834 lines
22 KiB
JavaScript
834 lines
22 KiB
JavaScript
// @ts-check
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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 './modules/index.js'
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import { levels } from './levels.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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* @param {String} version
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*/
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const Minesweeper = function(appId, version) {
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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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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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let smileyDisplay = document.createElement('span')
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let timerDisplay = document.createElement('span')
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let appElement = document.getElementById(appId)
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if (!appElement) {
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const body = document.getElementsByTagName('body')[0]
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appElement = document.createElement('div')
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body.append(appElement)
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}
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let isMobile = false
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let isLeft = false
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let isRight = false
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let pressed = undefined
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let bothPressed = undefined
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let skip = false
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let skipCondition = false
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let mouseUpCallBackArray = [
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clickCell,
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middleClickCell
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]
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let mouseDownCallBackArray = [
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highlightCell, // left-click down
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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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let setting = cachedSetting || levels.beginner
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if (TEST_MODE) {
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setting = {
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rows: 10,
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cols: 10,
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mines: 10,
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id: 'test',
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name: 'test'
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}
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}
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storageService.saveToLocal('setting', setting)
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let flagsCount = setting.mines
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let minesArray = []
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this.initialize = function() {
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const headingElement = document.createElement('h1')
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const gameBoard = document.createElement('div')
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headingElement.innerHTML = `<span>Minesweeper</span><sup>${version}</sup>`
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document.title = `mnswpr [${version}]`
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gameBoard.setAttribute('id', 'game-board')
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gameBoard.append(initializeToolbar(), grid, initializeFootbar())
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if(appElement) {
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appElement.innerHTML = ''
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appElement.append(headingElement, gameBoard)
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appElement.append(initializeSourceLink())
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}
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generateGrid()
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}
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function initializeSourceLink() {
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const sourceLink = document.createElement('a')
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sourceLink.href = 'https://github.com/ayoayco/mnswpr'
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sourceLink.innerText = 'Source code'
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sourceLink.target = '_blank'
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sourceLink.style.color = 'white'
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return sourceLink
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}
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function initializeFootbar() {
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const footBar = document.createElement('div')
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const resetButton = document.createElement('button')
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resetButton.innerText = 'Reset'
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resetButton.onmousedown = () => generateGrid()
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footBar.append(resetButton)
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let levelsDropdown = document.createElement('select')
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levelsDropdown.onchange = () => updateSetting(levelsDropdown.value)
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const levelsKeys = Object.keys(levels)
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levelsKeys.forEach(key => {
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const levelOption = document.createElement('option')
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levelOption.value = levels[key].id
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levelOption.text = levels[key].name
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if (setting.id === levelOption.value) {
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levelOption.selected = true
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}
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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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footBar.append(testLevel)
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} else {
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footBar.append(levelsDropdown)
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}
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return footBar
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}
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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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toolbar.style.display = 'flex'
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toolbar.style.justifyContent = 'space-between'
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toolbar.onmousedown = () => generateGrid()
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return toolbar
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}
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/**
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* Updates the game level
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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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storageService.saveToLocal('setting', setting)
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generateGrid()
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}
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function generateGrid() {
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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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minesArray = []
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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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row.oncontextmenu = () => false
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for (let j=0; j<setting.cols; j++) {
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let cell = row.insertCell(j)
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initializeEventHandlers(cell)
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if ('ontouchstart' in document.documentElement) {
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isMobile = true
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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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cell.setAttributeNode(status)
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}
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}
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let gameStatus = document.createAttribute('game-status')
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gameStatus.value = 'inactive'
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grid.setAttributeNode(gameStatus)
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if (appElement) {
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appElement.style.margin = '0 auto'
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}
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/**
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* TODO: add hook afterGridGenerated
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* - for initializing the leaderboard
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*/
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console.log('[hook]: after grid generated')
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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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function setBusy() {
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isBusy = true
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if (isMobile) {
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setTimeout(() => isBusy = false, MOBILE_BUSY_DELAY)
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} else {
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setTimeout(() => isBusy = false, PC_BUSY_DELAY)
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}
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}
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function updateFlagsCountDisplay(count = flagsCount) {
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if (grid.getAttribute('game-status') != 'win') {
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flagsDisplay.innerHTML = `${count}`
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return
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}
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flagsDisplay.innerHTML = '😁'
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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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function initializeTouchEventHandlers(cell) {
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let ontouchleave = function() {
