524 lines
18 KiB
HTML
524 lines
18 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<meta name="author" content="Felix W. Dekker" />
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<meta name="application-name" content="Swinemeeper" />
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<meta name="description" content="Just Minesweeper!" />
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<meta name="theme-color" content="#0033cc" />
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<title>Swinemeeper</title>
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</head>
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<body>
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<canvas id="canvas" width="500" height="500"></canvas>
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<span id="counter">0</span>
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<br />
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<form id="settingsForm">
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<label for="settingsWidth">Width</label>
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<input type="number" id="settingsWidth" value="10" />
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<label for="settingsHeight">Height</label>
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<input type="number" id="settingsHeight" value="10" />
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<label for="settingsMines">Mines</label>
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<input type="number" id="settingsMines" value="10" />
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<label for="settingsSeed">Seed</label>
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<input type="number" id="settingsSeed" value="" />
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<button>Play</button>
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</form>
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<label for="logArea">Log</label>
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<textarea id="logArea" cols="80" rows="20" disabled></textarea>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/random-js/1.0.8/random.min.js"
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integrity="sha512-C/21kASTZDv173aY5ERBPWuV9JVne9nhII/ZA7NIGhuPVCtGK5WnD6wzQ7dlQajXvu3003cojqouByxh+Fh3kg=="
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crossorigin="anonymous"></script>
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<script>
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const logArea = document.getElementById("logArea");
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const log = (message) => {
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logArea.value += `${message}\n`;
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logArea.scrollTop = logArea.scrollHeight;
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}
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/**
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* Controls the interaction with a game of Minesweeper.
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*/
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class Game {
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/**
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* Constructs and starts a new game of Minesweeper.
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*/
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constructor() {
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this.canvas = document.getElementById("canvas");
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this.settingsForm = document.getElementById("settingsForm");
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this.widthInput = document.getElementById("settingsWidth");
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this.heightInput = document.getElementById("settingsHeight");
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this.minesInput = document.getElementById("settingsMines");
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this.seedInput = document.getElementById("settingsSeed");
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this.reset();
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this.display = new Display(this.canvas, this.field);
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this.display.startDrawLoop();
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this.settingsForm.addEventListener(
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"submit",
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event => {
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event.preventDefault();
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this.reset();
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this.display.field = this.field;
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}
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);
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this.canvas.addEventListener(
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"mousemove",
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event => this.display.mouseCell = this.display.posToCell({x: event.clientX, y: event.clientY})
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);
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this.canvas.addEventListener(
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"contextmenu",
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event => event.preventDefault()
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);
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this.canvas.addEventListener(
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"mouseup",
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event => {
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event.preventDefault();
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if (!this.isAlive) return;
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const cell = this.display.posToCell({x: event.clientX, y: event.clientY});
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switch (event.button) {
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case 0:
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if (!cell.hasFlag) {
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if (!this.hasClicked) {
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cell.firstUncover();
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log("First uncover complete.");
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}
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else
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cell.uncover();
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this.hasClicked = true;
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if (cell.hasMine) {
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this.isAlive = false;
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log("You died!");
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}
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}
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break;
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case 1:
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cell.chord();
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break;
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case 2:
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cell.flag();
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break;
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}
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if (this.field.isCleared()) log("Level complete!");
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}
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)
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}
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/**
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* Resets the game, re-generating the field according to the current settings.
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*/
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reset() {
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this.field = new Field(
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+this.widthInput.value,
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+this.heightInput.value,
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+this.minesInput.value,
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+this.seedInput.value
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);
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this.isAlive = true;
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this.hasClicked = false;
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log("Let's go!");
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}
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}
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/**
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* Displays a Minesweeper field.
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*/
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class Display {
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/**
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* Constructs a new display.
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*
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* @param canvas {HTMLCanvasElement} the canvas to draw the field in
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* @param field {Field} the field to draw
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*/
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constructor(canvas, field) {
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// TODO Remove this \/
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this.frameNumber = 0;
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this.counter = document.getElementById("counter");
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window.setInterval(() => {
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this.counter.innerText = "" + (this.frameNumber * 4);
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this.frameNumber = 0;
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}, 250);
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// TODO Remove this /\
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this.canvas = canvas;
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this.field = field;
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this.mouseCell = undefined;
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}
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/**
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* Calculates the scale, which is defined as the width and height of each (square) cell in pixels.
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*
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* @return the scale of the display
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*/
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calcScale() {
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const rect = this.canvas.getBoundingClientRect();
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return Math.min(rect.width / this.field.width, rect.height / this.field.height);
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}
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/**
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* Returns the cell at the given coordinates, or `undefined` if there is no cell there.
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*
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* @param pos {{x: number, y: number}} the client-relative pixel coordinates to find the cell at
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* @return {Cell} the cell at the given coordinates
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*/
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posToCell(pos) {
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const rect = this.canvas.getBoundingClientRect();
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const scale = this.calcScale();
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return this.field.getCellOrElse(
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Math.floor((pos.x - rect.left) / scale),
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Math.floor((pos.y - rect.top) / scale)
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);
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}
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/**
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* Invokes `#draw` in every animation frame of this window.
