feat: mnswpr client
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5 changed files with 340 additions and 401 deletions
114
packages/mnswpr/client/renderer.js
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114
packages/mnswpr/client/renderer.js
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@ -0,0 +1,114 @@
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// @ts-check
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/**
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* The renderer — the ONLY place the client touches game DOM. It consumes core
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* events + the projected view and reproduces the exact attributes/classes the
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* game has always used (`data-status`, `data-value`, class names), so existing
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* CSS and the jsdom tests are unaffected. It reads nothing from the core beyond
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* the projected view, so board secrecy stays a drop-in later (invariant #3).
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*/
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function cellAt(grid, r, c) {
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return grid.rows[r].cells[c]
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}
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/** Reveal a safe cell — matches the old revealSafeCell() DOM exactly. */
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function renderRevealed(grid, r, c, adjacent) {
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const cell = cellAt(grid, r, c)
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cell.className = 'clicked'
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cell.setAttribute('data-status', 'clicked')
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const span = document.createElement('span')
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if (adjacent === 0) {
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span.innerHTML = ' '
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cell.innerHTML = ''
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cell.appendChild(span)
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cell.setAttribute('data-status', 'empty')
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} else {
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span.innerHTML = String(adjacent)
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cell.innerHTML = ''
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cell.appendChild(span)
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cell.setAttribute('data-value', String(adjacent))
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}
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}
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/** Toggle a flag — matches the old rightClickCell() DOM. */
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function renderFlag(grid, r, c, flagged) {
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const cell = cellAt(grid, r, c)
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if (flagged) {
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cell.className = 'flag'
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cell.setAttribute('data-status', 'flagged')
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} else {
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cell.className = ''
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cell.setAttribute('data-status', 'default')
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}
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}
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/** @returns {Set<string>} "r,c" keys of every mine in the terminal view */
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function mineSet(view) {
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const set = new Set()
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for (const cell of view.cells) {
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if (cell.mine) set.add(`${cell.r},${cell.c}`)
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}
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return set
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}
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/**
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* Apply per-move events to the grid (reveal / flag / the clicked mine on
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* explode). Terminal board reveal is handled separately by revealBoard().
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* @param {HTMLTableElement} grid
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* @param {object[]} events
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*/
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export function renderEvents(grid, events) {
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for (const ev of events) {
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if (ev.type === 'reveal') {
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for (const c of ev.cells) renderRevealed(grid, c.r, c.c, c.adjacent)
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} else if (ev.type === 'flag') {
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renderFlag(grid, ev.r, ev.c, ev.flagged)
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} else if (ev.type === 'explode') {
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const cell = cellAt(grid, ev.r, ev.c)
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cell.className = 'clicked'
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cell.setAttribute('data-status', 'clicked')
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}
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}
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}
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/**
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* Reveal the whole board at game end, reproducing the old handleWinRevelation /
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* handleLostRevelation output. On a win, mines are marked correct; on a loss,
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* unflagged mines detonate and wrong flags are marked.
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* @param {HTMLTableElement} grid
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* @param {{ phase: string, cells: object[] }} view
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* @param {{ rows: number, cols: number }} setting
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*/
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export function revealBoard(grid, view, setting) {
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const won = view.phase === 'won'
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const mines = mineSet(view)
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for (let r = 0; r < setting.rows; r++) {
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for (let c = 0; c < setting.cols; c++) {
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const cell = cellAt(grid, r, c)
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const isMine = mines.has(`${r},${c}`)
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const isFlagged = cell.getAttribute('data-status') === 'flagged'
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if (won) {
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if (isMine) {
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cell.innerHTML = ':)'
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cell.className = 'correct'
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cell.setAttribute('data-status', 'clicked')
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cell.setAttribute('title', 'Correct')
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}
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} else if (isFlagged) {
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if (isMine) {
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cell.innerHTML = ':)'
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cell.className = 'correct'
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cell.setAttribute('title', 'Correct')
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} else {
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cell.innerHTML = 'X'
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cell.className = 'wrong'
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cell.setAttribute('title', 'Wrong')
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}
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} else if (isMine) {
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cell.className = 'mine'
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cell.setAttribute('data-status', 'clicked')
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}
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}
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}
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}
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48
packages/mnswpr/client/transport.js
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48
packages/mnswpr/client/transport.js
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@ -0,0 +1,48 @@
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// @ts-check
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import { GameSession } from '../core/session/session.js'
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/**
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* In-process transport: runs a `GameSession` locally and emits its events.
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*
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* The Transport interface is intentionally async — `send()` returns a Promise —
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* so a future `RemoteTransport` (server-authoritative) is a drop-in with no
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* change to the client (server-readiness invariant #1). Rendering is driven by
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* `onEvent`, which Local fires synchronously inside `send()` and Remote would
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* fire when the server replies; the client never depends on `send()`'s timing.
