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<h2>Minesweeper JS</h2>
<h5>Based on the classic game, <a target="_new" href="http://en.wikipedia.org/wiki/Minesweeper_(video_game)">Minesweeper</a></h5>
<div class="clearfix">
<div id="game_container">
<!--placeholder for game -->
</div>
</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> <span id="mine_count"></span>
</div>
<div class="status_msg">
<strong>Moves Made:</strong> <span id="moves_made"></span>
</div>
<div class="status_msg">
<strong>Game Status:</strong> <span id="game_status"></span>
</div>
<div style="margin: 10px 0px;">
<input id="validate_button" type="button" value="Did I win?" />
</div>
<div style="margin: 15px 0px;">
<div style="margin: 8px 0px;">
<label for="new_rows">Rows:</label>
<input type="number" id="new_rows" placeholder="rows" value="8" />
<label for="new_cols">Cols:</label>
<input type="number" id="new_cols" placeholder="cols" value="8" />
<label for="new_mines">Mines:</label>
<input type="number" id="new_mines" placeholder="mines" value="10" />
</div>
<div style="font-size: 10pt;">*max size: 19 x 19</div>
<input id="new_game_button" type="button" value="Create new game!" />
</div>
<div>
<input id="cheat_button" type="button" value="Cheat!" />
<div style="font-size: 10pt;">*grid layout printed to JS console</div>
</div>
</div>
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 $cellColors {
.cell.adj-#{$name} {
color: #{$value};
}
}
.cell.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:
Javascript implementation of the classic game, Minesweeper
*/
//Minesweeper constructor to represent the game
class Minesweeper {
constructor(opts = {}) {
let loadedData = {};
//check if a game is saved in localStorage
if (hasLocalStorage && localStorage["minesweeper.data"]) {
loadedData = JSON.parse(localStorage["minesweeper.data"]);
this.loadGame = true;
}
Object.assign(
this,
{
grid: [], //will hold an array of Cell objects
minesFound: 0, //number of mines correctly flagged by user
falseMines: 0, //number of mines incorrectly flagged
status_msg: "Playing...", //game status msg, 'Won','Lost', or 'Playing'
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
}
},
{ options: opts },
loadedData
);
//validate options
let rows = this.options["rows"];
if (isNaN(rows)) {
this.options["rows"] = 8;
} else if (rows < 3) {
this.options["rows"] = 3;
} else if (rows > 19) {
this.options["rows"] = 19;
}
let cols = this.options["cols"];
if (isNaN(cols)) {
this.options["cols"] = 8;
} else if (cols < 3) {
this.options["cols"] = 3;
} else if (cols > 19) {
this.options["cols"] = 19;
}
if (isNaN(this.options["mines"])) {
this.options["mines"] = 10;
}
if (this.options["mines"] < 0) {
this.options["mines"] = 1;
} else if (
this.options["mines"] >
this.options["rows"] * this.options["cols"]
) {
this.options["mines"] = this.options["rows"] * this.options["cols"];
}
if (this.loadGame) {
this.load();
} else {
this.init();
}
this.save();
}
//setup the game grid
init() {
//populate the grid with cells
for (let r = 0; r < this.options["rows"]; r++) {
this.grid[r] = [];
for (let c = 0; c < this.options["cols"]; c++) {
this.grid[r].push(new Cell({ xpos: c, ypos: r }));
}
}
//randomly assign mines
let assignedMines = 0;
while (assignedMines < this.options.mines) {
var rowIndex = Math.floor(Math.random() * this.options.rows);
var colIndex = Math.floor(Math.random() * this.options.cols);
//assign and increment if cell is not already a mine
let cell = this.grid[rowIndex][colIndex];
if (!cell.isMine) {
cell.isMine = true;
cell.value = "M";
assignedMines++;
}
}
//update cell values, check for adjacent mines
for (let r = 0; r < this.options["rows"]; r++) {
for (let c = 0; c < this.options["cols"]; c++) {
//no need to update mines
if (!this.grid[r][c].isMine) {
let mineCount = 0,
adjCells = this.getAdjacentCells(r, c);
for (let i = adjCells.length; i--; ) {
if (adjCells[i].isMine) {
mineCount++;
}
}
this.grid[r][c].value = mineCount;
}
}
}
this.render();
}
//populate the grid from loaded data - need to create cell objects from raw data
load() {
for (let r = 0, r_len = this.grid.length; r < r_len; r++) {
for (let c = 0, c_len = this.grid[r].length; c < c_len; c++) {
this.grid[r][c] = new Cell(this.grid[r][c]);
}
}
this.render();
}
//construct the DOM representing the grid
render() {
const gameContainer = document.getElementById("game_container");
//clear old DOM
gameContainer.innerHTML = "";
let content = "";
for (let r = 0; r < this.options.rows; r++) {
content += '<div class="row">';
for (let c = 0; c < this.options.cols; c++) {
let cellObj = this.grid[r][c];
//assign proper text and class to cells (needed when loading a game)
let add_class = "",
txt = "";
if (cellObj.isFlagged) {
add_class = "flagged";
} else if (cellObj.isRevealed) {
add_class = `revealed adj-${cellObj.value}`;
txt = (!cellObj.isMine ? cellObj.value || "" : "");
}
content += `<div class="cell ${add_class}" data-xpos="${c}" data-ypos="${r}">${txt}</div>`;
}
content += "</div>";
}
gameContainer.innerHTML = content;
//update input fields
document.getElementById("new_rows").value = this.options["rows"];
document.getElementById("new_cols").value = this.options["cols"];
document.getElementById("new_mines").value = this.options["mines"];
//setup status message
document.getElementById("mine_count").textContent =
this.options["mines"] - (this.falseMines + this.minesFound);
