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minesweeper.js
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/*
Global Variables
------------------------------------------------------------------------------
*/
let gameContainer = document.getElementById('game-container')
const statusElement = document.getElementById('game-status')
const timerElement = document.getElementById('game-timer')
const localStorageKey = 'vanilla-minesweeper'
const initialTime = 0
let gameTimer
let gameTime = initialTime
let gameStatus = ''
let gameDifficulty = 'easy'
const gamePresets = {
easy: {
buttonText: 'Easy',
height: 16,
width: 16,
mines: 0.1,
},
medium: {
buttonText: 'Medium',
height: 32,
width: 32,
mines: 0.1,
},
hard: {
buttonText: 'Hard',
height: 64,
width: 64,
mines: 0.1,
},
}
const squareSize = 20
const initialMinefield = []
let currentMinefield = initialMinefield
const squareColors = [
'zero',
'one',
'two',
'three',
'four',
'five',
'six',
'seven',
'eight',
'nine',
]
/*
Helper Functions
------------------------------------------------------------------------------
*/
const createElement = (el, props) => {
if (typeof el !== "string") {
return console.error('createElement requires a string')
}
const element = document.createElement(el)
if (props) {
const keys = Object.keys(props)
keys.forEach(key => {
element.setAttribute(key, props[key])
})
}
return element
}
const loadFromLocalStorage = () => {
const gameData = window.localStorage.getItem(localStorageKey)
if (!gameData) {
return {
highscores: [],
minefield: {
squares: [],
},
status: 'initial',
timer: 0,
}
}
return JSON.parse(gameData)
}
const saveGameStatus = (status) => {
const data = loadFromLocalStorage()
data['status'] = status
localStorage.setItem(localStorageKey, JSON.stringify(data))
}
const saveTime = () => {
const data = loadFromLocalStorage()
data['time'] = gameTime
localStorage.setItem(localStorageKey, JSON.stringify(data))
}
const loadTime = () => {
const data = loadFromLocalStorage()
return data.time
}
const saveMinefield = () => {
const data = loadFromLocalStorage()
data['minefield'] = currentMinefield
localStorage.setItem(localStorageKey, JSON.stringify(data))
}
const loadMinefield = () => {
const data = loadFromLocalStorage()
return data.minefield
}
const clearGameContainer = () => {
gameContainer.innerHTML = ''
}
const disableNewGameButton = () => {
const newGameButton = document.getElementById('start-new-game')
newGameButton.setAttribute('disabled', 'true')
}
const enableNewGameButton = () => {
const newGameButton = document.getElementById('start-new-game')
newGameButton.setAttribute('disabled', null)
}
const shuffleArray = (array) => {
let shuffledArray = array
for(let i = shuffledArray.length - 1; i > 0; i--){
const j = Math.floor(Math.random() * i)
const temp = shuffledArray[i]
shuffledArray[i] = shuffledArray[j]
shuffledArray[j] = temp
}
return shuffledArray
}
const incrementGameTime = () => {
gameTime ++
timerElement.innerText = `${gameTime}`
saveTime()
}
const startTimer = () => {
gameTimer = setInterval(incrementGameTime, 1000)
}
const stopTimer = () => {
clearInterval(gameTimer)
}
const resetTimer = () => {
gameTime = initialTime
}
const getAdjacentSquares = (id, squares) => {
if (typeof squares !== 'object') {
console.error('You must pass an array in to getAdjacentSquares')
}
const originSquare = squares[id]
const {x, y} = originSquare
const squaresWithoutOrigin = squares.filter(square => square.index !== id)
const adjacentSquares = squaresWithoutOrigin.filter(square => {
const horizontallyAdjacent = square.x === x || square.x === x + 1 || square.x === x - 1
const verticallyAdjacent = square.y === y || square.y === y + 1 || square.y === y - 1
return horizontallyAdjacent && verticallyAdjacent
})
return adjacentSquares
}
/*
Game Functions
------------------------------------------------------------------------------
*/
const handleSetupNewGame = () => {
stopTimer()
resetTimer()
clearGameContainer()
displayNewGameOptions()
}
const handleResumeGame = ({minefield, status, time}) => {
currentMinefield = minefield
gameStatus = status
gameTime = time
startTimer()
drawMinefield()
updateMinefieldDrawing()
}
const handleStartGame = () => {
const {height, width, mines} = gamePresets[gameDifficulty]