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if (clickedCell === this) {
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clickedCell = undefined
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}
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}
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cell.addEventListener('touchleave', ontouchleave)
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let ontouchend = function() {
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endTouchTimer()
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}
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cell.addEventListener('touchend', ontouchend)
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let ontouchstart = function(e) {
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isMobile = true
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if (!isBusy && typeof e === 'object') {
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startTouchTimer(this)
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}
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}
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cell.addEventListener('touchstart', ontouchstart)
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}
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function initializeEventHandlers(_cell) {
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let cell = _cell
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skip = false
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skipCondition = false
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resetMouseEventFlags()
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document.onkeydown = function(e) {
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if (e.keyCode == 32 || e.keyCode == 113) {
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generateGrid()
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if ('preventDefault' in e) {
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e.preventDefault()
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} else {
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return false
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}
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}
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resetMouseEventFlags()
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}
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window.onblur = function() {
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resetMouseEventFlags()
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}
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grid.onmouseleave = function() {
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removeHighlights()
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}
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document.oncontextmenu = () => false
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document.onmouseup = function() {
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resetMouseEventFlags()
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}
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document.onmousedown = function(e) {
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isMobile = false
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switch (e.button) {
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case 0: pressed = 'left'; isLeft = true; break
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case 1: pressed = 'middle'; break
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case 2: isRight = true; break
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}
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}
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// Set grid status to active on first click
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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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if (bothPressed) {
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bothPressed = false
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if (e.button == '2') {
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skipCondition = true
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} else if (e.button == '0') {
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dont = true
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}
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if (getStatus(this) == 'clicked') {
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middleClickCell(this)
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return
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}
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}
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switch(e.button) {
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case 0: {
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isLeft = false
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if (skipCondition) {
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skip = true
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}
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break
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}
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case 2: isRight = false; break
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}
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removeHighlights()
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if (skip || dont) {
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skip = false
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skipCondition = false
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return
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}
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if (!isBusy && typeof e === 'object' && e.button != 2) {
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mouseUpCallBackArray[e.button].call(_this, this)
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}
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}
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cell.onmousedown = function(e) {
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skip = false
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if (!isBusy && typeof e === 'object') {
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switch(e.button) {
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case 0: isLeft = true; break
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case 2: isRight = true; break
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}
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if (isLeft && isRight) {
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bothPressed = true
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highlightSurroundingCell(this)
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return
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}
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if (e.button == '1') {
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pressed = 'middle'
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highlightSurroundingCell(this)
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} else if (e.button == '0') {
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pressed = 'left'
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if (getStatus(this) == 'clicked') {
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highlightSurroundingCell(this)
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} else {
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highlightCell(this)
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}
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}
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if (e.button == '2') mouseDownCallBackArray[e.button].call(_this, this)
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}
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}
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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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if (getStatus(this) == 'clicked') {
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highlightSurroundingCell(this)
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} else {
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highlightCell(this)
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}
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}
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}
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}
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cell.oncontextmenu = () => false
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cell.onselectstart = () => false
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cell.setAttribute('unselectable', 'on')
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}
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function isEqual(x, y) {
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if (!x) return false
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return x === y
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}
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function startTouchTimer(cell) {
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if (isEqual(clickedCell, cell)) {
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return
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}
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clickedCell = cell
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setTimeout(() => {
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if (isEqual(clickedCell, cell)) {
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rightClickCell(cell)
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setBusy()
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}
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}, 500)
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}
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function endTouchTimer() {
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clickedCell = undefined
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}
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function resetMouseEventFlags() {
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pressed = undefined
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bothPressed = undefined
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isLeft = false
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isRight = false
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removeHighlights()
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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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minesArray.push([row, col])
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}
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if (TEST_MODE){
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cell.innerHTML = 'X'
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}
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}
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if (TEST_MODE) {
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printMines()
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}
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}
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function revealMines() {
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if (grid.getAttribute('game-status') == 'done') return
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//Highlight all mines in red
