td")) {
        const meta = table.getMeta(td);
        const val = VIEW_DATA[meta.x][meta.y];
        td.className = "";
        td.classList.toggle(`hint-${val}`, HINT_ENUMS.has(val));
        td.classList.toggle("brick", HIDDEN_ENUMS.has(val) || FLAG_ENUMS.has(val));
        td.classList.toggle("flag", FLAG_ENUMS.has(val));
        td.classList.toggle("exploded", val === EXPLODED_ENUM);
    }
}

The special cell types are pretty simple CSS built on this framework. Hint cells are color coded.

.hint-1 {
    color: black;
}
.hint-2 {
    color: indigo;
}
.hint-3 {
    color: purple;
}
.hint-4 {
    color: blue;
}
.hint-5 {
    color: green;
}
.hint-6 {
    color: yellow;
}
.hint-7 {
    color: orange;
}
.hint-8 {
    color: red;
}

Brick cells have shadowed borders which create the illusion of depth and evoke ... brickness ...

.brick {
    background-color: #999 !important; 
    border-top: 4px solid #CCC;
    border-left: 4px solid #AAA;
    border-bottom: 4px solid #666;
    border-right: 4px solid #888;
    font-size: 10px !important;
    color: transparent;
}

Flags have little reg flag icons provided by Material UI Icons.

.flag:before {
    color: red;
    vertical-align: top;
    content: "flag";
    font-family: "Material Icons", monospace;
}

Lastly, when the player loses, we will show the revealed mine.

.exploded {
    background: red;
}
.exploded:before {
    color: black;
    vertical-align: top;
    content: "close";
    margin-left: 2.5px;
    font-family: "Material Icons", monospace;
}

Player Controls

Left clicks are detonate() actions.

async function clickEventListener(event) {
    if (event.target.tagName === "TD") {
        const {x, y} = table.getMeta(event.target);
        const val = VIEW_DATA[x][y];
        if (HIDDEN_ENUMS.has(val)) {
            detonate(x, y);
        }
        await table.draw();
    }
}

Right clicks are flag() actions on .brick cells, and check() actions on detonate()-ed cells.

function contextMenuEventListener(event) {
    event.preventDefault();
    if (event.target.tagName === "TD") {
        const {x, y} = table.getMeta(event.target);
        const val = VIEW_DATA[x][y];
        if (HINT_ENUMS.has(val)) {
            check(x, y);
        } else {
            flag(x, y);
        }
        table.draw();
    }
}

Main

function init() {
    table.setDataListener(dataListener);
    table.addStyleListener(styleListener);
    table.addEventListener("click", clickEventListener);
    table.addEventListener("contextmenu", contextMenuEventListener);
    table.draw();
}

window.addEventListener("load", init);

Appendix (Utilities)

Basic CSS

body {
    background: black;
}
regular-table::-webkit-scrollbar,
regular-table::-webkit-scrollbar-corner {
    width: 16px;
    height: 16px;
}
regular-table::-webkit-scrollbar-thumb {
    background-color: #FFF !important;
    border-radius: 0px;

}
regular-table td {
    max-width: 20px !important;
    min-width: 20px !important;
    height: 20px !important;
    font-family: monospace;
    font-weight: 700;
    text-align: center;
    padding: 0 !important;
    font-size: 16px !important;
    color: transparent;
    background-color: white;
}
regular-table {
    user-select: none;
    padding: 0;
}
regular-table tr:hover td {
    background: white;
}
table tr:hover {
    color: #333;
}
regular-table.game-over table {
    pointer-events: none;
}

Appendix (Dependencies)

