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<div class="outlet"></div>
$gray: #c0c0c0;
$dark-gray: #6e6e6e;
$cell-border-width: 1px;
.game-container {
text-align: center;
padding-top: 20px;
}
.game-controls {
padding-top: 50px;
width: 300px;
margin: 0 auto;
label {
display: inline-block;
width: 100px;
}
}
.pop-box {
box-sizing: border-box;
background: $gray;
border-left: $cell-border-width solid #FFF;
border-top: $cell-border-width solid #FFF;
border-right: $cell-border-width solid $dark-gray;
border-bottom: $cell-border-width solid $dark-gray;
&--inset {
border-left: $cell-border-width solid $dark-gray;
border-top: $cell-border-width solid $dark-gray;
border-right: $cell-border-width solid #FFF;
border-bottom: $cell-border-width solid #FFF;
}
}
.minesweeper {
display: inline-block;
padding: 15px;
&__info {
display: flex;
flex-direction: row;
justify-content: space-between;
width: 100%;
margin: 0 auto;
margin-bottom: 15px;
}
&__win-label {
font-size: 15px;
}
}
.minefield {
display: inline-block;
overflow: auto;
}
.minefield-row {
overflow: visible;
white-space: nowrap;
}
.mine-cell {
position: relative;
display: inline-block;
width: 25px;
height: 25px;
line-height: 25px;
font-size: 20px;
text-align: center;
vertical-align: middle;
cursor: default;
&--hidden:hover:active:not(.mine-cell--flagged),
&--revealed {
background: #AAA;
border: $cell-border-width solid $dark-gray;
}
&--revealed.mine-cell--mine {
background: #F00;
}
&--revealed.mine-cell--mine {
background-image: url("http://old.no/icon/entertainment/mini-mine.gif");
background-repeat: no-repeat;
background-color: #F00;
background-size: 70% 70%;
background-position: center;
}
&--flagged {
background-image: url("http://dougx.net/sweeper/flag.png");
background-repeat: no-repeat;
//background-color: #F00;
background-size: 70% 70%;
background-position: center;
}
}
.mine-cell-number {
&--1 {
color: rgb(0, 0, 255);
}
&--2 {
color: rgb(0, 123, 0);
}
&--3 {
color: rgb(255, 0, 0);
}
&--4 {
color: rgb(0, 0, 123);
}
&--5 {
color: rgb(123, 0, 0);
}
&--6 {
color: rgb(0, 128, 128);
}
&--7 {
color: rgb(0, 0, 0);
}
&--8 {
color: rgb(189, 189, 189);
}
}
.digital-counter {
display: inline-block;
background: #000;
color: #F00;
font-size: 40px;
font-family: Courier;
}
const {range, sampleSize, flatten} = _; // lodash
const initialWidth = 16;
const initialHeight = 16;
const initialMines = 40;
// helpers for accessing/modifying minesweeper state
const helpers = {
// assigns props to the cell with id
assignCell(state, cellId, props) {
const {grid} = state;
const cell = this.getCell(state, cellId);
const {x, y} = cell;
const row = grid[cell.y];
return { // immutable state
...state,
grid: [
...grid.slice(0, y),
[
...row.slice(0, x),
{...cell, ...props},
...row.slice(x + 1)
],
...grid.slice(y + 1)
]
};
},
// assign props to all cells in cellIds
assignCells(state, cellIds, props) {
return {
...state,
grid: state.grid.map((row) =>
row.map((cell) => cellIds.includes(cell.id) ?
({...cell, ...props}) :
cell
)
)
};
},
// get cell by id
getCell(state, cellId) {
return flatten(state.grid).find((cell) => cell.id === cellId);
},
// get cell at coordinate x, y
getCellAt(state, {x, y}) {
const {grid, width, height} = state;
if(x >= 0 && y >= 0 && x < width && y < height) { // bounds check
return grid[y][x];
}
return null;
},
// get cells around cell (where cell.id === cellId)
getNeighbors(state, cellId) {
const {grid} = state;
const {x, y} = this.getCell(state, cellId);
return [
this.getCellAt(state, {x: x - 1, y: y - 1}), // top left
this.getCellAt(state, {x: x, y: y - 1}), // top
this.getCellAt(state, {x: x + 1, y: y - 1}), // top right
this.getCellAt(state, {x: x - 1, y: y}), // left
this.getCellAt(state, {x: x + 1, y: y}), // right
this.getCellAt(state, {x: x - 1, y: y + 1}), // bottom left
this.getCellAt(state, {x: x, y: y + 1}), // bottom
this.getCellAt(state, {x: x + 1, y: y + 1}), // bottom right
].filter((cell) => !!cell); // remove null cells (if target cell is on an edge)
},
// starting at startCell continuing through its neighbors, finds all cells that touch no mines (returns an array of ids)
// this is required to open large pockets of empty space when a cell is revealed
getRevealCells(state, startCellId, visited=[]) {
const cell = this.getCell(state, startCellId);
if(cell.mine) { // don't reveal empty cells around mines
return [startCellId];
}
const neighbors = this.getNeighbors(state, startCellId);