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const win = grid.getAttribute('game-status') == 'win'
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for (let i=0; i<setting.rows; i++) {
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for(let j=0; j<setting.cols; j++) {
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let cell = grid.rows[i].cells[j]
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if (win) {
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handleWinRevelation(cell)
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} else {
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handleLostRevelation(cell)
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}
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}
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}
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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: win ? '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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console.log('[hook]: after game session', game)
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}
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function handleWinRevelation(cell) {
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updateFlagsCountDisplay(0)
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if (isMine(cell)) {
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cell.innerHTML = ':)'
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cell.className = 'correct'
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setStatus(cell, 'clicked')
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let correct = document.createAttribute('title')
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correct.value = 'Correct'
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cell.setAttributeNode(correct)
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setStatus(cell, 'clicked')
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}
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}
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function handleLostRevelation(cell) {
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if (isFlagged(cell)) {
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cell.className = 'flag'
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if (!isMine(cell)) {
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cell.innerHTML = 'X'
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cell.className = 'wrong'
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let wrong = document.createAttribute('title')
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wrong.value = 'Wrong'
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cell.setAttributeNode(wrong)
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} else {
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cell.innerHTML = ':)'
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cell.className = 'correct'
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let correct = document.createAttribute('title')
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correct.value = 'Correct'
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cell.setAttributeNode(correct)
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}
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} else {
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if (isMine(cell)) {
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cell.className = 'mine'
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setStatus(cell, 'clicked')
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}
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}
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}
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function isOpen(cell) {
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return cell.innerHTML !== '' && !isFlagged(cell)
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}
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function isFlagged(cell) {
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return getStatus(cell) == 'flagged'
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}
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function isMine(cell) {
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return getIndex(minesArray, cell) > -1
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}
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function removeItem(arr, cell) {
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const index = getIndex(arr, cell)
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if (index > -1) {
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arr.splice(index, 1)
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}
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}
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function getIndex(arr, cell) {
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const row = cell.parentNode.rowIndex
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const col = cell.cellIndex
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let index = -1
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for (let i = 0; i < arr.length; i++) {
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let rowCol = arr[i]
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if (rowCol[0] === row && rowCol[1] === col) {
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index = i
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break
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}
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}
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return index
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}
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function checkLevelCompletion() {
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let levelComplete = true
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for (let i=0; i<setting.rows; i++) {
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for(let j=0; j<setting.cols; j++) {
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const cell = grid.rows[i].cells[j]
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if (!isMine(cell) && cell.innerHTML=='') levelComplete=false
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}
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}
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if (levelComplete && grid.getAttribute('game-status') == 'active') {
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grid.setAttribute('game-status', 'win')
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revealMines()
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}
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}
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function setStatus(cell, status) {
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cell.setAttribute('data-status', status)
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}
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function getCol(cell) {
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return cell.cellIndex
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}
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function getRow(cell) {
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return cell.parentNode.rowIndex
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}
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function getStatus(cell) {
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if (!cell) return undefined
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return cell.getAttribute('data-status')
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}
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function middleClickCell(cell) {
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if (grid.getAttribute('game-status') != 'active' || getStatus(cell) !== 'clicked') {
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return
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}
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// check for number of surrounding flags
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const valueString = cell.getAttribute('data-value')
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let cellValue = parseInt(valueString, 10)
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let flagCount = countFlagsAround(cell)
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if (flagCount === cellValue) {
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clickSurrounding(cell)
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if (TEST_MODE) loggerService.debug('middle click', cell)
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}
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}
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function countFlagsAround(cell) {
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let flagCount = 0
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let cellRow = cell.parentNode.rowIndex
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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
|
|
timerService.start()
|
|
}
|
|
|
|
function gameIsDone() {
|
|
return grid.getAttribute('game-status') == 'over' || grid.getAttribute('game-status') == 'done'
|
|
}
|
|
|
|
function removeHighlights() {
|
|
for (let i=0; i<setting.rows; i++) {
|
|
const rows = grid.rows[i]
|
|
if (!rows) continue
|
|
for(let j=0; j<setting.cols; j++) {
|
|
let currentCell = grid.rows[i].cells[j]
|
|
if (getStatus(currentCell) == 'highlighted') setStatus(currentCell, 'default')
|
|
}
|
|
}
|
|
}
|
|
|
|
function highlightCell(cell) {
|
|
if (isFlagged(cell)) return
|
|
if (!gameIsDone() && getStatus(cell) == 'default') setStatus(cell, 'highlighted') // currentCell.classList.add('highlight');
|
|
}
|
|
|
|
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 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)
|
|
}
|
|
}
|
|
|
|
function clickCell(cell) {
|
|
if (isFlagged(cell)) setBusy()
|
|
if (grid.getAttribute('game-status') == 'inactive') {
|
|
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');
|
|
removeItem(minesArray, 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) || isNeighbor(cell, transferMineToCell)) {
|
|
continue
|
|
} else {
|
|
minesArray.push([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)
|
|
}
|
|
|
|
function handleEmpty(cell) {
|
|
updateCellValue(cell, ' ')
|
|
let cellRow = cell.parentNode.rowIndex
|
|
let cellCol = cell.cellIndex
|
|
setStatus(cell, 'empty')
|
|
//Reveal all adjacent cells as they do not have a mine
|
|
for (let y = Math.max(cellRow-1,0); y <= Math.min(cellRow+1, setting.rows - 1); y++) {
|
|
const rows = grid.rows[y]
|
|
if (!rows) continue
|
|
for(let x = Math.max(cellCol-1,0); x <= Math.min(cellCol+1, setting.cols - 1); x++) {
|
|
//Recursive Call
|
|
const cell = rows.cells[x]
|
|
if (cell && !isOpen(cell)) {
|
|
clickCell(cell)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
function openCell(cell) {
|
|
if (grid.getAttribute('game-status') != 'active') return
|
|
|
|
cell.className='clicked'
|
|
setStatus(cell, 'clicked')
|
|
firstClick = false
|
|
|
|
if (isMine(cell)) {
|
|
revealMines()
|
|
flagsDisplay.innerHTML = '😱'
|
|
grid.setAttribute('game-status', 'over')
|
|
} else {
|
|
const mineCount = countMinesAround(cell)
|
|
if (mineCount==0) {
|
|
handleEmpty(cell)
|
|
} else {
|
|
updateCellValue(cell, mineCount.toString())
|
|
const dataValue = document.createAttribute('data-value')
|
|
dataValue.value = mineCount.toString()
|
|
cell.setAttributeNode(dataValue)
|
|
}
|
|
//Count and display the number of adjacent mines
|
|
checkLevelCompletion()
|
|
}
|
|
}
|
|
}
|
|
|
|
export default Minesweeper
|