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Minesweeper.lua
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Minesweeper.lua
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---- GLOBAL VARS ----
levels = {
beginner = {
id = 1,
rows = 10,
cols = 10,
mines = 10
},
intermediate = {
id = 2,
rows = 10,
cols = 15,
mines = 25
},
expert = {
id = 3,
rows = 10,
cols = 18,
mines = 36
}
}
defaultLevel = 'beginner'
tile = {
nothing = 0,
num1 = 1,
num2 = 2,
num3 = 3,
num4 = 4,
num5 = 5,
num6 = 6,
num7 = 7,
num8 = 8,
bomb = 9,
normal = 10,
flag = 11,
marked = 12,
clicked_bomb = 13,
wrong_bomb = 14
}
smiley = {
smile = 0,
dead = 1,
cool = 2,
smile_pressed = 3
}
tileSize = 16
field = {} -- what the player sees
fieldReal = {} -- what is under the tiles
revealed = {}
currentLevel = nil
numRows = nil
numCols = nil
numMines = nil
mineCount = 0
time = 0
marks = false
madeFirstClick = false
smileyState = smiley.smile
gameover = false
cursorX = nil
cursorY = nil
---------------------
----------------
---- EVENTS ----
----------------
function on.construction()
images = {}
for img_name, img_resource in pairs(_R.IMG) do
images[img_name] = image.new(img_resource)
if img_name:sub(1, 3) == 'num' then
images[img_name] = images[img_name]:copy(images[img_name]:width(), images[img_name]:height() - 1)
end
if img_name:sub(1, 6) == 'smiley' then
images[img_name] = images[img_name]:copy(images[img_name]:width() - 4, images[img_name]:height() - 4)
end
end
startGame()
end
function on.timer()
time = time + 1
if time >= 999 then
gameOver(false)
end
platform.window:invalidate()
end
function goUp()
if gameover then return end
if cursorY - 1 > 0 then
cursorY = cursorY - 1
platform.window:invalidate()
else
cursorY = numRows
platform.window:invalidate()
end
end
function goDown()
if gameover then return end
if cursorY < numRows then
cursorY = cursorY + 1
platform.window:invalidate()
else
cursorY = 1
platform.window:invalidate()
end
end
function goLeft()
if gameover then return end
if cursorX - 1 > 0 then
cursorX = cursorX - 1
platform.window:invalidate()
else
cursorX = numCols
platform.window:invalidate()
end
end
function goRight()
if gameover then return end
if cursorX < numCols then
cursorX = cursorX + 1
platform.window:invalidate()
else
cursorX = 1
platform.window:invalidate()
end
end
function on.arrowUp() goUp() end
function on.arrowDown() goDown() end
function on.arrowLeft() goLeft() end
function on.arrowRight() goRight() end
function on.charIn(char)
if gameover then return end
if char == '−' or char == 'f' then flag() return end
if char == '8' then goUp() return end
if char == '2' then goDown() return end
if char == '4' then goLeft() return end
if char == '6' then goRight() return end
if char == '7' then goUp() goLeft() return end
if char == '9' then goUp() goRight() return end
if char == '1' then goDown() goLeft() return end
if char == '3' then goDown() goRight() return end
end
function on.enterKey()
if gameover then return end
if not madeFirstClick then
setMines()
setHints()
timer.start(1)
madeFirstClick = true
end
if field[cursorY][cursorX] ~= tile.flag then
field[cursorY][cursorX] = fieldReal[cursorY][cursorX]
if field[cursorY][cursorX] == tile.bomb then
set(cursorX,cursorY,tile.clicked_bomb)
gameOver(false)
end
if field[cursorY][cursorX] == tile.nothing then
revealAllEmpty(cursorX, cursorY)
platform.window:invalidate()
end
end
if hasWon() and not gameover then
gameOver(true)
end
platform.window:invalidate()
