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<h2>Minesweeper Vue.js</h2>
<h5>Based on the classic game, <a target="_new" href="http://en.wikipedia.org/wiki/Minesweeper_(video_game)">Minesweeper</a></h5>
<main id="app">
<game-container></game-container>
</main>
body, html
{
padding: 1rem;
}
#game-container {
float: left;
border: 1px solid #CCC;
margin-bottom: 10px;
padding: 15px;
}
.row
{
display: flex;
}
.cell {
width: 35px;
height: 25px;
border: 1px solid #CCC;
padding: 10px 5px 5px 5px;
background-color: #EEE;
font-size: 16px;
text-align: center;
box-shadow: inset 5px 5px 10px #FFF, inset -3px -3px 5px #777;
cursor: pointer;
transition-property: background-color, box-shadow;
transition-duration: 1s;
transition-timing-function: ease-out;
}
.cell::selection {
background: transparent;
}
.cell.revealed, .cell.flagged {
cursor: default;
}
.cell.revealed {
background-color: #DDD;
-webkit-box-shadow: none;
-moz-box-shadow: none;
box-shadow: none;
}
$cellColors: (
1: 'blue',
2: 'green',
3: 'red',
4: 'purple',
5: 'maroon',
6: 'turquoise',
7: 'black',
8: 'white'
);
@each $name, $value in $cellColors {
.cell.revealed.adj-#{$name} {
color: #{$value};
}
}
.cell.revealed.adj-M {
font-family: "FontAwesome";
background-color: #FFCCCC;
&:after
{
content: '\f1e2';
}
}
.cell.flagged {
font-family: "FontAwesome";
&:after
{
content: '\f024';
}
}
.clearfix:after {
visibility: hidden;
display: block;
content: "";
clear: both;
height: 0;
}
.status_msg {
margin-bottom: 10px;
}
input[type="number"] {
width: 50px;
}
/*
Minesweeper.js
Author: Brian Glaz
Desccription:
Vue.js implementation of the classc game, Minesweeper
*/
/*
A little mixin to add some method for saving / loading component data from
local storage
*/
const storageHelper = function(storageKey) {
return {
methods: {
saveToLocal() {
const jsonData = JSON.stringify(this.$data);
localStorage[storageKey] = jsonData;
},
loadFromLocal() {
const vm = this,
localData = JSON.parse(localStorage[storageKey]);
for (const key in localData) {
vm.$data[key] = localData[key];
}
}
},
computed: {
hasLocalData: () => !!localStorage[storageKey]
}
};
};
//Helper input component to validate user inputted options
Vue.component("min-max-input", {
template: `
<input ref="input" v-bind:value="value" v-on:change="validateValue($event.target.value)" v-on:blur="validateValue($event.target.value)">
`,
props: {
value: Number,
min: Number,
max: Number
},
methods: {
validateValue(value) {
const vm = this;
let newVal = parseInt(value);
if (newVal < vm.min) {
newVal = vm.min;
}
if (newVal > vm.max) {
newVal = vm.max;
}
vm.$refs.input.value = newVal;
vm.$emit("input", newVal);
}
}
});
Vue.component("game-container", {
template: `
<div>
<section id="game-container">
<div v-for="(row, index) in options.rows" class="row">
<div v-for="cell in grid[index]" @click="revealCell(cell.xpos, cell.ypos, true)" @contextmenu.prevent="flagCell(cell.xpos, cell.ypos)" class="cell" :class="getCellClasses(cell.xpos, cell.ypos)">{{ cell.isRevealed && ! cell.isMine && cell.value !== 0 ? cell.value : '' }}</div>
</div>
</section>
<div style="clear: both;"></div>
<div>
<div style="margin: 10px 0px;">
F = Flagged, M = Mine, Left Click to reveal a cell, Right Click to flag a cell
</div>
<div class="status_msg">
<strong>Mines Remaining:</strong> {{ minesRemaining }}
</div>
<div class="status_msg">
<strong>Moves Made:</strong> {{ movesMade }}
</div>
<div class="status_msg">
<strong>Game Status:</strong> <span :style="{color: statusMsgColor}">{{ statusMsg }}</span>
</div>
<div style="margin: 10px 0px;">
<input @click="validate()" type="button" value="Did I win?" />
</div>
<div style="margin: 15px 0px;">
<div style="margin: 8px 0px;">
<label for="new_rows">Rows:</label>
<min-max-input type="number" placeholder="rows" min="3" max="19" v-model.number="userOptions.rows" />
<label for="new_cols">Cols:</label>
<min-max-input type="number" placeholder="cols" min="3" max="19" v-model.number="userOptions.cols" />
<label for="new_mines">Mines:</label>
<min-max-input type="number" placeholder="mines" min="1" :max="userOptions.cols * userOptions.rows" v-model.number="userOptions.mines" />
</div>
<div style="font-size: 10pt;">*max size: 19 x 19</div>
<input type="button" value="Create new game!" @click="newGame()" />
</div>
<div>
<input @click="console.log(gridToString());" type="button" value="Cheat!" />
<div style="font-size: 10pt;">*grid layout printed to JS console</div>
</div>
</div>
</div>
`,
mixins: [storageHelper("minesweeper-data")],
