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index.js
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let gameField = null;
const toolbar = {
flagCounter: 0,
seconds: 0,
};
let difficulty = "beginner";
const documentEl = getComputedStyle(document.documentElement);
const gameFieldEl = document.querySelector("#gameField");
const difficultyEl = document.querySelector("#difficulty");
const flagCounterEl = document.querySelector("#flagCounter");
const resetEl = document.querySelector("#reset");
const elapsedSecondsEl = document.querySelector("#elapsedSeconds");
const replayEl = document.querySelector("#replay");
const gameEndedEl = document.querySelector("#gameEnded");
// avoid caching of the selected option on page refresh
difficultyEl.value = "beginner";
const numberColors = ["blue", "green", "red", "darkblue", "brown", "turquoise", "black", "grey"];
const handler = {
set(obj, prop, value) {
switch (prop) {
case "flagCounter":
flagCounterEl.textContent = `${value}`;
break;
case "seconds":
elapsedSecondsEl.textContent = `${value}`;
break;
}
return Reflect.set(...arguments);
}
};
const toolbarProxy = new Proxy(toolbar, handler);
function initializeEventListeners() {
replayEl.addEventListener("input", e => {
const index = Number(e.target.value) - 1;
gameField.render(index);
});
document.addEventListener("mousedown", e => {
if (!gameField?.blockInput) {
resetEl.textContent = "🧐";
}
});
document.addEventListener("mouseup", e => {
if (!gameField?.blockInput) {
resetEl.textContent = "🙂";
}
});
resetEl.addEventListener("click", e => {
restart();
});
difficultyEl.addEventListener("change", e => {
gameFieldEl.classList.replace(difficulty, e.target.value);
difficulty = e.target.value;
restart();
});
}
function getGameSettings(difficulty) {
const rows = Number(documentEl.getPropertyValue(`--${difficulty}-rows`));
const columns = Number(documentEl.getPropertyValue(`--${difficulty}-columns`));
const mines = Number(documentEl.getPropertyValue(`--${difficulty}-mines`));
return {rows, columns, mines};
}
function restart() {
const {rows, columns, mines} = getGameSettings(difficulty);
toolbarProxy.flagCounter = mines;
gameField?.stopTimer();
gameField = new GameField(rows, columns, mines);
gameField.render();
gameField.onGameEnded((gameFieldInstance, gameState) => {
if (gameState === 'won') {
gameEndedEl.textContent = 'You won the game. Awesome!';
gameFieldInstance.placeFlagsOnRemainingMines();
flagCounterEl.textContent = '0';
} else if (gameState === 'lost') {
gameEndedEl.textContent = 'You lost the game!';
gameFieldInstance.revealMines();
resetEl.textContent = "🤯";
}
gameFieldInstance.saveState();
gameFieldInstance.render();
gameFieldInstance.blockInput = true;
gameFieldInstance.stopTimer();
replayEl.max = gameFieldInstance.states.length;
replayEl.value = replayEl.max;
replayEl.disabled = false;
});
gameField.onMineEvent(() => {});
gameField.onFlagEvent((flag) => {
toolbarProxy.flagCounter += flag;
});
resetEl.textContent = "🙂";
toolbarProxy.seconds = 0;
gameEndedEl.textContent = "";
replayEl.disabled = true;
}
class Cell {
constructor(x, y) {
this.x = x;
this.y = y;
this.revealed = false;
this.flag = false;
this.mine = false;
this.data = -1;
}
forEachNeighbour(gameField, f) {
const horizontal = [this.x - 1, this.x, this.x + 1];
const vertical = [this.y - 1, this.y, this.y + 1];
for (const x of horizontal) {
for (const y of vertical) {
// don"t count the cell itself
if (x === this.x && y === this.y) {
continue;
}
if (gameField.outOfBounce(x, y)) {
continue;
}
f(gameField.cells[y][x]);
}
}
}
setNeighbourMinesCounter(gameField) {
// we don"t need to count the neighbours if the cell is a mine
if (this.mine) {
return;
}
let neighbourMines = 0;
this.forEachNeighbour(gameField, c => {
neighbourMines += c.mine;
})
this.data = neighbourMines;
}
revealNeighbours(gameField, mine = false) {
this.forEachNeighbour(gameField, c => {
if (!mine && c.mine) {
return;
}
c.revealed = true;
c.flag = false;
})
}
}
function nestedCopy(array) {
return JSON.parse(JSON.stringify(array))
}
class GameField {
constructor(rows, columns, mines) {
this.rows = rows;
this.columns = columns;
this.mines = mines;
this.cells = this.generate(rows, columns, mines);
this.forEachCell(c => c.setNeighbourMinesCounter(this));
this.intervalId = null;
this.blockInput = false;
this.states = [nestedCopy(this.cells)];
this.playerRevealedMine = null;
}
onGameEnded(f) {
this.gameEndedListenerFunc = f;
}
onMineEvent(f) {
this.mineListenerFunc = f;
}
onFlagEvent(f) {
this.flagListenerFunc = f;
}
forEachCell(f) {
this.cells.flatMap(row => row).forEach(f);
}
flattenedCells() {
return this.cells.flatMap(row => row);
}
outOfBounce(x, y) {
return (x < 0 || x >= this.columns || y < 0 || y >= this.rows);
}
debug() {
this.forEachCell(c => c.revealed = true);
this.render();
}
generate() {
const cells = Array(this.rows).fill(0).map((_, r) => {
return Array(this.columns).fill(0).map((_, c) => new Cell(c, r));
});
return this.generateMines(cells);
}