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*
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* Only serializable messages cross this boundary (moves in; events + a projected
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* view out) — never the live session/state (invariant #2).
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*/
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export class LocalTransport {
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/**
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* @param {object} rules - a GameRules implementation (e.g. MinesweeperRules)
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* @param {{ seed: number, config: object, clock?: () => number }} opts
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*/
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constructor(rules, opts) {
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this.session = new GameSession(rules, opts)
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this._subs = []
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}
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/** @param {(payload: { events: object[], view: object, time: number }) => void} cb */
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onEvent(cb) {
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this._subs.push(cb)
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return () => { this._subs = this._subs.filter(s => s !== cb) }
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}
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/**
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* Apply a move and emit the resulting events/view. Returns a Promise for
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* interface parity with a remote transport.
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* @param {object} move
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* @returns {Promise<{ events: object[], view: object, time: number }>}
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*/
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send(move) {
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const payload = this.session.applyMove(move)
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for (const cb of this._subs) cb(payload)
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return Promise.resolve(payload)
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}
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status() { return this.session.status() }
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view() { return this.session.view() }
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result() { return this.session.result() }
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elapsed() { return this.session.elapsed() }
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}
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@ -45,11 +45,14 @@ packages/mnswpr/ # @ayo-run/mnswpr — ONE published package
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rules.js # GameRules impl: init/apply/status/project
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board.js # deterministic board gen + first-click safety
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reveal.js # flood-fill, chording
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client/ # DOM client internals (consume ./core) — added in migration
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renderer.js # events → DOM (the ONLY place document is touched)
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input-adapter.js # gestures → Move intents
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transport.js # LocalTransport (RemoteTransport added later)
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timer-view.js
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client/ # DOM client internals (consume ./core)
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renderer.js # events → DOM (the ONLY place document is touched) — EXTRACTED
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transport.js # LocalTransport (RemoteTransport added later) — EXTRACTED
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# Decision: the input state machine (mouse/touch/chording/long-press) and the
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# timer stay INLINE in mnswpr.js for now — not extracted to input-adapter.js /
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# timer-view.js. The input code is intricate and under-tested (no chord/touch/
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# middle-click coverage yet), so extraction is deferred until those
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# characterization tests exist or a concrete need arises. See §9.
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```
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`package.json` `exports` (sub-path is the only surface change consumers see):
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@ -6,30 +6,39 @@
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import './mnswpr.css'
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import {
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LoggerService,
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StorageService,
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TimerService
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} from '@cozy-games/utils'
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import { levels } from './levels.js'
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import { MinesweeperRules } from './core/index.js'
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import { LocalTransport } from './client/transport.js'
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import { renderEvents, revealBoard } from './client/renderer.js'
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const TEST_MODE = false // set to true if you want to test the game with visual hints
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const MOBILE_BUSY_DELAY = 250
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const PC_BUSY_DELAY = 500
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/**
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* Create Minesweeper game board
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* @param {String} appId
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* Create Minesweeper game board.
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*
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* This is the DOM CLIENT: it builds the board, handles input, and renders. All
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* game state and rules live in the headless core (`./core`); the client drives
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* it through a Transport and paints the events it emits (see
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* docs/headless-core-and-client-design.md).
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*
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* @param {String} appId
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* @param {String} version
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* @param {{
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* levelChanged: (setting: any) => void,
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* gameDone: (game: any) => void
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* } | undefined } hooks
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* @param {{ seed?: number }} [options] - `seed` pins the (deterministic) board,
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* mainly for tests/replay; omit for a fresh random game each time.
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*/
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const Minesweeper = function(appId, version, hooks = undefined) {
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const Minesweeper = function(appId, version, hooks = undefined, options = {}) {
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const _this = this
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const storageService = new StorageService()
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const timerService = new TimerService()
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const loggerService = new LoggerService()
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if (!hooks) {
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hooks = {
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@ -38,6 +47,8 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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}
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}
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const configuredSeed = options.seed
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let grid = document.createElement('table')
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grid.setAttribute('id', 'grid')
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let flagsDisplay = document.createElement('span')
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@ -66,7 +77,6 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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highlightSurroundingCell, // middle-click down
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rightClickCell // right-click down
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]
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let firstClick = true
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let isBusy = false
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let clickedCell
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let cachedSetting = storageService.getFromLocal('setting')
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@ -82,12 +92,10 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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}
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storageService.saveToLocal('setting', setting)
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let flagsCount = setting.mines
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// Mine positions stored as a Set of numeric keys (row * cols + col) for O(1) lookup
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let mines = new Set()
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// Cells currently highlighted, so removeHighlights only resets these (<=9) instead of the whole grid
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let highlightedCells = []
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// Count of safe (non-mine) cells revealed, so the win check is O(1) instead of scanning the whole grid
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let revealedSafeCount = 0
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// The headless game for the current board; recreated on every generateGrid.