end
function on.backspaceKey()
if gameover then
restart()
end
end
function on.mouseDown(x,y)
if x > platform.window:width()/2 - images.smiley_smile:width()/2 - 1 and y > 9 and x < platform.window:width()/2 + images.smiley_smile:width()/2 - 1 and y < 9 + images.smiley_smile:height() then
if smileyState == smiley.smile then
smileyState = smiley.smile_pressed
platform.window:invalidate()
end
end
end
function on.mouseUp(x,y)
if smileyState == smiley.smile_pressed then
smileyState = smiley.smile
platform.window:invalidate()
restart()
end
end
function on.mouseMove(x,y)
--cursor.show()
if x > platform.window:width()/2 - images.smiley_smile:width()/2 - 1 and y > 9 and x < platform.window:width()/2 + images.smiley_smile:width()/2 - 1 and y < 9 + images.smiley_smile:height() and smileyState == smiley.smile then
cursor.set("hand pointer")
else
cursor.set("default")
end
end
function on.arrowKey()
cursor.hide()
end
----------------
----------------
-------------------
---- FUNCTIONS ----
-------------------
function setMines()
for x = 1,numMines do
rx = math.random(numCols)
ry = math.random(numRows)
while fieldReal[ry][rx] == tile.bomb
or (ry == cursorY and rx == cursorX)
or (ry-1 == cursorY and rx+1 == cursorX)
or (ry == cursorY and rx+1 == cursorX)
or (ry+1 == cursorY and rx+1 == cursorX)
or (ry+1 == cursorY and rx == cursorX)
or (ry+1 == cursorY and rx-1 == cursorX)
or (ry == cursorY and rx-1 == cursorX)
or (ry-1 == cursorY and rx-1 == cursorX)
or (ry-1 == cursorY and rx == cursorX) do
rx = math.random(numCols)
ry = math.random(numRows)
end
fieldReal[ry][rx] = tile.bomb
end
end
function isTileInGrid(x, y)
return y > 0 and y <=numRows and x <= numCols and x > 0
end
function countMines(y, x)
number = 0
for x1 = -1, 1 do
for y1 = -1, 1 do
if (not (x1 == 0 and y1 == 0)) and isTileInGrid(x+x1, y+y1) then
if fieldReal[y+y1][x+x1] == 9 then
number = number + 1
end
end
end
end
return number
end
function setHints()
for y,row in pairs(fieldReal) do
for x,col in pairs(row) do
if fieldReal[y][x] ~= 9 then
fieldReal[y][x] = countMines(y, x)
end
end
end
end
function flag()
currTile = field[cursorY][cursorX]
if currTile == tile.normal then
if mineCount - 1 > -100 then
field[cursorY][cursorX] = tile.flag
mineCount = mineCount - 1
end
elseif currTile == tile.flag then
if marks then
field[cursorY][cursorX] = tile.marked
else
field[cursorY][cursorX] = tile.normal
end
mineCount = mineCount + 1
elseif currTile == tile.marked then
field[cursorY][cursorX] = tile.normal
end
platform.window:invalidate()
end
function set(x,y,num)
field[y][x] = num
if not isRevealed(x,y) then
table.insert(revealed, {x,y})
end
end
function isRevealed(x,y)
for _,coords in pairs(revealed) do
if x == coords[1] and y == coords[2] then
return true
end
end
return false
end
function revealAllEmpty(x,y)
if not isRevealed(x,y) and x > 0 and y > 0 and x <= numCols and y <= numRows and fieldReal[y][x] <= 8 then
if field[y][x] == tile.flag then
mineCount = mineCount + 1
end
set(x,y,fieldReal[y][x])
if fieldReal[y][x] == tile.nothing then
for nx = -1,1 do
for ny = -1,1 do
if not (nx == 0 and ny == 0) then
revealAllEmpty(x+nx,y+ny)
end
end
end
end
end
end
function revealAllMines(defaultToFlag)
for y,row in pairs(fieldReal) do
for x,col in pairs(row) do
if col == tile.bomb then
if field[y][x] ~= tile.clicked_bomb and field[y][x] ~= tile.flag then
if defaultToFlag then
set(x,y,tile.flag)
else
set(x,y,tile.bomb)
end
end
end