currentMinefield = generateMinefield(height, width, mines)
gameStatus = 'initial'
saveGameStatus('initial')
startTimer()
drawMinefield()
updateMinefieldDrawing()
}
const handleSetDifficulty = (e) => {
const difficulty = e.target.getAttribute('data-difficulty')
gameDifficulty = difficulty
clearGameContainer()
displayNewGameOptions()
}
const displayNewGameOptions = () => {
// Timer & Emoji
timerElement.innerText = 'Select Difficulty'
if (gameDifficulty === 'easy') {
statusElement.innerText = '😎'
} else if (gameDifficulty === 'medium') {
statusElement.innerText = '😣'
} else if (gameDifficulty === 'hard') {
statusElement.innerText = '🤬'
}
// Display Options
const container = createElement('div', {class: 'difficulty-options'})
const buttonList = createElement('div', {class: 'difficulty-buttons'})
const difficultyOptions = Object.keys(gamePresets)
difficultyOptions.forEach(option => {
const preset = gamePresets[option]
const buttonClass = option === gameDifficulty ? 'button active' : 'button'
const button = createElement('button', {
class: buttonClass,
type: 'button',
'data-difficulty': option,
id: `difficulty-${option}`
})
button.innerText = preset.buttonText
button.addEventListener('click', handleSetDifficulty)
buttonList.appendChild(button)
})
container.appendChild(buttonList)
const {width, height, mines} = gamePresets[gameDifficulty]
const difficultySummary = createElement('div', {class: 'difficulty-summary'})
difficultySummary.innerHTML = `
<div class="difficulty-summary--box">
<div class="difficulty-summary--icon">
<div class="square square__hidden"></div>
<div class="square square__hidden"></div>
<div class="square square__hidden"></div>
<div class="square square__hidden"></div>
</div>
<p>${width}x${height}</p>
</div>
<div class="difficulty-summary--box">
<div class="difficulty-summary--icon">
💣
</div>
<p>${Math.floor(mines * (width * height))}</p>
</div>
`
container.appendChild(difficultySummary)
const startButton = createElement('button', {class: 'button button-blue start-game-button'})
startButton.innerText = 'Start Game'
startButton.addEventListener('click', handleStartGame)
container.appendChild(startButton)
gameContainer.appendChild(container)
}
const generateMinefield = (height, width, mines) => {
const totalSquares = height * width
let squares = []
let minesIndex = []
let mineCount = Math.floor(mines * totalSquares)
let x = 0
let y = 0
// Ensure proper distribution of mines across minefield
for (let i = 0; i < totalSquares; i++) {
if (i < mineCount) {
minesIndex.push(true)
} else {
minesIndex.push(false)
}
}
minesIndex = shuffleArray(minesIndex)
// Generate each mine
for (let i = 0; i < totalSquares; i++) {
let square = {}
square.index = i
square.mine = minesIndex[i]
square.flag = false
square.revealed = false
square['x'] = x
square['y'] = y
// Start new row when edge is reached
var indexPlusOne = i + 1
if (indexPlusOne % width === 0) {
x = 0
y ++
} else {
x ++
}
squares.push(square)
}
// Calculate adjacent mine count
for (let i = 0; i < squares.length; i ++) {
squares[i].adjacent = calculateAdjacentMineCount(i, squares)
}
return {
width,
height,
squares,
}
}
const calculateAdjacentMineCount = (index, squares) => {
let adjacentMineCount = 0
const adjacentSquares = getAdjacentSquares(index, squares)
adjacentSquares.forEach(square => {
if (square.mine) {
adjacentMineCount ++
}
})
return adjacentMineCount
}
const calculateSquareText = (square) => {
if (square.mine && square.revealed) {
return '💣'
} else if (square.flag) {
return '🚩'
} else if (square.adjacent > 0 && square.revealed) {
return `${square.adjacent}`
}
return ''
}
const disableMinefield = () => {
const {squares} = currentMinefield
squares.forEach(square => {
const element = document.getElementById(`square-${square.index}`)
element.removeEventListener('click', handleSquareClick)
element.removeEventListener('contextmenu', handleSquareRightClick)
})
}
const drawMinefield = () => {
clearGameContainer()
const {width, height, squares} = currentMinefield
const pxWidth = width * squareSize
const pxHeight = height * squareSize
const minefield = createElement('div', {
class: 'minefield',
style: `width: ${pxWidth}px; height: ${pxHeight}px;`,
})
squares.forEach(square => {
const left = square.x * squareSize