const neighborMines = neighbors.filter((cell) => cell.mine);
visited.push(startCellId); // keep track of visited mines (passed to recursive calls)
if(neighborMines.length) { // stop if the cell borders a mine (but still reveal it)
return [startCellId];
} else {
const toReveal = neighbors
.filter((neighbor) => !neighbor.flagged && !visited.includes(neighbor.id)) // unvisited/unflagged neighbors only
.map((neighbor) => neighbor.id);
return flatten([
startCellId,
...toReveal.map((cellId) => this.getRevealCells(state, cellId, visited))
]);
}
},
// returns the number of mines bordering a cell
countMinesAround(state, cellId) {
return this.getNeighbors(state, cellId).filter((c) => c.mine).length;
},
// check if you are blown up
hasLost(state) {
const cells = flatten(state.grid);
return cells.some((c) => c.mine && c.revealed);
},
// check if all non-mine cells are revealed
hasWon(state) {
const cells = flatten(state.grid);
const nonMines = cells.filter((c) => !c.mine);
return nonMines.every((c) => c.revealed);
}
};
const minesweeperActions = {
"@@redux/INIT"(state) {return state;},
FLAG_CELL(state, {cellId}) {
const cell = helpers.getCell(state, cellId);
if(cell.revealed) {
return state;
} else {
return helpers.assignCell(state, cellId, {
flagged: !cell.flagged
});
}
},
// reveal a cell (and all cells around it until a cell containing a mine is reached)
REVEAL_CELL(state, {cellId}) {
if(state.won || state.lost || helpers.getCell(state, cellId).flagged) {
return state;
}
if(!state.minesPlaced) {
state = this.PLACE_MINES(state, {cellIdToAvoid: cellId});
}
const toReveal = helpers.getRevealCells(state, cellId);
const newState = helpers.assignCells(state, toReveal, {revealed: true, flagged: false});
const hasLost = helpers.hasLost(newState);
const hasWon = !hasLost && helpers.hasWon(newState);
return {
...newState,
won: hasWon,
lost: hasLost,
endTime: Date.now()
};
},
REVEAL_AROUND_CELL(state, {cellId}) {
const cell = helpers.getCell(state, cellId);
const neighbors = helpers.getNeighbors(state, cellId);
const neighborMineCount = neighbors.filter((n) => n.mine).length;
const neighborFlagCount = neighbors.filter((n) => n.flagged).length;
if(cell.revealed && neighborMineCount === neighborFlagCount) {
const nonFlaggedNeighborIds = neighbors.filter((n) => !n.flagged).map((n) => n.id);
return nonFlaggedNeighborIds.reduce((state, cellId) => this.REVEAL_CELL(state, {cellId}), state);
}
return state;
},
PLACE_MINES(state, {cellIdToAvoid}) {
const validCells = flatten(state.grid).filter((c) => c.id !== cellIdToAvoid).map((c) => c.id);
const mines = sampleSize(validCells, state.mineCount);
return {
...helpers.assignCells(state, mines, {mine: true}),
minesPlaced: true,
startTime: Date.now()
};
}
};
const store = getMinesweeperStore({width: initialWidth, height: initialHeight, mineCount: initialMines});
function minesweeperReducer(state, action) {
if(minesweeperActions.hasOwnProperty(action.type)) { // checks if handler exists for the action
return minesweeperActions[action.type](state, action);
} else {
console.warn(`Invalid minesweeper action: "${action.type}" (ignoring)`);
return state;
}
}
// create a redux store with using minesweeper reducer and an initial state generated from passed options
function getMinesweeperStore({width, height, mineCount}) {
const initialState = {
width, height, mineCount,
minesPlaced: false,
lost: false,
won: false,
startTime: null, // starts when the first cell is clicked
endTime: null, // set when won/lost
grid: range(0, height).map((y) => range(0, width).map((x) => { // create a 2d grid of cells
return {
id: `cell-${x}-${y}`,
x, y,
flagged: false,
mine: false,
revealed: false
};
}))
};
return Redux.createStore((state=initialState, action={}) => minesweeperReducer(state, action));
}
// used to create popout border effect
function PopBox(props) {
const className = classNames("pop-box", props.inset ? "pop-box--inset" : null, props.className);
return (<div {...props} className={className}/>)
}
function Minefield(props) {
return (<PopBox {...props} className="minefield" inset/>);
}
function MinefieldRow(props) {
return (<div {...props} className="minefield-row"/>);
}
function MineCell(props) {
const {revealed, flagged, mine} = props;
const className = classNames(
"mine-cell",
`mine-cell--${revealed ? "revealed" : "hidden"}`,
mine ? "mine-cell--mine" : null,
flagged ? "mine-cell--flagged" : null
);
return (<PopBox {...props} className={className} revealed={true}/>);
}