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let transport
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this.initialize = function() {
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const headingElement = document.createElement('h1')
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@ -129,8 +137,6 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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levelsDropdown.add(levelOption, null)
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})
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if (TEST_MODE) {
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const testLevel = document.createElement('span')
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testLevel.innerText = 'Test Mode'
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@ -144,24 +150,20 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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function initializeToolbar() {
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const toolbar = document.createElement('div')
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const toolbarItems = []
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const flagsWrapper = document.createElement('div')
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flagsWrapper.append(flagsDisplay)
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flagsWrapper.style.height = '20px'
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toolbar.append(flagsWrapper)
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toolbarItems.push(flagsWrapper)
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const smileyWrapper = document.createElement('div')
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smileyWrapper.append(smileyDisplay)
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// toolbar.append(smileyWrapper);
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// toolbarItems.push(smileyWrapper);
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const timerWrapper = document.createElement('div')
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timerWrapper.append(timerDisplay)
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timerWrapper.style.height = '20px'
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toolbar.append(timerWrapper)
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toolbarItems.push(timerWrapper)
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toolbar.style.cursor = 'pointer'
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toolbar.style.padding = '10px 35px'
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@ -174,7 +176,7 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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/**
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* Updates the game level
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* @param {String} key
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* @param {String} key
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*/
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function updateSetting(key) {
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setting = levels[key]
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@ -182,7 +184,6 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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generateGrid({ initial: true })
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}
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/**
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* Generate the Game Board
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* @param {{
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@ -190,13 +191,10 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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* }} options - Game Board Options
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*/
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function generateGrid(options = { initial: false }) {
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firstClick = true
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grid.innerHTML = ''
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grid.oncontextmenu = () => false
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flagsCount = setting.mines
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mines.clear()
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highlightedCells = []
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revealedSafeCount = 0
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for (let i = 0; i < setting.rows; i++) {
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let row = grid.insertRow(i)
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@ -210,8 +208,8 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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initializeTouchEventHandlers(cell)
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}
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let status = document.createAttribute('data-status')
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status.value = 'default'
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let status = document.createAttribute('data-status')
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status.value = 'default'
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cell.setAttributeNode(status)
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}
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}
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@ -224,6 +222,12 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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appElement.style.margin = '0 auto'
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}
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// A fresh headless game. Mines are placed by the core on the first reveal
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// (first-click safe), so there is nothing to seed into the DOM here.
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const gameSeed = configuredSeed !== undefined ? configuredSeed : Math.floor(Math.random() * 0x7fffffff)
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transport = new LocalTransport(MinesweeperRules, { seed: gameSeed, config: setting, clock: () => Date.now() })
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transport.onEvent(onCoreEvent)
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/**
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* TODO: add hook afterGridGenerated
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* - for initializing the leaderboard
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timerService.initialize(timerDisplay)
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updateFlagsCountDisplay()
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addMines(setting.mines)
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}
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/**
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* Paint the events from a core move, and drive the win/loss transition. Fired
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* synchronously by the LocalTransport; a RemoteTransport would fire it on the
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* server's reply with no change here.