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*/
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startDrawLoop() {
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const cb = () => {
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this.draw();
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this.frameNumber++; // TODO Remove this
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window.requestAnimationFrame(cb);
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};
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window.requestAnimationFrame(cb);
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}
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/**
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* Draws the field.
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*/
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draw() {
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const ctx = this.canvas.getContext("2d", {alpha: false});
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const rect = this.canvas.getBoundingClientRect();
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const scale = this.calcScale();
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// Clear
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ctx.save();
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ctx.fillStyle = "#FFF";
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ctx.fillRect(0, 0, rect.width, rect.height);
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ctx.restore();
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// Cover cells
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ctx.save();
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ctx.fillStyle = "#555";
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for (let x = 0; x < this.field.width; x++) {
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for (let y = 0; y < this.field.height; y++) {
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const cell = this.field.getCell(x, y);
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if (cell.isCovered) {
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ctx.fillRect(x * scale, y * scale, scale, scale);
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}
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}
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}
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ctx.restore();
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// Fill cells
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ctx.save();
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ctx.fillStyle = "#000";
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ctx.font = "30px serif";
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ctx.textBaseline = "middle";
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ctx.textAlign = "center";
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for (let x = 0; x < this.field.width; x++) {
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for (let y = 0; y < this.field.height; y++) {
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const cell = this.field.getCell(x, y);
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const neighborMineCount = cell.getNeighborMineCount();
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let contents;
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if (cell.isCovered) {
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if (cell.hasFlag)
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contents = "⚑";
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else
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contents = "";
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} else {
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if (cell.hasMine)
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contents = "💣";
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else if (neighborMineCount === 0)
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contents = "";
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else
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contents = "" + neighborMineCount;
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}
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ctx.fillText(contents, (x + 0.5) * scale, (y + 0.5) * scale, scale);
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}
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}
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ctx.restore();
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// Create grid
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ctx.save();
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ctx.strokeStyle = "#000";
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ctx.beginPath();
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for (let x = 0; x <= this.field.width; x++) {
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ctx.moveTo(x * scale, 0);
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ctx.lineTo(x * scale, this.field.height * scale);
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}
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for (let y = 0; y <= this.field.height; y++) {
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ctx.moveTo(0, y * scale);
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ctx.lineTo(this.field.width * scale, y * scale);
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}
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ctx.stroke();
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ctx.restore();
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// Highlight mouse cell
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if (this.mouseCell !== undefined) {
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ctx.save();
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ctx.strokeStyle = "#F00";
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ctx.strokeRect(this.mouseCell.x * scale, this.mouseCell.y * scale, scale, scale);
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ctx.restore();
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}
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// Done
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}
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}
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/**
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* A playing field for a game of Minesweeper.
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*/
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class Field {
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/**
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* Constructs a new playing field for a game of Minesweeper.
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*
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* @param width {number} the number of cells per row in the field
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* @param height {number} the number of rows in the field
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* @param mineCount {number} the initial number of mines to place in the field
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* @param seed {number|undefined} the seed to generate the field with
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*/
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constructor(width, height, mineCount, seed = undefined) {
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this.width = width;
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this.height = height;
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const mines = Array(width * height).fill(true, 0, mineCount).fill(false, mineCount);
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shuffleArrayInPlace(mines, seed);
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this.cells = chunkifyArray(
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mines.map((hasMine, i) => new Cell(this, Math.floor(i / this.width), i % this.width, hasMine)),
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this.width
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);
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}
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/**
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* Returns the cell at the given coordinates, or throws an error if there is no cell there.
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*
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* @param x {number} the horizontal coordinate of the cell to look up
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* @param y {number} the vertical coordinate of the cell to look up
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* @return {Cell} the cell at the given coordinates
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*/
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getCell(x, y) {
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if (x < 0 || x >= this.width) throw new Error(`x must be in range [0, ${this.width}), but was ${x}.`);
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if (y < 0 || y >= this.height) throw new Error(`y must be in range [0, ${this.height}), but was ${y}.`);
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return this.cells[x][y];
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}
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/**
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* Returns the cell at the given coordinates, or `orElse` if there is no cell there.
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*
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* @param x {number} the horizontal coordinate of the cell to look up
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* @param y {number} the vertical coordinate of the cell to look up
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* @param orElse {*} the value to return if there is no cell at the given coordinates
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* @return {Cell|*} the cell at the given coordinates, or `orElse` if there is no cell there
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*/
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getCellOrElse(x, y, orElse = undefined) {
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const row = this.cells[x];
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return row === undefined ? orElse : row[y];
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}
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/**
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* Returns `true` if and only if all mineless cells have been uncovered.
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*
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* @return `true` if and only if all mineless cells have been uncovered
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*/
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isCleared() {
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for (let x = 0; x < this.width; x++) {
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for (let y = 0; y < this.height; y++) {
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const cell = this.getCell(x, y);
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if (cell.isCovered && !cell.hasMine)
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return false;
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}
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}
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return true;
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}
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}
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/**
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* A cell in a Minesweeper `Field`.