function MineCellNumber({number}) {
const className = `mine-cell-number mine-cell-number--${number}`;
return (<span className={className}>{number || ""}</span>);
}
function CellContent({revealed, mine, borderMineCount}) {
if(!mine && borderMineCount && revealed) {
return (<MineCellNumber number={borderMineCount}/>);
}
return null;
}
function DigitalCounter(props) {
const {number} = props;
const paddedNumber = padNumber(number, 3);
return (<div {...props} className="digital-counter">{paddedNumber}</div>);
}
class Minesweeper extends React.Component {
componentWillUnmount() {
this.stopTimer();
}
componentWillReceiveProps(nextProps) {
const {minesPlaced, won, lost} = this.props;
if(!minesPlaced && nextProps.minesPlaced) {
this.startTimer();
}
if((!won && nextProps.won) || (!lost && nextProps.lost)) {
clearInterval(this.timer);
this.stopTimer();
}
}
startTimer() {
this.timer = setInterval(() => this.forceUpdate(), 500);
}
stopTimer() {
clearInterval(this.timer);
}
onCellMouseUp(cell, event) {
event.preventDefault();
const {store} = this.props;
const {which} = event.nativeEvent;
switch(event.nativeEvent.which) {
case 1:
store.dispatch({
type: "REVEAL_CELL",
cellId: cell.id
});
break;
case 2:
store.dispatch({
type: "REVEAL_AROUND_CELL",
cellId: cell.id
});
break;
}
return false;
}
onCellMouseDown(cell, event) {
event.preventDefault();
if(event.nativeEvent.which === 3) {
const {store} = this.props;
store.dispatch({
type: "FLAG_CELL",
cellId: cell.id
});
}
return false;
}
render() {
const {store, grid, won, lost, mineCount, startTime, endTime, onReset} = this.props;
const flagCount = flatten(grid).filter((c) => c.flagged).length;
const now = Date.now();
return (
<PopBox className="minesweeper">
<PopBox className="minesweeper__info" inset>
<DigitalCounter number={mineCount - flagCount}/>
<button className="minesweeper__win-label" onClick={onReset}>
{won ?
"You won!" :
lost ?
"You Lost" :
"Reset"
}
</button>
<DigitalCounter number={
startTime ?
Math.floor(((won || lost ? endTime : now) - startTime) / 1000) :
0
}/>
</PopBox>
<Minefield>
{grid.map((row, i) =>
<MinefieldRow key={`row-${i}`}>
{row.map((cell) =>
<MineCell {...cell}
key={cell.id}
revealed={cell.revealed || ((won || lost) && !cell.flagged && cell.mine)}
onMouseDown={this.onCellMouseDown.bind(this, cell)}
onClick={this.onCellMouseUp.bind(this, cell)}
onContextMenu={(e) => (e.preventDefault(), false)}
>
<CellContent {...cell} borderMineCount={helpers.countMinesAround(this.props, cell.id)}/>
</MineCell>
)}
</MinefieldRow>
)}
</Minefield>
</PopBox>
);
}
}
class App extends React.Component {
constructor(props) {
super(props);
this.store = store;
this.state = {
width: initialWidth,
height: initialHeight,
mineCount: initialMines,
storeState: store.getState(),
};
}
componentDidMount() {
this.subscribe();
}
componentWillUnmount() {
this.unsubscribe();
}
subscribe() {
this.unsub = this.store.subscribe(() => this.setState({
storeState: this.store.getState()
}));
}
unsubscribe() {
if(this.unsub) {
this.unsub();
this.unsub = null;
}
}
updateStateInt(key, event) {
this.setState({[key]: parseInt(event.target.value)});
}
reset() {
const {width, height, mineCount} = this.state;
this.unsubscribe();
this.store = getMinesweeperStore({width, height, mineCount});
this.subscribe();
this.setState({storeState: this.store.getState()});
}
render() {
const {storeState, width, height, mineCount} = this.state;
return (
<div>
<div className="game-container">
<Minesweeper {...storeState} store={this.store} onReset={this.reset.bind(this)}/>
</div>
<div className="game-controls">
<div>
<label>Width</label>
<input type="number" value={width} onChange={this.updateStateInt.bind(this, "width")} min="0" max="50"/>
</div>
<div>
<label>Height</label>
<input type="number" value={height} onChange={this.updateStateInt.bind(this, "height")} min="0" max="50"/>
</div>
<div>
<label>Mines</label>
<input type="number" value={mineCount} onChange={this.updateStateInt.bind(this, "mineCount")} min="0" max="2499"/>
</div>
<button onClick={this.reset.bind(this)}>Start</button>
</div>
</div>
);
}
}
function padNumber(n, length) {
const isNegative = n < 0;
if(isNegative) {
n = n * -1
length -= 1; // tack on "-" after padding
};
n = n.toString();
while(n.length < length) {
n = "0" + n;
}
if(isNegative) {
n = "-" + n;
}
return n;
}
function classNames(...names) {
return names.filter((n) => !!n).join(" ");
}
ReactDOM.render(<App/>, document.querySelector(".outlet"));
Also see: Tab Triggers