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* @param {{ events: object[], view: object }} payload
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*/
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function onCoreEvent(payload) {
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renderEvents(grid, payload.events)
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for (const ev of payload.events) {
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if (ev.type === 'explode' || ev.type === 'win') {
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finishGame(payload.view)
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break
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}
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}
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}
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/** Terminal transition: reveal the board, update displays, fire gameDone. */
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function finishGame(view) {
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const won = view.phase === 'won'
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if (won) {
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grid.setAttribute('game-status', 'win')
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updateFlagsCountDisplay(0)
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} else {
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flagsDisplay.innerHTML = '😱'
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grid.setAttribute('game-status', 'over')
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}
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revealBoard(grid, view, setting)
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grid.setAttribute('game-status', 'done')
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const time = timerService.stop()
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const game = {
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time,
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status: won ? 'win' : 'loss',
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level: setting.id,
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time_stamp: new Date(),
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isMobile
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}
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/**
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* TODO: add hook after gameSession send back `game`
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* - for sending the game score to the db
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*/
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hooks.gameDone(game)
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}
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function setBusy() {
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@ -255,8 +302,8 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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}
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/**
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*
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* @param {HTMLTableCellElement} cell
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*
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* @param {HTMLTableCellElement} cell
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*/
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function initializeTouchEventHandlers(cell) {
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let ontouchleave = function() {
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@ -332,7 +379,7 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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resetMouseEventFlags()
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// Set grid status to active on first click
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cell.onmouseup = function(e) {
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cell.onmouseup = function(e) {
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pressed = undefined
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let dont = false
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@ -403,11 +450,6 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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cell.onmousemove = function(e) {
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if ((pressed || bothPressed) && typeof e === 'object') {
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removeHighlights()
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/*
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if (!isEqual(clickedCell, cell)) {
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clickedCell = undefined;
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}
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*/
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if (pressed == 'middle' || (isLeft && isRight)) {
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highlightSurroundingCell(this)
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} else if (pressed == 'left') {
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@ -456,187 +498,6 @@ const Minesweeper = function(appId, version, hooks = undefined) {
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skip = true
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}
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function addMines(minesCount) {
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//Add mines randomly
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for (let i=0; i<minesCount; i++) {