generateMines(cells) {
const pool = cells.flatMap(row => row);
for (let i = 0; i < this.mines; i++) {
const index = Math.floor(Math.random() * pool.length);
const chosenCell = pool[index];
chosenCell.mine = true;
pool.splice(index, 1);
}
return cells;
}
startTimer() {
if (!this.intervalId) {
this.intervalId = setInterval(() => {
toolbarProxy.seconds = Math.min(++toolbar.seconds, 999);
}, 1000);
}
}
stopTimer() {
if (this.intervalId) {
clearInterval(this.intervalId);
this.intervalId = null;
}
}
updateState(cell, action) {
this.startTimer();
if (action === "quick-reveal") {
if (cell.revealed) {
let flaggedCells = 0;
cell.forEachNeighbour(this, c => {
flaggedCells += c.flag;
});
// quick reveal is only allowed, when the player has placed the amount of flags,
// which equal to the neighbour count of the mines
if (flaggedCells !== cell.data) {
return;
}
let flaggedMines = 0;
cell.forEachNeighbour(this, c => {
flaggedMines += c.mine && c.flag;
})
cell.forEachNeighbour(this, c => {
this.revealNeighbours(c.x, c.y);
})
// reveal mines only, when the player guessed wrong
cell.revealNeighbours(this, flaggedMines !== cell.data);
this.revealSurroundingsOfOpenCells();
// set one of the revealed mines
cell.forEachNeighbour(this, c => {
if (c.revealed && c.mine) {
this.playerRevealedMine = c;
this.mineListenerFunc(c);
}
});
}
}
if (action === "reveal") {
if (!cell.revealed) {
// neighbours should only be revealed when clicking on an empty cell
if (!cell.data) {
this.revealNeighbours(cell.x, cell.y);
this.revealSurroundingsOfOpenCells();
// Revealing cells can also lead to a case where a flagged cell is revealed.
// To avoid a mismatch between the displayed flags and the flag counter,
// we need to update the flag counter with the currently active flags
this.updateFlagCounter();
} else if (cell.mine) {
cell.revealed = true;
this.playerRevealedMine = cell;
this.mineListenerFunc(cell);
} else if (cell.data) {
cell.revealed = true;
}
}
}
if (action === "flag" && !cell.revealed) {
cell.flag = !cell.flag;
this.flagListenerFunc(!cell.flag ? 1 : -1);
}
this.saveState();
if (this.playerWon()) {
this.gameEndedListenerFunc(this, 'won');
} else if (this.playerLost()) {
this.gameEndedListenerFunc(this, 'lost');
}
}
saveState() {
this.states.push(nestedCopy(this.cells));
}
playerWon() {
const cellsToReveal = this.rows * this.columns - this.mines;
let cellsRevealed = 0;
this.forEachCell(c => {
if (c.revealed && !c.mine) {
cellsRevealed++;
}
})
return cellsRevealed >= cellsToReveal;
}
playerLost() {
return this.flattenedCells().some(c => c.revealed && c.mine);
}
revealMines() {
this.forEachCell(c => {
if (c.mine) {
c.revealed = true;
}
});
}
placeFlagsOnRemainingMines() {
this.forEachCell(c => {
if (!c.revealed && c.mine) {
c.flag = true;
}
});
}
// implements the flood fill algorithm to reveal empty neighbour cells
revealNeighbours(x, y) {
if (this.outOfBounce(x, y)) {
return;
}
const cell = this.cells[y][x];
if (!cell.revealed && !cell.data) {
cell.revealed = true;
cell.flag = false;
// north
this.revealNeighbours(x, y - 1);
// west
this.revealNeighbours(x - 1, y);
// south
this.revealNeighbours(x, y + 1);
// east
this.revealNeighbours(x + 1, y);
}
}
revealSurroundingsOfOpenCells() {
this.forEachCell(c => {
if (c.revealed && !c.data) {
c.revealNeighbours(this);
}
});
}
render(i) {
const container = document.querySelector("#gameField");
const cells = [];
const flattenedCells = this.states[i ?? this.states.length - 1].flatMap(row => row);
for (const cell of flattenedCells) {
const cellContainer = document.createElement("button");
cellContainer.dataset.x = `${cell.x}`;
cellContainer.dataset.y = `${cell.y}`;
cellContainer.classList.add("base-cell");
if (cell.flag) {
cellContainer.textContent = "🚩";
}
if (cell.revealed) {
cellContainer.classList.add("revealed-cell");
cellContainer.textContent = cell.mine ? "💣" : (cell.data ? cell.data : "");
cellContainer.style.fontWeight = "bold";
cellContainer.style.color = numberColors[(cell.data - 1) ?? 0];
if (this.playerRevealedMine && cell.x === this.playerRevealedMine.x && cell.y === this.playerRevealedMine.y) {
cellContainer.style.background = 'red';
}
}
const clickHandler = (cell, action) => {
this.updateState(cell, action);
this.render();
}
cellContainer.addEventListener("mouseup", e => {
if (this.blockInput) {
return;
}
const cell = this.targetToCell(e.target);
if (e.button === 0 && !cell.flag) {
clickHandler(cell, "reveal")
}
if (e.button === 1) {
clickHandler(cell, "quick-reveal")
}
if (e.button === 2) {
clickHandler(cell, "flag");
}
});
cellContainer.addEventListener("contextmenu", e => {
e.preventDefault();
});
cells.push(cellContainer);
}
container.replaceChildren(...cells)
}
targetToCell(target) {
const x = Number(target.dataset.x);
const y = Number(target.dataset.y);
return this.cells[y][x];
}
updateFlagCounter() {
let activeFlags = this.mines;
this.forEachCell(c => {
if (c.flag) {
activeFlags--;
}
});
toolbarProxy.flagCounter = activeFlags;
}
}
initializeEventListeners();
restart();