cozy-games/packages/mnswpr/mnswpr.js
2026-07-04 08:17:54 +02:00

627 lines
17 KiB
JavaScript

// @ts-check
/**
* import styles for vite bundling
*/
import './mnswpr.css'
import {
StorageService,
TimerService
} from '@cozy-games/utils'
import { levels } from './levels.js'
import { MinesweeperRules } from './core/index.js'
import { LocalTransport } from './client/transport.js'
import { renderEvents, revealBoard } from './client/renderer.js'
const TEST_MODE = false // set to true if you want to test the game with visual hints
const MOBILE_BUSY_DELAY = 250
const PC_BUSY_DELAY = 500
/**
* Create Minesweeper game board.
*
* This is the DOM CLIENT: it builds the board, handles input, and renders. All
* game state and rules live in the headless core (`./core`); the client drives
* it through a Transport and paints the events it emits (see
* docs/headless-core-and-client-design.md).
*
* @param {String} appId
* @param {String} version
* @param {{
* levelChanged: (setting: any) => void,
* gameDone: (game: any) => void
* } | undefined } hooks
* @param {{ seed?: number }} [options] - `seed` pins the (deterministic) board,
* mainly for tests/replay; omit for a fresh random game each time.
*/
const Minesweeper = function(appId, version, hooks = undefined, options = {}) {
const _this = this
const storageService = new StorageService()
const timerService = new TimerService()
if (!hooks) {
hooks = {
levelChanged: () => {},
gameDone: () => {}
}
}
const configuredSeed = options.seed
let grid = document.createElement('table')
grid.setAttribute('id', 'grid')
let flagsDisplay = document.createElement('span')
let smileyDisplay = document.createElement('span')
let timerDisplay = document.createElement('span')
let appElement = document.getElementById(appId)
if (!appElement) {
const body = document.getElementsByTagName('body')[0]
appElement = document.createElement('div')
body.append(appElement)
}
let isMobile = false
let isLeft = false
let isRight = false
let pressed = undefined
let bothPressed = undefined
let skip = false
let skipCondition = false
let mouseUpCallBackArray = [
clickCell,
middleClickCell
]
let mouseDownCallBackArray = [
highlightCell, // left-click down
highlightSurroundingCell, // middle-click down
rightClickCell // right-click down
]
let isBusy = false
let clickedCell
let cachedSetting = storageService.getFromLocal('setting')
let setting = cachedSetting || levels.beginner
if (TEST_MODE) {
setting = {
rows: 10,
cols: 10,
mines: 10,
id: 'test',
name: 'test'
}
}
storageService.saveToLocal('setting', setting)
let flagsCount = setting.mines
// Cells currently highlighted, so removeHighlights only resets these (<=9) instead of the whole grid
let highlightedCells = []
// The headless game for the current board; recreated on every generateGrid.
let transport
this.initialize = function() {
const headingElement = document.createElement('h1')
const gameBoard = document.createElement('div')
const versionLink = version === 'dev' ? 'dev' : `<a href="https://github.com/ayo-run/mnswpr/releases/tag/v${version}">v${version}</a>`
headingElement.innerHTML = `<span>Minesweeper</span><sup>${versionLink}</sup>`
document.title = `mnswpr [${version}]`
gameBoard.setAttribute('id', 'game-board')
gameBoard.append(initializeToolbar(), grid, initializeFootbar())
if(appElement) {
appElement.innerHTML = ''
appElement.append(headingElement, gameBoard)
}
initializeGlobalEventHandlers()
generateGrid({ initial: true })
}
function initializeFootbar() {
const footBar = document.createElement('div')
const resetButton = document.createElement('button')
resetButton.innerText = 'Reset'
resetButton.onmousedown = () => generateGrid()
footBar.append(resetButton)
let levelsDropdown = document.createElement('select')
levelsDropdown.onchange = () => updateSetting(levelsDropdown.value)
const levelsKeys = Object.keys(levels)
levelsKeys.forEach(key => {
const levelOption = document.createElement('option')
levelOption.value = levels[key].id
levelOption.text = levels[key].name
if (setting.id === levelOption.value) {
levelOption.selected = true
}
levelsDropdown.add(levelOption, null)
})
if (TEST_MODE) {
const testLevel = document.createElement('span')
testLevel.innerText = 'Test Mode'
footBar.append(testLevel)
} else {
footBar.append(levelsDropdown)
}
return footBar
}