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let row = Math.floor(Math.random() * setting.rows)
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let col = Math.floor(Math.random() * setting.cols)
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let cell = grid.rows[row].cells[col]
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if (isMine(cell)) {
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transferMine()
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} else {
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mines.add(mineKey(row, col))
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}
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if (TEST_MODE){
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cell.innerHTML = 'X'
|
||||
}
|
||||
}
|
||||
if (TEST_MODE) {
|
||||
printMines()
|
||||
}
|
||||
}
|
||||
|
||||
function revealMines() {
|
||||
if (grid.getAttribute('game-status') == 'done') return
|
||||
//Highlight all mines in red
|
||||
const win = grid.getAttribute('game-status') == 'win'
|
||||
for (let i=0; i<setting.rows; i++) {
|
||||
for(let j=0; j<setting.cols; j++) {
|
||||
let cell = grid.rows[i].cells[j]
|
||||
if (win) {
|
||||
handleWinRevelation(cell)
|
||||
} else {
|
||||
handleLostRevelation(cell)
|
||||
}
|
||||
}
|
||||
}
|
||||
grid.setAttribute('game-status', 'done')
|
||||
|
||||
const time = timerService.stop()
|
||||
const game = {
|
||||
time,
|
||||
status: win ? 'win' : 'loss',
|
||||
level: setting.id,
|
||||
time_stamp: new Date(),
|
||||
isMobile
|
||||
}
|
||||
|
||||
/**
|
||||
* TODO: add hook after gameSession send back `game`
|
||||
* - for sending the game score to the db
|
||||
*/
|
||||
hooks.gameDone(game)
|
||||
|
||||
}
|
||||
|
||||
function handleWinRevelation(cell) {
|
||||
updateFlagsCountDisplay(0)
|
||||
if (isMine(cell)) {
|
||||
cell.innerHTML = ':)'
|
||||
cell.className = 'correct'
|
||||
setStatus(cell, 'clicked')
|
||||
let correct = document.createAttribute('title')
|
||||
correct.value = 'Correct'
|
||||
cell.setAttributeNode(correct)
|
||||
setStatus(cell, 'clicked')
|
||||
}
|
||||
}
|
||||
|
||||
function handleLostRevelation(cell) {
|
||||
if (isFlagged(cell)) {
|
||||
cell.className = 'flag'
|
||||
if (!isMine(cell)) {
|
||||
cell.innerHTML = 'X'
|
||||
cell.className = 'wrong'
|
||||
let wrong = document.createAttribute('title')
|
||||
wrong.value = 'Wrong'
|
||||
cell.setAttributeNode(wrong)
|
||||
} else {
|
||||
cell.innerHTML = ':)'
|
||||
cell.className = 'correct'
|
||||
let correct = document.createAttribute('title')
|
||||
correct.value = 'Correct'
|
||||
cell.setAttributeNode(correct)
|
||||
}
|
||||
} else {
|
||||
if (isMine(cell)) {
|
||||
cell.className = 'mine'
|
||||
setStatus(cell, 'clicked')
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function isOpen(cell) {
|
||||
return cell.innerHTML !== '' && !isFlagged(cell)
|
||||
}
|
||||
|
||||
function isFlagged(cell) {
|
||||
return getStatus(cell) == 'flagged'
|
||||
}
|
||||
|
||||
function mineKey(row, col) {
|
||||
return row * setting.cols + col
|
||||
}
|
||||
|
||||
function isMine(cell) {
|
||||
return mines.has(mineKey(getRow(cell), getCol(cell)))
|
||||
}
|
||||
|
||||
function checkLevelCompletion() {
|
||||
const safeCells = setting.rows * setting.cols - setting.mines
|
||||
if (revealedSafeCount >= safeCells && grid.getAttribute('game-status') == 'active') {
|
||||
grid.setAttribute('game-status', 'win')
|
||||
revealMines()
|
||||
}
|
||||
}
|
||||
|
||||
function setStatus(cell, status) {
|
||||
cell.setAttribute('data-status', status)
|
||||
}
|
||||
|
||||
function getCol(cell) {
|
||||
return cell.cellIndex
|
||||
}
|
||||
|
||||
function getRow(cell) {
|
||||
return cell.parentNode.rowIndex
|
||||
}
|
||||
|
||||
function getStatus(cell) {
|
||||
if (!cell) return undefined
|
||||
return cell.getAttribute('data-status')
|
||||
}
|
||||
|
||||
function middleClickCell(cell) {
|
||||
if (grid.getAttribute('game-status') != 'active' || getStatus(cell) !== 'clicked') {
|
||||
return
|
||||
}
|
||||
// check for number of surrounding flags
|
||||
const valueString = cell.getAttribute('data-value')
|
||||
let cellValue = parseInt(valueString, 10)
|
||||
let flagCount = countFlagsAround(cell)
|
||||
|
||||
if (flagCount === cellValue) {
|
||||
clickSurrounding(cell)
|
||||
if (TEST_MODE) loggerService.debug('middle click', cell)
|
||||
}
|
||||
}
|
||||
|
||||
function countFlagsAround(cell) {
|
||||
let flagCount = 0
|
||||
let cellRow = cell.parentNode.rowIndex
|
||||
let cellCol = cell.cellIndex
|
||||
for (let i = Math.max(cellRow-1,0); i <= Math.min(cellRow+1, setting.rows - 1); i++) {
|
||||
for(let j = Math.max(cellCol-1,0); j <= Math.min(cellCol+1, setting.cols - 1); j++) {
|
||||
if (isFlagged(grid.rows[i].cells[j])) flagCount++
|
||||
}
|
||||
}
|
||||
return flagCount
|
||||
}
|
||||
|
||||
function clickSurrounding(cell) {
|
||||
if (grid.getAttribute('game-status') != 'active') return
|
||||
let cellRow = cell.parentNode.rowIndex
|
||||
let cellCol = cell.cellIndex
|
||||
for (let i = Math.max(cellRow-1,0); i <= Math.min(cellRow+1, setting.rows - 1); i++) {
|
||||
for(let j = Math.max(cellCol-1,0); j <= Math.min(cellCol+1, setting.cols - 1); j++) {
|
||||
let currentCell = grid.rows[i].cells[j]
|
||||
if (getStatus(currentCell) == 'flagged') continue
|
||||
openCell(currentCell)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function increaseFlagsCount() {
|
||||
flagsCount++
|
||||
updateFlagsCountDisplay()
|
||||
}
|
||||
|
||||
function decreaseFlagsCount() {
|
||||
flagsCount--
|
||||
updateFlagsCountDisplay()
|
||||
}
|
||||
|
||||
function activateGame() {
|
||||
grid.setAttribute('game-status', 'active')
|
||||
// start timer