if field[y][x] == tile.flag and fieldReal[y][x] ~= tile.bomb then
set(x,y,tile.wrong_bomb)
end
end
end
end
function hasWon()
revealedNum = 0
for y,row in pairs(field) do
for x,row in pairs(row) do
if field[y][x] ~= tile.normal and field[y][x] ~= tile.flag and field[y][x] ~= tile.marked then
revealedNum = revealedNum + 1
end
end
end
return revealedNum + numMines == numRows * numCols
end
function startGame()
if currentLevel == nil then
currentLevel = defaultLevel
end
numRows = levels[currentLevel].rows
numCols = levels[currentLevel].cols
numMines = levels[currentLevel].mines
fieldWidth = numCols * tileSize
fieldHeight = numRows * tileSize
mineCount = numMines
cursorX = math.floor(numCols/2)
cursorY = math.floor(numRows/2)
smileyState = smiley.smile
gameover = false
madeFirstClick = false
time = 0
field = {}
fieldReal = {}
revealed = {}
for y = 1,numRows do
field[y] = {}
fieldReal[y] = {}
for x = 1,numCols do
field[y][x] = tile.normal
fieldReal[y][x] = 0
end
end
end
function getMarksSetting()
if not var.recall("marks") then
return false
end
return var.recall("marks")
end
-- returns array with { hi_beginner, hi_intermedate, hi_expert }
function getHighscores()
if not var.recall("highscores") then
var.store("highscores", {-1, -1, -1})
return {-1, -1, -1}
end
return var.recall("highscores")
end
function checkHighscore()
local highscores = getHighscores()
if currentLevel == 'beginner' then
if highscores[1] == -1 or time < highscores[1] then
var.storeAt("highscores", time, 1)
end
elseif currentLevel == 'intermediate' then
if highscores[2] == -1 or time < highscores[2] then
var.storeAt("highscores", time, 2)
end
elseif currentLevel == 'expert' then
if highscores[3] == -1 or time < highscores[3] then
var.storeAt("highscores", time, 3)
end
end
reloadMenu()
end
function gameOver(win)
gameover = true
timer.stop()
if win then
smileyState = smiley.cool
checkHighscore()
revealAllMines(true)
else
smileyState = smiley.dead
revealAllMines(false)
end
platform.window:invalidate()
end
-------------------
-------------------
-----------------
---- DRAWING ----
-----------------
function drawField(gc, x, y)
dy = y
for y, row in pairs(field) do
dx = x
for x, cell in pairs(row) do
for tileName,tileNum in pairs(tile) do
if cell == tileNum then
gc:drawImage(images['tile_' .. tileName], dx, dy)
end
end
dx = dx + tileSize
if x == numCols then
dy = dy + tileSize
end
end
end
end
function drawNum(gc, num, x, y)
numStr = tostring(num)
if numStr:sub(1,1) == '-' then
numStr = numStr:sub(2)
if numStr:len() == 1 then
numStr = '0'..numStr
end
gc:drawImage(images.numMinus, x, y)
gc:drawImage(images['num'..numStr:sub(1,1)], x + images.num0:width() - 1, y)
gc:drawImage(images['num'..numStr:sub(2,2)], x + images.num0:width()*2 - 2, y)
else
numStr = '00'..numStr
numStr = numStr:sub(numStr:len()-2,numStr:len());
gc:drawImage(images['num'..numStr:sub(1,1)], x, y)
gc:drawImage(images['num'..numStr:sub(2,2)], x + images.num0:width() - 1, y)
gc:drawImage(images['num'..numStr:sub(3,3)], x + images.num0:width()*2 - 2, y)
end
end
function drawSmiley(gc, x, y)
for smileyStateName, smileyStateNum in pairs(smiley) do
if smileyState == smileyStateNum then
gc:drawImage(images['smiley_' .. smileyStateName], x, y)
end
end
end
function drawCursor(gc, fieldX, fieldY)
x = fieldX + tileSize * (cursorX-1)
y = fieldY + tileSize * (cursorY-1)
gc:setPen('medium')
gc:drawRect(x-1, y-1, tileSize+1, tileSize+1)
end
function on.paint(gc)
gc:setColorRGB(192, 192, 192)