<script src="https://cdn.jsdelivr.net/npm/regular-table@0.0.7/dist/umd/regular-table.js"></script>
<link rel='stylesheet' href="https://cdn.jsdelivr.net/npm/regular-table@0.0.7/dist/css/material.css">
license: apache-2.0
.hint-1 {
color: black;
}
.hint-2 {
color: indigo;
}
.hint-3 {
color: purple;
}
.hint-4 {
color: blue;
}
.hint-5 {
color: green;
}
.hint-6 {
color: yellow;
}
.hint-7 {
color: orange;
}
.hint-8 {
color: red;
}
.brick {
background-color: #999 !important;
border-top: 4px solid #CCC;
border-left: 4px solid #AAA;
border-bottom: 4px solid #666;
border-right: 4px solid #888;
font-size: 10px !important;
color: transparent;
}
.flag:before {
color: red;
vertical-align: top;
content: "flag";
font-family: "Material Icons", monospace;
}
.exploded {
background: red;
}
.exploded:before {
color: black;
vertical-align: top;
content: "close";
margin-left: 2.5px;
font-family: "Material Icons", monospace;
}
body {
background: black;
}
regular-table::-webkit-scrollbar,
regular-table::-webkit-scrollbar-corner {
width: 16px;
height: 16px;
}
regular-table::-webkit-scrollbar-thumb {
background-color: #FFF !important;
border-radius: 0px;
}
regular-table td {
max-width: 20px !important;
min-width: 20px !important;
height: 20px !important;
font-family: monospace;
font-weight: 700;
text-align: center;
padding: 0 !important;
font-size: 16px !important;
color: transparent;
background-color: white;
}
regular-table {
user-select: none;
padding: 0;
}
regular-table tr:hover td {
background: white;
}
table tr:hover {
color: #333;
}
regular-table.game-over table {
pointer-events: none;
}
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no">
</head>
<body>
<regular-table id="table"></regular-table>
<script src="https://cdn.jsdelivr.net/npm/regular-table@0.0.7/dist/umd/regular-table.js"></script>
<link rel='stylesheet' href="https://cdn.jsdelivr.net/npm/regular-table@0.0.7/dist/css/material.css">
<link rel="stylesheet" href="index.css">
<script src="index.js"></script>
</body>
</html>
const WIDTH = 1000;
const HEIGHT = 1000;
const NUM_MINES = 130000;
const FLAG_ENUM = 10;
const FLAG_MINE_ENUM = 9;
const HIDDEN_ENUM = 12;
const HIDDEN_MINE_ENUM = 11;
const EXPLODED_ENUM = 13;
const FLAG_ENUMS = new Set([FLAG_ENUM, FLAG_MINE_ENUM]);
const HIDDEN_ENUMS = new Set([HIDDEN_ENUM, HIDDEN_MINE_ENUM]);
const MINE_ENUMS = new Set([HIDDEN_MINE_ENUM, FLAG_MINE_ENUM]);
const HINT_ENUMS = new Set(Array.from(Array(9).keys()));
const VIEW_DATA = Array(WIDTH)
.fill(0)
.map(() => Array(HEIGHT).fill(HIDDEN_ENUM));
for (let i = 0; i < NUM_MINES; i++) {
const x = Math.floor(Math.random() * WIDTH);
const y = Math.floor(Math.random() * HEIGHT);
VIEW_DATA[x][y] = HIDDEN_MINE_ENUM;
}
function dataListener(x0, y0, x1, y1) {
return {
num_rows: VIEW_DATA[0].length,
num_columns: VIEW_DATA.length,
data: VIEW_DATA.slice(x0, x1).map((col) => col.slice(y0, y1)),
};
}
function* getNeighbors(x, y, _set) {
for (let dx = -1; dx < 2; dx++) {
for (let dy = -1; dy < 2; dy++) {
if (dx !== 0 || dy !== 0) {
const x2 = x + dx;
const y2 = y + dy;
if (x2 >= 0 && x2 < WIDTH && y2 >= 0 && y2 < HEIGHT) {
if (_set.has(VIEW_DATA[x2][y2])) {
yield [x2, y2];
}
}
}
}
}
}
function detonate(x, y) {
if (MINE_ENUMS.has(VIEW_DATA[x][y])) {
VIEW_DATA[x][y] = EXPLODED_ENUM;
table.classList.add("game-over");
return;
}
let num_neighbor_mines = 0;
for (const [] of getNeighbors(x, y, MINE_ENUMS)) {
num_neighbor_mines++;
}
VIEW_DATA[x][y] = num_neighbor_mines;
if (num_neighbor_mines === 0) {
for (const [x2, y2] of getNeighbors(x, y, HIDDEN_ENUMS)) {
detonate(x2, y2);
}
}
}
function flag(x, y) {
const val = VIEW_DATA[x][y];
if (FLAG_ENUMS.has(val)) {
VIEW_DATA[x][y] += 2;
} else if (HIDDEN_ENUMS.has(val)) {
VIEW_DATA[x][y] -= 2;
}
}
function check(x, y) {
const val = VIEW_DATA[x][y];
let num_neighbor_flags = 0;
for (const [] of getNeighbors(x, y, FLAG_ENUMS)) {
num_neighbor_flags++;
}
if (num_neighbor_flags === val) {
for (const [x1, y1] of getNeighbors(x, y, HIDDEN_ENUMS)) {
detonate(x1, y1);
}
}
}
function styleListener() {
for (const td of table.querySelectorAll("td")) {
const meta = table.getMeta(td);
const val = VIEW_DATA[meta.x][meta.y];
td.className = "";
td.classList.toggle(`hint-${val}`, HINT_ENUMS.has(val));
td.classList.toggle("brick", HIDDEN_ENUMS.has(val) || FLAG_ENUMS.has(val));
td.classList.toggle("flag", FLAG_ENUMS.has(val));
td.classList.toggle("exploded", val === EXPLODED_ENUM);
}
}
async function clickEventListener(event) {
if (event.target.tagName === "TD") {
const {x, y} = table.getMeta(event.target);
const val = VIEW_DATA[x][y];
if (HIDDEN_ENUMS.has(val)) {
detonate(x, y);
}
await table.draw();
}
}
function contextMenuEventListener(event) {
event.preventDefault();
if (event.target.tagName === "TD") {
const {x, y} = table.getMeta(event.target);
const val = VIEW_DATA[x][y];
if (HINT_ENUMS.has(val)) {
check(x, y);
} else {
flag(x, y);
}
table.draw();
}
}
function init() {
table.setDataListener(dataListener);
table.addStyleListener(styleListener);
table.addEventListener("click", clickEventListener);
table.addEventListener("contextmenu", contextMenuEventListener);
table.draw();
}
window.addEventListener("load", init);
@tor-tal
Copy link

tor-tal commented Oct 14, 2020

image

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment