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.babelrc
Game.js
Game.php
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README.md
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sudokuApp.css
sudokuApp.js
test.php

README.md

Nymph Sudoku Example App

A Sudoku game, using Angular for UI and Nymph to save games.

How It Works

Nymph is used to save and load games, as well as interact with the backend Game class. Game.js and Game.php are the classes that represent an individual Sudoku game. In the Game PHP class, the generateBoard method will generate a complete Sudoku board. The makeItFun method will remove squares based on the difficulty set on the game.

Nymph supplies import and export functionality, which is used to provide the saved games import/export. This helps if transitioning from MySQL to Postgres or vice versa.

The frontend is designed in Angular, which holds the game and UI state. It uses Nymph on the frontend to load the saved games. When you create a new game, it uses Nymph to run the generateBoard and makeItFun methods on the backend. It tracks the time spent in a game with an Angular interval. It also checks answers each time the board is changed. It will build a mistakes array, depending on which level of help is selected.

The CSS is all just custom designed CSS. It uses media queries to alter the layout for desktop, tablet, and mobile size displays.

Nymph makes saving data very easy. It handles constructing all the tables initially, and all database queries come from the frontend, so very little backend logic code is required. It also makes communicating with the backend much simpler, since remote methods can be run on a class.

Angular makes the frontend design much more organized. It reduces the complexity of the interface's code tremendously versus a similar interface written with jQuery or Zepto.

How I Built the Board Generator

I started off by building a board generating function on the game class to build a completed Sudoku board. I wrote the test.php file to test this function and visualize its output.

It seems my first attempt made boards that had missing squares that were impossible to fill. I tried to remedy it by redoing the row if it encounters one, but that is taking way too long.

I solved that problem by calculating affinity values based on the values of the previous row in the square to the left. This effectively rotates values between squares, if it can. After that alteration, the function is averaging a little under half a second to generate a completed board.

It seems that ever so rarely, an attempt to make a board will result in an unsolvable row. I solved that by keeping a row attempt counter. If it gets too high, I just give up and restart.

To make the board, based on difficulty, the game removes some random squares, then calculates the number of possible options each remaining square has. If the game is set to hard, it will remove the squares with the most options. If it's set to easy, it will remove the squares with the least. It removes up to 5 at once, then recalculates the possible options.

On hard difficulty, I seem to be getting a lot of clumping of the squares left over. I'm going to try remedying this by removing more random squares.

I ran into a problem of not being able to tell if a square was a preset or not. I'm trying to remedy it by making each square an array with 'preset' and 'value' keys, but that's making the makeItFun step take upwards of 6 seconds. :P

I solved it by just saving the empty board after it's calculated.

I didn't realize that my affinity fix gave the board a predictable pattern. I fixed that by continuously swapping around the affinities. Now the function takes an average of just under a second to complete a board, but they are much less prone to recognizable patterns.