gc:fillRect(0, 0, platform.window:width(), platform.window:height())
gc:setColorRGB(0, 0, 0)
fieldX = platform.window:width()/2 - fieldWidth/2
fieldY = platform.window:height() - fieldHeight - 10
gc:drawImage(images.border_split_left, fieldX - images.border_corner_top_left:width(), fieldY - images.border_corner_top_left:height())
gc:drawImage(images.border_split_right, fieldX + numCols * tileSize, fieldY - images.border_corner_top_right:height())
gc:drawImage(images.border_corner_bottom_left, fieldX - images.border_corner_bottom_left:width(), fieldY + numRows * tileSize)
gc:drawImage(images.border_corner_bottom_right, fieldX + numCols * tileSize, fieldY + numRows * tileSize)
for i = 0, 4 do
gc:drawImage(images.border_vertical, fieldX - images.border_vertical:width(), fieldY + images.border_vertical:height() * i)
gc:drawImage(images.border_vertical, fieldX + numCols * tileSize, fieldY + images.border_vertical:height() * i)
end
for i = 0, numCols-1 do
gc:drawImage(images.border_horizontal, fieldX + images.border_horizontal:width() * i, fieldY - images.border_horizontal:height())
gc:drawImage(images.border_horizontal, fieldX + images.border_horizontal:width() * i, fieldY + numRows * tileSize)
gc:drawImage(images.border_horizontal, fieldX + images.border_horizontal:width() * i, 0)
end
drawField(gc, fieldX, fieldY)
gc:drawImage(images.border_vertical, fieldX - images.border_vertical:width(), 0)
gc:drawImage(images.border_vertical, fieldX + numCols * tileSize, 0)
gc:drawImage(images.border_corner_top_left, fieldX - images.border_corner_top_left:width(), 0)
gc:drawImage(images.border_corner_top_right, fieldX + numCols * tileSize, 0)
drawNum(gc, mineCount, fieldX - 1, 10 - 1)
drawNum(gc, time, fieldX + numCols * tileSize - 3 * (images.num0:width() - 1), 10 - 1)
drawSmiley(gc, platform.window:width()/2 - images.smiley_smile:width()/2 - 1, 10 - 1)
drawCursor(gc, fieldX, fieldY)
end
-----------------
-----------------
----------------------
---- TOOL PALETTE ----
----------------------
function setLevel(_, level)
timer.stop()
currentLevel = level:lower()
startGame()
platform.window:invalidate()
end
function getHighscoreStrings()
local highscores = getHighscores()
local highscoreStrings = {}
for i = 1, 3, 1 do
if highscores[i] == -1 then
highscoreStrings[i] = "None"
else
highscoreStrings[i] = highscores[i] .. " sec"
end
end
return highscoreStrings
end
function restart()
timer.stop()
startGame()
platform.window:invalidate()
end
function toggleMarks(_, toggle)
marks = toggle == "Enable"
var.store("marks", marks)
toolpalette.enable("Marks", "Enable", not marks)
toolpalette.enable("Marks", "Disable", marks)
if toggle == "Disable" then
for y,row in pairs(field) do
for x,col in pairs(row) do
if col == tile.marked then
field[y][x] = tile.normal
end
end
end
platform.window:invalidate()
end
end
function reloadMenu()
local highscores = getHighscoreStrings()
menu = {
{"Level",
{"Restart", restart},
"-",
{"Beginner", setLevel},
{"Intermediate", setLevel},
{"Expert", setLevel}
},
{"Marks",
{"Enable", toggleMarks},
{"Disable", toggleMarks}
},
{"Highscores",
{"Beginner - " .. highscores[1], function() end},
{"Intermediate - " .. highscores[2], function() end},
{"Expert - " .. highscores[3], function() end}
}
}
toolpalette.register(menu)
if marks then
toolpalette.enable("Marks", "Enable", false)
else
toolpalette.enable("Marks", "Disable", false)
end
end
marks = getMarksSetting()
reloadMenu()
----------------------
----------------------