function initializeToolbar() {
const toolbar = document.createElement('div')
const flagsWrapper = document.createElement('div')
flagsWrapper.append(flagsDisplay)
flagsWrapper.style.height = '20px'
toolbar.append(flagsWrapper)
const smileyWrapper = document.createElement('div')
smileyWrapper.append(smileyDisplay)
// toolbar.append(smileyWrapper);
const timerWrapper = document.createElement('div')
timerWrapper.append(timerDisplay)
timerWrapper.style.height = '20px'
toolbar.append(timerWrapper)
toolbar.style.cursor = 'pointer'
toolbar.style.padding = '10px 35px'
toolbar.style.display = 'flex'
toolbar.style.justifyContent = 'space-between'
toolbar.onmousedown = () => generateGrid()
return toolbar
}
/**
* Updates the game level
* @param {String} key
*/
function updateSetting(key) {
setting = levels[key]
storageService.saveToLocal('setting', setting)
generateGrid({ initial: true })
}
/**
* Generate the Game Board
* @param {{
* initial: boolean
* }} options - Game Board Options
*/
function generateGrid(options = { initial: false }) {
grid.innerHTML = ''
grid.oncontextmenu = () => false
flagsCount = setting.mines
highlightedCells = []
for (let i = 0; i < setting.rows; i++) {
let row = grid.insertRow(i)
row.oncontextmenu = () => false
for (let j=0; j<setting.cols; j++) {
let cell = row.insertCell(j)
initializeEventHandlers(cell)
if ('ontouchstart' in document.documentElement) {
isMobile = true
initializeTouchEventHandlers(cell)
}
let status = document.createAttribute('data-status')
status.value = 'default'
cell.setAttributeNode(status)
}
}
let gameStatus = document.createAttribute('game-status')
gameStatus.value = 'inactive'
grid.setAttributeNode(gameStatus)
if (appElement) {
appElement.style.margin = '0 auto'
}
// A fresh headless game. Mines are placed by the core on the first reveal
// (first-click safe), so there is nothing to seed into the DOM here.
const gameSeed = configuredSeed !== undefined ? configuredSeed : Math.floor(Math.random() * 0x7fffffff)
transport = new LocalTransport(MinesweeperRules, { seed: gameSeed, config: setting, clock: () => Date.now() })
transport.onEvent(onCoreEvent)
/**
* TODO: add hook afterGridGenerated
* - for initializing the leaderboard
*/
if (options.initial)
hooks.levelChanged(setting)
timerService.initialize(timerDisplay)
updateFlagsCountDisplay()
}
/**
* Paint the events from a core move, and drive the win/loss transition. Fired
* synchronously by the LocalTransport; a RemoteTransport would fire it on the
* server's reply with no change here.
* @param {{ events: object[], view: object }} payload
*/
function onCoreEvent(payload) {
renderEvents(grid, payload.events)
for (const ev of payload.events) {
if (ev.type === 'explode' || ev.type === 'win') {
finishGame(payload.view)
break
}
}
}
/** Terminal transition: reveal the board, update displays, fire gameDone. */
function finishGame(view) {
const won = view.phase === 'won'
if (won) {
grid.setAttribute('game-status', 'win')
updateFlagsCountDisplay(0)
} else {
flagsDisplay.innerHTML = '&#128561;'
grid.setAttribute('game-status', 'over')
}
revealBoard(grid, view, setting)
grid.setAttribute('game-status', 'done')
const time = timerService.stop()
const game = {
time,
status: won ? '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 setBusy() {
isBusy = true
if (isMobile) {
setTimeout(() => isBusy = false, MOBILE_BUSY_DELAY)
} else {
setTimeout(() => isBusy = false, PC_BUSY_DELAY)
}
}
function updateFlagsCountDisplay(count = flagsCount) {
if (grid.getAttribute('game-status') != 'win') {
flagsDisplay.innerHTML = `${count}`
return
}
flagsDisplay.innerHTML = '&#128513;'
}
/**
*
* @param {HTMLTableCellElement} cell
*/
function initializeTouchEventHandlers(cell) {
let ontouchleave = function() {
if (clickedCell === this) {
clickedCell = undefined
}
}
cell.addEventListener('touchleave', ontouchleave)
let ontouchend = function() {
endTouchTimer()
}
cell.addEventListener('touchend', ontouchend)
let ontouchstart = function(e) {
isMobile = true
if (!isBusy && typeof e === 'object') {
startTouchTimer(this)
}
}
cell.addEventListener('touchstart', ontouchstart)
}
/**
* Wire the document/window/grid-level input handlers. These don't depend on
* any individual cell, so they're set up once instead of being reassigned
* for every cell during grid generation.