|
||||
|
|
@ -659,7 +520,7 @@ const Minesweeper = function(appId, version, hooks = undefined) {
|
|||
function highlightCell(cell) {
|
||||
if (isFlagged(cell)) return
|
||||
if (!gameIsDone() && getStatus(cell) == 'default') {
|
||||
setStatus(cell, 'highlighted') // currentCell.classList.add('highlight');
|
||||
setStatus(cell, 'highlighted')
|
||||
highlightedCells.push(cell)
|
||||
}
|
||||
}
|
||||
|
|
@ -677,27 +538,60 @@ const Minesweeper = function(appId, version, hooks = undefined) {
|
|||
}
|
||||
}
|
||||
|
||||
function increaseFlagsCount() {
|
||||
flagsCount++
|
||||
updateFlagsCountDisplay()
|
||||
}
|
||||
|
||||
function decreaseFlagsCount() {
|
||||
flagsCount--
|
||||
updateFlagsCountDisplay()
|
||||
}
|
||||
|
||||
function isFlagged(cell) {
|
||||
return getStatus(cell) == 'flagged'
|
||||
}
|
||||
|
||||
function setStatus(cell, status) {
|
||||
cell.setAttribute('data-status', status)
|
||||
}
|
||||
|
||||
function getCol(cell) {
|
||||
return cell.cellIndex
|
||||
}
|
||||
|
||||
function getRow(cell) {
|
||||
return cell.parentNode.rowIndex
|
||||
}
|
||||
|
||||
function getStatus(cell) {
|
||||
if (!cell) return undefined
|
||||
return cell.getAttribute('data-status')
|
||||
}
|
||||
|
||||
// ---- input → core move adapters ----
|
||||
|
||||
function rightClickCell(cell) {
|
||||
if (isFlagged(cell)) setBusy()
|
||||
if (grid.getAttribute('game-status') == 'inactive') {
|
||||
activateGame()
|
||||
}
|
||||
if (grid.getAttribute('game-status') != 'active') return
|
||||
if (getStatus(cell) != 'clicked' && getStatus(cell) != 'empty') {
|
||||
if (getStatus(cell) == 'default' || getStatus(cell) == 'highlighted') {
|
||||
if (flagsCount <= 0) return
|
||||
cell.className = 'flag'
|
||||
decreaseFlagsCount()
|
||||
setStatus(cell, 'flagged')
|
||||
} else {
|
||||
cell.className = ''
|
||||
increaseFlagsCount()
|
||||
setStatus(cell, 'default')
|
||||
}
|
||||
if ('vibrate' in navigator) {
|
||||
navigator.vibrate(100)
|
||||
}
|
||||
if (TEST_MODE) loggerService.debug('right click', cell)
|
||||
|
||||
const status = getStatus(cell)
|
||||
if (status == 'clicked' || status == 'empty') return
|
||||
|
||||
const move = { type: 'flag', r: getRow(cell), c: getCol(cell) }
|
||||
if (status == 'default' || status == 'highlighted') {
|
||||
if (flagsCount <= 0) return
|
||||
transport.send(move) // renderer paints the flag
|
||||
decreaseFlagsCount()
|
||||
} else {
|
||||
transport.send(move) // toggles the flag off
|
||||
increaseFlagsCount()
|
||||
}
|
||||
if ('vibrate' in navigator) {
|
||||
navigator.vibrate(100)
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -707,164 +601,26 @@ const Minesweeper = function(appId, version, hooks = undefined) {
|
|||
activateGame()
|
||||
}
|
||||
if (grid.getAttribute('game-status') != 'active') return
|
||||
//Check if the end-user clicked on a mine
|
||||
if (TEST_MODE) loggerService.debug('click', cell)
|
||||
if (getStatus(cell) == 'flagged' || grid.getAttribute('game-status') == 'over') {
|
||||
return
|
||||
} else if (getStatus(cell) == 'clicked') {
|
||||
middleClickCell(cell)
|
||||
return
|
||||
} else if (isMine(cell) && firstClick) {
|
||||
// cell.setAttribute('data-mine', 'false');
|
||||
mines.delete(mineKey(getRow(cell), getCol(cell)))
|
||||
transferMine(cell)
|
||||
if (TEST_MODE) printMines()
|
||||
}
|
||||
|
||||
openCell(cell)
|
||||
}
|
||||
|
||||
function printMines() {
|
||||
let count = 0
|
||||
for (let i = 0; i < setting.rows; i++) {
|
||||
for (let j = 0; j < setting.cols; j++) {
|
||||
if (isMine(grid.rows[i].cells[j])) {
|
||||
loggerService.debug(count++ + ' - mine: [' + i + ',' + j + ']')
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function transferMine(cell = undefined) {
|
||||
let found = false
|
||||
do {
|
||||
let row = Math.floor(Math.random() * setting.rows)
|
||||
let col = Math.floor(Math.random() * setting.cols)
|
||||
const transferMineToCell = grid.rows[row].cells[col]
|
||||
if (isMine(transferMineToCell) || transferMineToCell === cell || isNeighbor(cell, transferMineToCell)) {
|
||||
continue
|
||||
} else {
|
||||
mines.add(mineKey(row, col))
|
||||
if (TEST_MODE){
|
||||
transferMineToCell.innerHTML = 'X'
|
||||
if (TEST_MODE) loggerService.debug('transferred mine to: ' + row + ', ' + col)
|
||||
}
|
||||
// TODO: refactor maybe
|
||||
// eslint-disable-next-line no-useless-assignment
|
||||
found = true
|
||||
return
|
||||
}
|
||||
} while(!found)
|
||||
}
|
||||
|
||||
function isNeighbor(cell, nextCell) {
|
||||
if (cell === undefined) {
|
||||
return
|
||||
}
|
||||
const rowDifference = Math.abs(getRow(cell) - getRow(nextCell))
|
||||
const colDifference = Math.abs(getCol(cell) - getCol(nextCell))
|
||||
|
||||
return (rowDifference === 1) && (colDifference === 1)
|
||||
}
|
||||
|
||||
function countMinesAround(cell) {
|
||||
let mineCount=0
|
||||
let cellRow = cell.parentNode.rowIndex
|
||||
let cellCol = cell.cellIndex
|
||||
for (let i = Math.max(cellRow-1,0); i <= Math.min(cellRow+1,setting.rows-1); i++) {
|
||||
const rows = grid.rows[i]
|
||||
if (!rows) continue
|
||||
for(let j = Math.max(cellCol-1,0); j <= Math.min(cellCol+1,setting.cols-1); j++) {
|
||||
const cell = rows.cells[j]
|
||||
const mine = isMine(cell)
|
||||
if (cell && mine) {
|
||||
mineCount++
|
||||
}
|
||||
}
|
||||
}
|
||||
return mineCount
|
||||
}
|
||||
|
||||
function updateCellValue(cell, value) {
|
||||
const spanElement = document.createElement('span')
|
||||
spanElement.innerHTML = value
|
||||
cell.innerHTML = ''
|
||||
cell.appendChild(spanElement)
|
||||
}
|
||||
|
||||
/**
|
||||
* Reveal a single known-non-mine cell. Returns true when the cell is blank
|
||||
* (no adjacent mines), which is the signal to keep flooding from it.