const top = square.y * squareSize
const squareElement = createElement('div', {
style: `width: ${squareSize}px; height: ${squareSize}px; top: ${top}px; left: ${left}px;`,
id: `square-${square.index}`,
})
if (gameStatus === 'initial') {
squareElement.addEventListener('click', handleSquareClick)
squareElement.addEventListener('contextmenu', handleSquareRightClick)
}
minefield.appendChild(squareElement)
})
gameContainer.appendChild(minefield)
// Persist minefield to local storage
saveMinefield()
}
const updateMinefieldDrawing = () => {
const {squares} = currentMinefield
squares.forEach(square => {
const squareElement = document.getElementById(`square-${square.index}`)
const classNames = ['square']
classNames.push(`square__${square.revealed ? 'revealed' : 'hidden'}`)
classNames.push(`square-${squareColors[square.adjacent]}`)
classNames.push(`${!square.revealed && !square.flag && gameStatus === 'initial' ? 'square__clickable' : ''}`)
classNames.push(`${square.revealed && square.mine ? 'square__has-mine' : ''}`)
classNames.push(`${square.flag ? 'square__flagged' : ''}`)
squareElement.setAttribute('class', classNames.join(' '))
squareElement.innerHTML = calculateSquareText(square)
})
// Persist minefield to local storage
saveMinefield()
}
const handleCascadingReveal = (id) => {
// Using Set because it only stores unique values
let squaresToReveal = new Set
squaresToReveal.add(id)
let cascading = true
while (cascading === true) {
const prevLength = squaresToReveal.size
squaresToReveal.forEach(revealedSquareID => {
const adjacentSquares = getAdjacentSquares(revealedSquareID, currentMinefield.squares)
const allAdjacentSquaresAreMineFree = adjacentSquares.every(square => !square.mine)
if (allAdjacentSquaresAreMineFree) {
adjacentSquares.forEach(square => {
squaresToReveal.add(square.index)
})
}
})
const nextLength = squaresToReveal.size
if (prevLength === nextLength) {
cascading = false
}
}
// Reveal queued sqaures
squaresToReveal.forEach(id => {
currentMinefield.squares[id].flag = false
currentMinefield.squares[id].revealed = true
})
}
const handleSquareClick = (e) => {
// ID is stored as "square-000" format,
// Need to remove everything but the number so it can be parsed
const id = parseInt(e.target.getAttribute('id').replace(/[\D]/g, ''))
if (!id) {
console.error('Could not look up square from ID', id)
}
const square = currentMinefield.squares[id]
if (square.revealed || square.flag) {
return
} else if (square.mine) {
handleGameOver()
}
handleCascadingReveal(id)
checkVictoryConditions()
updateMinefieldDrawing()
}
const handleSquareRightClick = (e) => {
// Block browser right click meny
e.preventDefault()
const id = parseInt(e.target.getAttribute('id'))
const square = currentMinefield.squares[id]
if (square.revealed) {
return
} else if (square.flag) {
currentMinefield.squares[id].flag = false
} else {
currentMinefield.squares[id].flag = true
}
checkVictoryConditions()
updateMinefieldDrawing()
}
const checkVictoryConditions = () => {
const {squares} = currentMinefield
const noUnflaggedHiddenSquares = squares.filter(square => square.revealed === false && square.flag === false).length === 0
const mines = squares.filter(square => square.mine)
const flaggedMines = mines.filter(square => square.flag)
if (mines.length === flaggedMines.length && noUnflaggedHiddenSquares) {
handleVictory()
}
}
const handleVictory = () => {
stopTimer()
disableMinefield()
timerElement.innerText = 'Victory!'
statusElement.innerText = '🥳'
gameStatus = 'victory'
saveGameStatus(gameStatus)
}
const handleGameOver = () => {
stopTimer()
disableMinefield()
timerElement.innerText = 'Game Over!'
statusElement.innerText = '🤯'
gameStatus = 'gameover'
saveGameStatus(gameStatus)
}
/*
Global Event Listeners
------------------------------------------------------------------------------
*/
document.getElementById('start-new-game').addEventListener('click', handleSetupNewGame)
/*
Initialize
------------------------------------------------------------------------------
*/
const initalize = () => {
const data = loadFromLocalStorage()
const {minefield, status} = data
const gameIsInProgress = minefield.squares.length && status === 'initial'
if (gameIsInProgress) {
handleResumeGame(data)
} else {
handleSetupNewGame()
}
}
initalize()