*/
function initializeGlobalEventHandlers() {
document.onkeydown = function(e) {
if (e.keyCode == 32 || e.keyCode == 113) {
generateGrid()
if ('preventDefault' in e) {
e.preventDefault()
} else {
return false
}
}
resetMouseEventFlags()
}
window.onblur = function() {
resetMouseEventFlags()
}
grid.onmouseleave = function() {
removeHighlights()
}
document.oncontextmenu = () => false
document.onmouseup = function() {
resetMouseEventFlags()
}
document.onmousedown = function(e) {
isMobile = false
switch (e.button) {
case 0: pressed = 'left'; isLeft = true; break
case 1: pressed = 'middle'; break
case 2: isRight = true; break
}
}
}
function initializeEventHandlers(_cell) {
let cell = _cell
skip = false
skipCondition = false
resetMouseEventFlags()
// Set grid status to active on first click
cell.onmouseup = function(e) {
pressed = undefined
let dont = false
if (bothPressed) {
bothPressed = false
if (e.button == '2') {
skipCondition = true
} else if (e.button == '0') {
dont = true
}
if (getStatus(this) == 'clicked') {
middleClickCell(this)
return
}
}
switch(e.button) {
case 0: {
isLeft = false
if (skipCondition) {
skip = true
}
break
}
case 2: isRight = false; break
}
removeHighlights()
if (skip || dont) {
skip = false
skipCondition = false
return
}
if (!isBusy && typeof e === 'object' && e.button != 2) {
mouseUpCallBackArray[e.button].call(_this, this)
}
}
cell.onmousedown = function(e) {
skip = false
if (!isBusy && typeof e === 'object') {
switch(e.button) {
case 0: isLeft = true; break
case 2: isRight = true; break
}
if (isLeft && isRight) {
bothPressed = true
highlightSurroundingCell(this)
return
}
if (e.button == '1') {
pressed = 'middle'
highlightSurroundingCell(this)
} else if (e.button == '0') {
pressed = 'left'
if (getStatus(this) == 'clicked') {
highlightSurroundingCell(this)
} else {
highlightCell(this)
}
}
if (e.button == '2') mouseDownCallBackArray[e.button].call(_this, this)
}
}
cell.onmousemove = function(e) {
if ((pressed || bothPressed) && typeof e === 'object') {
removeHighlights()
if (pressed == 'middle' || (isLeft && isRight)) {
highlightSurroundingCell(this)
} else if (pressed == 'left') {
if (getStatus(this) == 'clicked') {
highlightSurroundingCell(this)
} else {
highlightCell(this)
}
}
}
}
cell.oncontextmenu = () => false
cell.onselectstart = () => false
cell.setAttribute('unselectable', 'on')
}
function isEqual(x, y) {
if (!x) return false
return x === y
}
function startTouchTimer(cell) {
if (isEqual(clickedCell, cell)) {
return
}
clickedCell = cell
setTimeout(() => {
if (isEqual(clickedCell, cell)) {
rightClickCell(cell)
setBusy()
}
}, 500)
}
function endTouchTimer() {
clickedCell = undefined
}
function resetMouseEventFlags() {
pressed = undefined
bothPressed = undefined
isLeft = false
isRight = false
removeHighlights()
skip = true
}
function activateGame() {
grid.setAttribute('game-status', 'active')
// start timer
timerService.start()
}
function gameIsDone() {
return grid.getAttribute('game-status') == 'over' || grid.getAttribute('game-status') == 'done'
}
function removeHighlights() {
for (let i = 0; i < highlightedCells.length; i++) {
const currentCell = highlightedCells[i]
// guard: a tracked cell may have been flagged/clicked since it was highlighted
if (getStatus(currentCell) == 'highlighted') setStatus(currentCell, 'default')
}
highlightedCells = []
}
function highlightCell(cell) {
if (isFlagged(cell)) return
if (!gameIsDone() && getStatus(cell) == 'default') {
setStatus(cell, 'highlighted')
highlightedCells.push(cell)
}
}
function highlightSurroundingCell(cell) {
let cellRow = cell.parentNode.rowIndex
let cellCol = cell.cellIndex
highlightCell(cell)
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]
highlightCell(currentCell)
}
}
}
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
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)
}
}
function clickCell(cell) {
if (isFlagged(cell)) setBusy()
if (grid.getAttribute('game-status') == 'inactive') {
activateGame()
}
if (grid.getAttribute('game-status') != 'active') return
if (isFlagged(cell) || grid.getAttribute('game-status') == 'over') {
return
}
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) })
}
}
export default Minesweeper