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index.js
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index.js
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const Game = {
width: 10,
height: 8,
bombs: 10,
field: [],
gameOver: false,
points: 0,
colors: {
0: '#acacac',
1: '#3178fa',
2: '#348206',
3: '#f94340',
4: '#143b81',
5: '#7f1e1c',
6: '#1e807e',
7: '#000000',
8: '#808080',
bomb: '#ee2222',
"-1": '#ee2222',
},
cellSize: 50,
shouldLog: true,
message: 'Welcome to Minesweeper!',
goodMessages: ['Good Work!', 'Fine moviment!', 'Keep this way!'],
messageFunction: () => {},
containerElement: document.querySelector('main'),
canvas: document.querySelector('canvas'),
}
// data methods
function init(){
initField()
placeBombs()
placeNumbers()
registerEventHandlers()
setCanvasDimensions()
function initField(){
Game.field = new Array(Game.width * Game.height)
for (let i = 0; i < Game.field.length; i++) {
Game.field[i] = {
value: 0,
opened: false,
marked: false,
}
}
}
function placeBombs(){
for (let i = 0; i < Game.bombs; i++) {
Game.field[i].value = -1
}
Game.field.sort((a, b) => {
return 0.5 - Math.random()
})
}
function placeNumbers(){
for (let i = 0; i < Game.field.length; i++) {
if(Game.field[i].value != -1) {
Game.field[i].value = countBombs(i)
}
}
}
function registerEventHandlers(){
Game.canvas.addEventListener('click', function(event){
handleEvent(event, openCell, Game.messageFunction)
})
Game.canvas.addEventListener('auxclick', function(event){
handleEvent(event, toggleMarkCell)
})
Game.canvas.addEventListener('contextmenu', function(event){
event.preventDefault()
})
}
function setCanvasDimensions(){
Game.canvas.width = Game.width * Game.cellSize;
Game.canvas.height = (Game.height + 1) * Game.cellSize;
}
}
function countBombs(index){
let total = 0
const aroundIndexes = getAroundIndexes(index)
aroundIndexes.forEach(i => {
if(hasBombAt(i)) total++
})
return total
}
function hasBombAt(index){
return Game.field[index].value == -1
}
function getAroundIndexes(index){
const aroundIndexes = []
// up
if (index - Game.width >= 0) {
aroundIndexes.push(index - Game.width)
}
// down
if (index + Game.width < Game.field.length) {
aroundIndexes.push(index + Game.width)
}
// left
if ((index % Game.width) - 1 >= 0) {
aroundIndexes.push(index - 1)
}
// right
if ((index % Game.width) + 1 < Game.width) {
aroundIndexes.push(index + 1)
}
// up left
if (index - Game.width >= 0 && (index % Game.width) - 1 >= 0) {
aroundIndexes.push(index - Game.width - 1)
}
// up right
if (index - Game.width >= 0 && (index % Game.width) + 1 < Game.width) {
aroundIndexes.push(index - Game.width + 1)
}
// down left
if (index + Game.width < Game.field.length && (index % Game.width) - 1 >= 0) {
aroundIndexes.push(index + Game.width - 1)
}
// down right
if (index + Game.width < Game.field.length && (index % Game.width) + 1 < Game.width) {
aroundIndexes.push(index + Game.width + 1)
}
return aroundIndexes
}
function openCell(index) {
if (Game.field[index].marked || Game.gameOver) {
return
}
if(Game.field[index].opened){
openAroundCells(index)
return
}
Game.field[index].opened = true
if(hasBombAt(index)) {
finishGame()
return
}
if(Game.field[index].value == 0) {
emitGoodMessage()
openNonBombAroundCells(index)
}
checkWin()
function openAroundCells(index){
const numberOfBombs = Game.field[index].value
if(numberOfBombs == 0) return
const aroundIndexes = getAroundIndexes(index)
const markedAroundIndexes = aroundIndexes.filter(i => Game.field[i].marked)
if(markedAroundIndexes.length == 0) return
const closedAroundIndexes = aroundIndexes.filter(i => !Game.field[i].opened)
if(closedAroundIndexes.length == 0) return
if(markedAroundIndexes.length == numberOfBombs){
closedAroundIndexes.forEach(i => {
if(!Game.field[index].marked){
openCell(i)
}
})
}
}
function openNonBombAroundCells(index){
const aroundIndexes = getAroundIndexes(parseInt(index))
aroundIndexes.forEach(i => {
if (Game.field[i].value != -1) {
openCell(i)
}
})
}
}
function finishGame(){
messagePlayer('You lose! Click to play again')
openAllBombs()
Game.messageFunction = resetGame
Game.gameOver = true
}
function emitGoodMessage(){
const randomIndex = randomInt(0, Game.goodMessages.length)
const randomGoodMessage = Game.goodMessages[randomIndex]
messagePlayer(randomGoodMessage)
}
function randomInt(min, max){
return Math.floor(Math.random() * (max - min)) + min;
}
function openAllBombs(){
Game.field.forEach((cell, index) => {
if(hasBombAt(index)){
cell.opened = true
}
})
}
function checkWin () {
const closedCells = Game.field.filter(cell => {
return cell.opened == false
})
if (closedCells.length == Game.bombs) {
messagePlayer('You Win! Click to Play again')
Game.messageFunction = resetGame
Game.gameOver = true
}
}
function toggleMarkCell(index){
if(!Game.gameOver && !Game.field[index].opened)
Game.field[index].marked = !Game.field[index].marked
}
function resetGame(){
Game.gameOver = false
Game.message = 'Minesweeper!'