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*/
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class Cell {
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/**
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* Constructs a new cell.
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*
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* @param field {Field} the field in which this cell is located
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* @param x {number} the horizontal coordinate of this cell in the field
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* @param y {number} the vertical coordinate of this cell in the field
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* @param hasMine {boolean} `true` if and only if this cell contains a mine
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*/
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constructor(field, x, y, hasMine) {
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this.field = field;
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this.x = x;
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this.y = y;
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this.isCovered = true;
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this.hasMine = hasMine;
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this.hasFlag = false;
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}
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/**
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* Returns the `Cell`s that are adjacent to this cell.
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*
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* @return {Cell[]} the `Cell`s that are adjacent to this cell
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*/
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getNeighbors() {
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return [
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this.field.getCellOrElse(this.x - 1, this.y - 1),
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this.field.getCellOrElse(this.x, this.y - 1),
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this.field.getCellOrElse(this.x + 1, this.y - 1),
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this.field.getCellOrElse(this.x - 1, this.y),
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this.field.getCellOrElse(this.x + 1, this.y),
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this.field.getCellOrElse(this.x - 1, this.y + 1),
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this.field.getCellOrElse(this.x, this.y + 1),
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this.field.getCellOrElse(this.x + 1, this.y + 1),
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].filter(it => it !== undefined);
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}
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/**
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* Returns the number of neighbors that have a flag.
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*
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* @returns {number} the number of neighbors that have a flag
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*/
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getNeighborFlagCount() {
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return this.getNeighbors().filter(it => it.hasFlag).length;
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}
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/**
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* Returns the number of neighbors that have a mine.
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*
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* @returns {number} the number of neighbors that have a mine
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*/
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getNeighborMineCount() {
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return this.getNeighbors().filter(it => it.hasMine).length;
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}
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/**
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* Chords this cell, i.e. if this cell is covered and the number of neighboring flags equals the number in this
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* cell, then all unflagged neighbors are uncovered.
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*/
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chord() {
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if (this.isCovered) return;
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if (this.getNeighborMineCount() !== this.getNeighborFlagCount()) return;
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this.getNeighbors()
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.filter(it => it.isCovered && !it.hasFlag)
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.forEach(it => it.uncover());
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}
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/**
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* Uncovers this cell as in `#uncover`, but adjacent 0-mine cells are also uncovered and if this cell contains a
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* mine the mine is moved to the first cell without a mine, starting from the top-left moving in a horizontal
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* scanning fashion.
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*/
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firstUncover() {
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if (this.hasMine) {
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this.hasMine = false;
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for (let y = 0; y < this.field.height; y++) {
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for (let x = 0; x < this.field.width; x++) {
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if (x === this.x && y === this.y) continue;
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const cell = this.field.getCell(x, y);
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if (!cell.hasMine) {
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cell.hasMine = true;
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break;
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}
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}
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}
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}
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this.getNeighbors()
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.filter(it => it.getNeighborMineCount() === 0 && !it.hasMine && !it.hasFlag)
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.forEach(it => it.uncover());
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}
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/**
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* Adds or removes a flag at this cell.
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*/
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flag() {
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if (!this.isCovered) return;
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this.hasFlag = !this.hasFlag;
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}
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/**
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* Uncovers this cell, revealing the contents beneath.
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*/
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uncover() {
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if (!this.isCovered) return;
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this.isCovered = false;
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this.hasFlag = false;
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if (!this.hasMine && this.getNeighborMineCount() === 0)
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this.chord();
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}
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}
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/**
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* Shuffles the given array in-place.
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*
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* @param array {*[]} the array to shuffle
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* @param seed {number|undefined} the seed for the random number generator
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* @returns {*[]} the array that was given to this function to shuffle
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*/
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function shuffleArrayInPlace(array, seed = undefined) {
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const engine = Random.engines.mt19937();
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engine.autoSeed();
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if (seed !== undefined) engine.seed(seed);
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return new Random(engine).shuffle(array);
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}
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/**
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* Slices `array` into chunks of `chunkSize` elements each.
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*
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* If `array` does not contain a multiple of `chunkSize` elements, the last chunk will contain fewer elements.
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*
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* @param array {*[]} the array to chunkify
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* @param chunkSize {number} the size of each chunk
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* @returns {*[]} an array of the extracted chunks
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*/
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function chunkifyArray(array, chunkSize) {
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const chunks = [];
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for (let i = 0; i < array.length; i += chunkSize)
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chunks.push(array.slice(i, i + chunkSize));
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return chunks;
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}
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const urlParams = new URLSearchParams(window.location.search);
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document.getElementById("settingsSeed").value =
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urlParams.get("seed") === null
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? "" + Math.floor(Math.random() * 1000000000000)
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: urlParams.get("seed");
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new Game();
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</script>
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</body>
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</html>
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