|
||||
* @param {HTMLTableCellElement} cell
|
||||
*/
|
||||
function revealSafeCell(cell) {
|
||||
// A cell can be re-opened via chording, so only count the first reveal
|
||||
const wasOpen = getStatus(cell) == 'clicked' || getStatus(cell) == 'empty'
|
||||
cell.className = 'clicked'
|
||||
setStatus(cell, 'clicked')
|
||||
if (!wasOpen) revealedSafeCount++
|
||||
|
||||
const mineCount = countMinesAround(cell)
|
||||
if (mineCount == 0) {
|
||||
updateCellValue(cell, ' ')
|
||||
setStatus(cell, 'empty')
|
||||
return true
|
||||
}
|
||||
|
||||
updateCellValue(cell, mineCount.toString())
|
||||
const dataValue = document.createAttribute('data-value')
|
||||
dataValue.value = mineCount.toString()
|
||||
cell.setAttributeNode(dataValue)
|
||||
return false
|
||||
}
|
||||
|
||||
/**
|
||||
* Iteratively reveal the connected region of blank cells, starting from a
|
||||
* cell that has already been revealed as blank. Uses an explicit queue with
|
||||
* isOpen() as the visited guard instead of recursing back through clickCell,
|
||||
* so there are no redundant per-cell checks and no deep call stack.
|
||||
* @param {HTMLTableCellElement} startCell
|
||||
*/
|
||||
function handleEmpty(startCell) {
|
||||
const queue = [startCell]
|
||||
while (queue.length) {
|
||||
const cell = queue.shift()
|
||||
const cellRow = cell.parentNode.rowIndex
|
||||
const cellCol = cell.cellIndex
|
||||
for (let i = Math.max(cellRow-1,0); i <= Math.min(cellRow+1, setting.rows - 1); i++) {
|
||||
const rows = grid.rows[i]
|
||||
if (!rows) continue
|
||||
for (let j = Math.max(cellCol-1,0); j <= Math.min(cellCol+1, setting.cols - 1); j++) {
|
||||
const neighbor = rows.cells[j]
|
||||
if (!neighbor || neighbor === cell) continue
|
||||
if (isFlagged(neighbor)) {
|
||||
setBusy()
|
||||
continue
|
||||
}
|
||||
if (isOpen(neighbor)) continue
|
||||
// blank cells have no adjacent mines, so every neighbor here is safe
|
||||
if (revealSafeCell(neighbor)) queue.push(neighbor)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function openCell(cell) {
|
||||
if (grid.getAttribute('game-status') != 'active') return
|
||||
|
||||
firstClick = false
|
||||
|
||||
if (isMine(cell)) {
|
||||
cell.className = 'clicked'
|
||||
setStatus(cell, 'clicked')
|
||||
revealMines()
|
||||
flagsDisplay.innerHTML = '😱'
|
||||
grid.setAttribute('game-status', 'over')
|
||||
if (isFlagged(cell) || grid.getAttribute('game-status') == 'over') {
|
||||
return
|
||||
}
|
||||
|
||||
if (revealSafeCell(cell)) handleEmpty(cell)
|
||||
checkLevelCompletion()
|
||||
const r = getRow(cell)
|
||||
const c = getCol(cell)
|
||||
// An already-open number chords; anything else is a reveal. The core places
|
||||
// mines on the first reveal (first-click safe), so no transfer is needed.
|
||||
if (getStatus(cell) == 'clicked') {
|
||||
transport.send({ type: 'chord', r, c })
|
||||
return
|
||||
}
|
||||
transport.send({ type: 'reveal', r, c })
|
||||
}
|
||||
|
||||
function middleClickCell(cell) {
|
||||
if (grid.getAttribute('game-status') != 'active' || getStatus(cell) !== 'clicked') {
|
||||
return
|
||||
}
|
||||
transport.send({ type: 'chord', r: getRow(cell), c: getCol(cell) })
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,20 @@
|
|||
import { describe, it, expect, beforeEach, afterEach, vi } from 'vitest'
|
||||
import Minesweeper from '../mnswpr.js'
|
||||
import { MinesweeperRules } from '../core/index.js'
|
||||
|
||||
// Ask the (deterministic) core for a seed whose first-click-safe board places
|
||||
// the single mine at `targetCol`. Lets the DOM tests below pin a layout honestly
|
||||
// via the client's `seed` option, instead of hoping a Math.random value lands it.
