Created
April 24, 2020 00:58
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| /// A little Minesweeper for Unity using GUI | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class Minesweeper : MonoBehaviour | |
| { | |
| public enum TileState | |
| { | |
| Hidden, | |
| Uncovered, | |
| Marked | |
| }; | |
| byte[,] tiles; | |
| TileState[,] states; | |
| const byte BOMB = 13; | |
| const int SIZE = 16; | |
| HashSet<(int, int)> fillSet; | |
| int bombsCount = 10; | |
| void Start() | |
| { | |
| // Create grid | |
| tiles = new byte[SIZE, SIZE]; | |
| states = new TileState[SIZE, SIZE]; | |
| fillSet = new HashSet<(int, int)>(); | |
| // Set Random bomb | |
| for (int i = 0; i < bombsCount; i++) | |
| { | |
| Repeat: | |
| int x = Random.Range(0, SIZE); | |
| int y = Random.Range(0, SIZE); | |
| if (tiles[x, y] == BOMB) | |
| goto Repeat; | |
| tiles[x, y] = BOMB; | |
| } | |
| // Find surrounding bombs and set this tile's number | |
| for (int x = 0; x < SIZE; x++) | |
| { | |
| for (int y = 0; y < SIZE; y++) | |
| { | |
| if (tiles[x, y] == BOMB) | |
| continue; | |
| byte ct = 0; | |
| for (int sx = -1; sx <= 1; sx++) | |
| { | |
| for (int sy = -1; sy <= 1; sy++) | |
| { | |
| int tx = x + sx; | |
| int ty = y + sy; | |
| if (tx < 0 || tx >= SIZE | |
| || ty < 0 || ty >= SIZE) | |
| continue; | |
| //Debug.Log(tx + ", " + ty); | |
| ct += tiles[tx, ty] == BOMB ? (byte)1 : (byte)0; | |
| } | |
| } | |
| tiles[x, y] = ct; | |
| } | |
| } | |
| // Debug | |
| { | |
| for (int y = 0; y < SIZE; y++) | |
| { | |
| string str = ""; | |
| for (int x = 0; x < SIZE; x++) | |
| { | |
| if (tiles[x, y] == BOMB) | |
| str += "B" + ", "; | |
| else | |
| str += tiles[x, y] + ", "; | |
| } | |
| Debug.Log(str); | |
| } | |
| } | |
| } | |
| void Reveal(int x, int y) | |
| { | |
| if (tiles[x, y] == 0) | |
| { | |
| fillSet.Clear(); | |
| FloodReveal(x, y); | |
| } | |
| else if (tiles[x, y] < BOMB) | |
| { | |
| states[x, y] = TileState.Uncovered; | |
| } | |
| else if (tiles[x, y] == BOMB) | |
| { | |
| Boom(); | |
| } | |
| } | |
| void FloodReveal(int x, int y) | |
| { | |
| if (x < 0 || x >= SIZE) return; | |
| if (y < 0 || y >= SIZE) return; | |
| if (fillSet.Contains((x, y))) | |
| return; | |
| fillSet.Add((x, y)); | |
| if (tiles[x, y] < BOMB) | |
| { | |
| states[x, y] = TileState.Uncovered; | |
| if (tiles[x, y] < 1) | |
| { | |
| FloodReveal(x + 1, y); | |
| FloodReveal(x, y + 1); | |
| FloodReveal(x - 1, y); | |
| FloodReveal(x, y - 1); | |
| } | |
| } | |
| } | |
| void CheckWinCondition() | |
| { | |
| int revealedCt = 0; | |
| int testBombs = 0; | |
| for (int x = 0; x < SIZE; x++) | |
| { | |
| for (int y = 0; y < SIZE; y++) | |
| { | |
| if (states[x, y] == TileState.Uncovered) | |
| revealedCt++; | |
| if (tiles[x, y] == BOMB) | |
| testBombs++; | |
| } | |
| } | |
| int leftToReveal = SIZE * SIZE - revealedCt - bombsCount; | |
| Debug.Log(leftToReveal); | |
| if (leftToReveal == 0) | |
| { | |
| Win(); | |
| } | |
| } | |
| void Win() | |
| { | |
| Debug.Log("You win!"); | |
| } | |
| void Boom() | |
| { | |
| Debug.LogError("You ded"); | |
| } | |
| void OnGUI() | |
| { | |
| for (int x = 0; x < SIZE; x++) | |
| { | |
| for (int y = 0; y < SIZE; y++) | |
| { | |
| string str = ""; | |
| if (states[x, y] == TileState.Uncovered) | |
| { | |
| str = tiles[x, y].ToString(); | |
| } | |
| else | |
| if (states[x, y] == TileState.Marked) | |
| { | |
| str = "?"; | |
| } | |
| if (GUI.Button(new Rect(x * 40, y * 40, 40, 40), str)) | |
| { | |
| if (Input.GetMouseButtonUp(1)) | |
| { | |
| states[x, y] = states[x, y] == TileState.Marked ? TileState.Hidden : TileState.Marked; | |
| } | |
| else | |
| { | |
| if (states[x, y] != TileState.Uncovered) | |
| { | |
| Reveal(x, y); | |
| CheckWinCondition(); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } |
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