document.getElementById("moves_made").textContent = this.movesMade;
document.getElementById("game_status").textContent = this.status_msg;
document.getElementById("game_status").style.color = "black";
}
//returns an array of cells adjacent to the row,col passed in
getAdjacentCells(row, col) {
let results = [];
for (
let rowPos = row > 0 ? -1 : 0;
rowPos <= (row < this.options.rows - 1 ? 1 : 0);
rowPos++
) {
for (
let colPos = col > 0 ? -1 : 0;
colPos <= (col < this.options.cols - 1 ? 1 : 0);
colPos++
) {
results.push(this.grid[row + rowPos][col + colPos]);
}
}
return results;
}
//reveal a cell
revealCell(cell) {
if (!cell.isRevealed && !cell.isFlagged && this.playing) {
const cellElement = cell.getElement();
cell.isRevealed = true;
cellElement.classList.add("revealed", `adj-${cell.value}`);
cellElement.textContent = (! cell.isMine ? cell.value || "" : "");
//end the game if user clicked a mine
if (cell.isMine) {
this.status_msg = "Sorry, you lost!";
this.playing = false;
document.getElementById("game_status").textContent = this.status_msg;
document.getElementById("game_status").style.color = "#EE0000";
} else if (!cell.isFlagged && cell.value == 0) {
//if the clicked cell has 0 adjacent mines, we need to recurse to clear out all adjacent 0 cells
const adjCells = this.getAdjacentCells(cell.ypos, cell.xpos);
for (let i = 0, len = adjCells.length; i < len; i++) {
this.revealCell(adjCells[i]);
}
}
}
}
//flag a cell
flagCell(cell) {
if (!cell.isRevealed && this.playing) {
const cellElement = cell.getElement(),
mineCount = document.getElementById("mine_count");
if (!cell.isFlagged) {
cell.isFlagged = true;
cellElement.classList.add("flagged");
mineCount.textContent = parseFloat(mineCount.textContent) - 1;
if (cell.isMine) {
this.minesFound++;
} else {
this.falseMines++;
}
} else {
cell.isFlagged = false;
cellElement.classList.remove("flagged");
cellElement.textContent = "";
mineCount.textContent = parseFloat(mineCount.textContent) + 1;
if (cell.isMine) {
this.minesFound--;
} else {
this.falseMines--;
}
}
}
}
//check if player has won the game
validate() {
const gameStatus = document.getElementById("game_status");
if (this.minesFound === this.options.mines && this.falseMines === 0) {
this.status_msg = "You won!!";
this.playing = false;
gameStatus.textContent = this.status_msg;
gameStatus.style.color = "#00CC00";
} else {
this.status_msg = "Sorry, you lost!";
this.playing = false;
gameStatus.textContent = this.status_msg;
gameStatus.style.color = "#EE0000";
}
this.save();
}
//debgugging function to print the grid to console
gridToString() {
let result = "";
for (let r = 0, r_len = this.grid.length; r < r_len; r++) {
for (let c = 0, c_len = this.grid[r].length; c < c_len; c++) {
result += this.grid[r][c].value + " ";
}
result += "\n";
}
return result;
}
//save the game object to localstorage
save() {
if (!hasLocalStorage) {
return false;
} else {
let data = JSON.stringify(this);
localStorage["minesweeper.data"] = data;
}
}
}
//Cell constructor to represent a cell object in the grid
class Cell {
constructor({
xpos,
ypos,
value = 0,
isMine = false,
isRevealed = false,
isFlagged = false
}) {
Object.assign(this, {
xpos,
ypos,
value, //value of a cell: number of adjacent mines, F for flagged, M for mine
isMine,
isRevealed,
isFlagged
});
}
getElement() {
return document.querySelector(
`.cell[data-xpos="${this.xpos}"][data-ypos="${this.ypos}"]`
);
}
}
//create a new game
function newGame(opts = {}) {
game = new Minesweeper(opts);
}
window.onload = function() {
//attack click to new game button
document
.getElementById("new_game_button")
.addEventListener("click", function() {
const opts = {
rows: parseInt(document.getElementById("new_rows").value, 10),
cols: parseInt(document.getElementById("new_cols").value, 10),
mines: parseInt(document.getElementById("new_mines").value, 10)
};
if (hasLocalStorage) {
localStorage.clear();
}
newGame(opts);
});
//attach click event to cells - left click to reveal
document
.getElementById("game_container")
.addEventListener("click", function(e) {
const target = e.target;
if (target.classList.contains("cell")) {
const cell =
game.grid[target.getAttribute("data-ypos")][
target.getAttribute("data-xpos")
];
if (!cell.isRevealed && game.playing) {
game.movesMade++;
document.getElementById("moves_made").textContent = game.movesMade;
game.revealCell(cell);
game.save();
}
}
});
//right click to flag
document
.getElementById("game_container")
.addEventListener("contextmenu", function(e) {
e.preventDefault();
const target = e.target;
if (target.classList.contains("cell")) {
const cell =
game.grid[target.getAttribute("data-ypos")][
target.getAttribute("data-xpos")
];
if (!cell.isRevealed && game.playing) {
game.movesMade++;
document.getElementById("moves_made").textContent = game.movesMade;
game.flagCell(cell);
game.save();
}
}
});
//attach click to cheat button
document.getElementById("cheat_button").addEventListener("click", function() {
console.log(game.gridToString());
});
//attach click to validate button
document
.getElementById("validate_button")
.addEventListener("click", function() {
game.validate();
});
//create a game
newGame();
};
//global vars
var game;
//check support for local storage: credit - http://diveintohtml5.info/storage.html
const hasLocalStorage = (function() {
try {
return "localStorage" in window && window["localStorage"] !== null;
} catch (e) {
return false;
}
})();
Also see: Tab Triggers