|
||||
function findSeedForMine(setting, firstClick, targetCol) {
|
||||
for (let seed = 1; seed < 100000; seed++) {
|
||||
const state = MinesweeperRules.init(seed, setting)
|
||||
MinesweeperRules.apply(state, { type: 'reveal', r: firstClick.r, c: firstClick.c })
|
||||
let mineCol = -1
|
||||
state.grid.forEach((cell, r, c) => { if (cell.mine) mineCol = c })
|
||||
if (mineCol === targetCol) return seed
|
||||
}
|
||||
throw new Error('no seed found for target mine column')
|
||||
}
|
||||
|
||||
// Build a fresh board mounted on #app and return its grid <table>.
|
||||
function mountGame() {
|
||||
|
|
@ -38,11 +53,12 @@ describe('Minesweeper board', () => {
|
|||
vi.restoreAllMocks()
|
||||
})
|
||||
|
||||
// Mount a game on a custom board injected via the cached 'setting' localStorage key.
|
||||
function mountCustomGame(setting, hooks) {
|
||||
// Mount a game on a custom board injected via the cached 'setting' localStorage
|
||||
// key. `options.seed` pins the (deterministic) mine layout.
|
||||
function mountCustomGame(setting, hooks, options) {
|
||||
localStorage.setItem('setting', JSON.stringify(setting))
|
||||
document.body.innerHTML = '<div id="app"></div>'
|
||||
const game = new Minesweeper('app', 'dev', hooks)
|
||||
const game = new Minesweeper('app', 'dev', hooks, options)
|
||||
game.initialize()
|
||||
return document.getElementById('grid')
|
||||
}
|
||||
|
|
@ -143,25 +159,27 @@ describe('Minesweeper board', () => {
|
|||
})
|
||||
|
||||
it('does not declare a win until the last safe cell is revealed', () => {
|
||||
// 1x3 board with the single mine pinned to the middle column.
|
||||
vi.spyOn(Math, 'random').mockReturnValue(0.5)
|
||||
const grid = mountCustomGame({ rows: 1, cols: 3, mines: 1, id: 'test', name: 'test' })
|
||||
// 1x3 board; pin the single mine to the middle column so neither end cascades.
|
||||
const setting = { rows: 1, cols: 3, mines: 1, id: 'test', name: 'test' }
|
||||
const seed = findSeedForMine(setting, { r: 0, c: 0 }, 1)
|
||||
const grid = mountCustomGame(setting, undefined, { seed })
|
||||
|
||||
// First safe cell: adjacent to the mine, shows "1", no cascade -> not yet won.
|
||||
// First safe cell (col 0): adjacent to the mine, shows "1", no cascade -> not yet won.
|
||||
leftClick(grid.rows[0].cells[0])
|
||||
expect(grid.getAttribute('game-status')).toBe('active')
|
||||
|
||||
// Revealing the remaining safe cell completes the board.
|
||||
// Revealing the remaining safe cell (col 2) completes the board.
|
||||
leftClick(grid.rows[0].cells[2])
|
||||
expect(grid.getAttribute('game-status')).toBe('done')
|
||||
})
|
||||
|
||||
it('flood fill stops at a flagged cell and never reveals it', () => {
|
||||
// 1x4 board with the mine pinned to the last column.
|
||||
vi.spyOn(Math, 'random').mockReturnValue(0.99)
|
||||
const grid = mountCustomGame({ rows: 1, cols: 4, mines: 1, id: 'test', name: 'test' })
|
||||
// 1x4 board; pin the mine to the last column so cols 0-2 are a safe run.
|
||||
const setting = { rows: 1, cols: 4, mines: 1, id: 'test', name: 'test' }
|
||||
const seed = findSeedForMine(setting, { r: 0, c: 0 }, 3)
|
||||
const grid = mountCustomGame(setting, undefined, { seed })
|
||||
|
||||
// Flag a safe cell sitting between the blank region and the mine.
|
||||
// Flag a safe cell (col 2) sitting between the blank region and the mine.
|
||||
// (full press + release so the internal right-button flag resets)
|
||||
const flag = grid.rows[0].cells[2]
|
||||
flag.dispatchEvent(new MouseEvent('mousedown', { button: 2, bubbles: true }))
|
||||
|
|
|
|||
Loading…
Reference in a new issue