Game.messageFunction = function(){}
init()
}
function calculateIndex(i, j){
return (i * Game.width) + j
}
function draw(){
const context = Game.canvas.getContext('2d')
context.clearRect(0, 0, Game.canvas.width, Game.canvas.height)
drawField(context)
drawMessageBox(context)
requestAnimationFrame(() => { draw() })
}
function drawField(context){
for (let i = 0; i < Game.height; i++) {
for (let j = 0; j < Game.width; j++) {
const index = calculateIndex(i, j)
const x = j * Game.cellSize
const y = i * Game.cellSize
if(Game.field[index].opened){
const symbol = Game.field[index].value;
const color = Game.colors[symbol]
drawOpenedCell(context, x, y, Game.cellSize, color, symbol)
} else {
drawClosedCell(context, x, y, Game.cellSize, Game.cellSize)
if(Game.field[index].marked){
drawMark(context, x, y, Game.cellSize)
}
}
}
}
}
function drawClosedCell(context, x, y, width, height){
const borderThickeness = 6
drawBackground()
drawTopBorder()
drawRightBorder()
drawBottomBorder()
drawLeftBorder()
function drawBackground(){
context.fillStyle = '#cecece'
context.fillRect(x, y, width, height)
}
function drawTopBorder(){
context.fillStyle = '#fff';
context.fillRect(x, y, width - borderThickeness, borderThickeness)
drawTriangleTopLeft(x + (width - borderThickeness), y)
}
function drawRightBorder(){
context.fillStyle = '#808080';
context.fillRect(x + (width - borderThickeness), y + borderThickeness, borderThickeness, height - borderThickeness)
drawTriangleBottomRight(x + width, y + borderThickeness)
}
function drawBottomBorder(){
context.fillStyle = '#808080';
context.fillRect(x + borderThickeness, y + (height - borderThickeness), (width - borderThickeness), borderThickeness)
drawTriangleBottomRight(x + borderThickeness, y + height)
}
function drawLeftBorder(){
context.fillStyle = '#fff';
context.fillRect(x, y, borderThickeness, height - borderThickeness)
drawTriangleTopLeft(x, y + (height - borderThickeness))
}
function drawTriangleTopLeft(x, y){
context.beginPath();
context.moveTo(x, y);
context.lineTo(x + borderThickeness, y);
context.lineTo(x, y + borderThickeness);
context.fill();
}
function drawTriangleBottomRight(x, y){
context.beginPath();
context.moveTo(x, y);
context.lineTo(x - borderThickeness, y);
context.lineTo(x, y - borderThickeness);
context.fill();
}
}
function drawOpenedCell(context, x, y, cellSize, color, symbol){
const borderThickeness = 1
drawBorder()
drawBackground()
drawSymbol()
function drawBorder(){
context.fillStyle = '#808080';
context.fillRect(x, y, cellSize, cellSize)
}
function drawBackground(){
context.fillStyle = '#acacac';
context.fillRect(
x + borderThickeness,
y + borderThickeness,
cellSize - (2 * borderThickeness),
cellSize - (2 * borderThickeness)
)
}
function drawSymbol(){
const textSize = 25
const textX = x + (cellSize / 2)
const textY = y + (cellSize / 2) + 10
if(symbol == -1){
symbol = "⦿"
}
context.fillStyle = color
context.font = `bold ${textSize}px Arial`
context.textAlign = 'center'
context.fillText(symbol, textX, textY)
}
}
function drawMark(context, x, y, cellSize){
const textSize = 25
const textX = x + (cellSize / 2)
const textY = y + (cellSize / 2) + 10
context.fillStyle = '#ee2222'
context.font = `bold ${textSize}px Arial`
context.fillText('⊴', textX, textY)
}
function drawMessageBox(context){
drawClosedCell(context, 0, Game.height * Game.cellSize, Game.width * Game.cellSize, Game.cellSize)
context.fillStyle = '#555454'
context.font = 'bold 20px Arial'
context.textAlign = 'center'
context.fillText(Game.message, (Game.width * Game.cellSize)/2, (Game.height * Game.cellSize) + 32)
}
function updateSettings(){
Game.height = parseInt(document.getElementById('rows').value)
Game.width = parseInt(document.getElementById('columns').value)
Game.bombs = parseInt(document.getElementById('bombs').value)
resetGame()
}
function messagePlayer(message){
Game.message = message
}
function handleEvent(event, cellFunction = (cellIndex) => {}, messageFunction = () => {}){
event.preventDefault()
const x = parseInt((event.layerX * Game.width) / event.target.clientWidth)
const y = parseInt((event.layerY * (Game.height + 1)) / event.target.clientHeight)
console.log({ x, y })
if(x < Game.width && y < Game.height){
const index = calculateIndex(y, x)
cellFunction(index)
} else {
messageFunction()
}
}
init()
draw()