data() {
return {
grid: [], //will hold an array or cells
minesFound: 0, //number of mines correctly flagged by user
falseMines: 0, //number of mines incorrectly flagged
minesRemaining: 10, //total number of mines - mines flagged
statusMsg: "Playing...", //game status msg, 'Won','Lost', or 'Playing'
statusMsgColor: "#000000", //status message font color
playing: true,
movesMade: 0, //keep track of the number of moves
options: {
rows: 8, //number of rows in the grid
cols: 8, //number of columns in the grid
mines: 10 //number of mines in the grid
},
userOptions: {
rows: 8,
cols: 8,
mines: 10
}
};
},
created() {
if (this.hasLocalData) {
this.loadFromLocal();
} else {
this.init();
}
},
methods: {
newGame() {
const vm = this;
const userOptions = Object.assign({}, vm.userOptions); //grab a copy of user options from inputs
Object.assign(
vm.$data,
vm.$options.data(),
{ userOptions },
{ options: userOptions }
); //apply user options on top of default options
vm.minesRemaining = vm.options.mines;
vm.init();
},
init() {
const vm = this;
//populate the grid with cells
for (let r = 0; r < vm.options["rows"]; r++) {
vm.grid.push([]);
for (let c = 0; c < vm.options["cols"]; c++) {
vm.grid[r].push({
xpos: c,
ypos: r,
isMine: false,
isRevealed: false,
isFlagged: false,
value: 0
});
}
}
//randomly assign mines
if (vm.options.mines > vm.options.rows * vm.options.cols) {
vm.options.mines = vm.options.rows * vm.options.cols;
}
let assignedMines = 0;
while (assignedMines < vm.options.mines) {
let ypos = Math.floor(Math.random() * vm.options.rows),
xpos = Math.floor(Math.random() * vm.options.cols),
cell = vm.grid[ypos][xpos];
//assign and increment if cell is not already a mine
if (!cell.isMine) {
cell.isMine = true;
cell.value = "M";
assignedMines++;
}
}
//update cell values, check for adjacent mines
for (let ypos = 0; ypos < vm.options["rows"]; ypos++) {
for (let xpos = 0; xpos < vm.options["cols"]; xpos++) {
//no need to update mines
if (!vm.grid[ypos][xpos].isMine) {
let mineCount = 0,
adjCells = vm.getAdjacentCells(xpos, ypos);
for (let i = adjCells.length; i--; ) {
if (adjCells[i].isMine) {
mineCount++;
}
}
vm.grid[ypos][xpos].value = mineCount;
}
}
}
vm.saveToLocal();
},
getAdjacentCells(xpos, ypos) {
const vm = this;
let results = [];
for (
let rowPos = ypos > 0 ? -1 : 0;
rowPos <= (ypos < vm.options.rows - 1 ? 1 : 0);
rowPos++
) {
for (
let colPos = xpos > 0 ? -1 : 0;
colPos <= (xpos < vm.options.cols - 1 ? 1 : 0);
colPos++
) {
results.push(vm.grid[ypos + rowPos][xpos + colPos]);
}
}
return results;
},
revealCell(xpos, ypos, moveCount = false) {
const vm = this;
let cell = vm.grid[ypos][xpos];
if (!cell.isRevealed && !cell.isFlagged && vm.playing) {
cell.isRevealed = true;
//end the game if user clicked a mine
if (cell.isMine) {
vm.statusMsg = "Sorry, you lost!";
vm.playing = false;
vm.statusMsgColor = "#EE0000";
} else if (!cell.isFlagged && cell.value == 0) {
//if the clicked cell has 0 adjacent mines, we need to recurse to reveal out all adjacent 0 cells
const adjCells = vm.getAdjacentCells(cell.xpos, cell.ypos);
for (let i = 0, len = adjCells.length; i < len; i++) {
vm.revealCell(adjCells[i].xpos, adjCells[i].ypos);
}
}
if (moveCount) {
vm.movesMade++;
}
vm.saveToLocal();
}
},
flagCell(xpos, ypos) {
const vm = this;
let cell = vm.grid[ypos][xpos];
if (!cell.isRevealed && this.playing) {
if (!cell.isFlagged) {
cell.isFlagged = true;
vm.minesRemaining -= 1;
if (cell.isMine) {
vm.minesFound++;
} else {
vm.falseMines++;
}
} else {
cell.isFlagged = false;
vm.minesRemaining += 1;
if (cell.isMine) {
vm.minesFound--;
} else {
vm.falseMines--;
}
}
vm.movesMade++;
vm.saveToLocal();
}
},
validate() {
const vm = this;
if (vm.minesFound == vm.options.mines && vm.falseMines == 0) {
vm.statusMsg = "You won!!";
vm.playing = false;
vm.statusMsgColor = "#00CC00";
} else {
vm.statusMsg = "Sorry, you lost!";
vm.playing = false;
vm.statusMsgColor = "#EE0000";
}
vm.save();
},
getCellClasses(xpos, ypos) {
const cell = this.grid[ypos][xpos];
let styleObj = { revealed: cell.isRevealed, flagged: cell.isFlagged };
//get correct class based on cell value
styleObj[`adj-${cell.value}`] = true;
return styleObj;
},
gridToString() {
const vm = this;
let result = "";
for (let r = 0, r_len = vm.grid.length; r < r_len; r++) {
for (let c = 0, c_len = vm.grid[r].length; c < c_len; c++) {
result += vm.grid[r][c].value + " ";
}
result += "\n";
}
return result;
}
}
});
const app = new Vue({
el: "#app"
});
Also see: Tab Triggers