A clone of the classic game Minesweeper with 1,000,000 cells, built with regular-table
.
<regular-table id="table"></regular-table>
The basic game dimensions.
const WIDTH = 1000;
const HEIGHT = 1000;
const NUM_MINES = 130000;
We are going to encode teh game state in a single two dimensional array of integer cell state Enums. 0-8 will be "hints", cells with a number representing the total neighboring mines, and we'll want to encode a few additional special states.
const FLAG_ENUM = 10;
const FLAG_MINE_ENUM = 9;
const HIDDEN_ENUM = 12;
const HIDDEN_MINE_ENUM = 11;
const EXPLODED_ENUM = 13;
Because the Player's view does not reveal all information about the game state, we will need to calculate some sets out of groups of enums. For example, both an empty and mine-containing cell, when un-revealed, will be drawn as a .brick
cell using HIDDEN_ENUMS
.
const FLAG_ENUMS = new Set([FLAG_ENUM, FLAG_MINE_ENUM]);
const HIDDEN_ENUMS = new Set([HIDDEN_ENUM, HIDDEN_MINE_ENUM]);
const MINE_ENUMS = new Set([HIDDEN_MINE_ENUM, FLAG_MINE_ENUM]);
const HINT_ENUMS = new Set(Array.from(Array(9).keys()));
The game board begins hidden, with mines randomly distributed throughout. Little effort is made in this example to create a competition-approved distribution, so be sure to avoid using this particular implementation in any Leagues, Tournaments or Grand Championships.
const VIEW_DATA = Array(WIDTH)
.fill(0)
.map(() => Array(HEIGHT).fill(HIDDEN_ENUM));
for (let i = 0; i < NUM_MINES; i++) {
const x = Math.floor(Math.random() * WIDTH);
const y = Math.floor(Math.random() * HEIGHT);
VIEW_DATA[x][y] = HIDDEN_MINE_ENUM;
}
Virtual Data Model.
function dataListener(x0, y0, x1, y1) {
return {
num_rows: VIEW_DATA[0].length,
num_columns: VIEW_DATA.length,
data: VIEW_DATA.slice(x0, x1).map((col) => col.slice(y0, y1)),
};
}
The basic unit of calculating player moves is getNeighbors()
, a generator function which yields the coordinates of all neighboring cells which are members of a Set()
. We'll use this to implement a breadth-first search which respects the game rules, board edges, etc.
function* getNeighbors(x, y, _set) {
for (let dx = -1; dx < 2; dx++) {
for (let dy = -1; dy < 2; dy++) {
if (dx !== 0 || dy !== 0) {
const x2 = x + dx;
const y2 = y + dy;
if (x2 >= 0 && x2 < WIDTH && y2 >= 0 && y2 < HEIGHT) {
if (_set.has(VIEW_DATA[x2][y2])) {
yield [x2, y2];
}
}
}
}
}
}
There are three "actions" the player can make in Minesweeper detonate()
, flag()
and check()
. The detonate()
action, applied to a blank cell, will fill the cell with a number 0-8, the number of neighboring mines. If this number is 0, the neighboring cells will be recursively detonate()
-ed as well.
function detonate(x, y) {
if (MINE_ENUMS.has(VIEW_DATA[x][y])) {
VIEW_DATA[x][y] = EXPLODED_ENUM;
table.classList.add("game-over");
return;
}
let num_neighbor_mines = 0;
for (const [] of getNeighbors(x, y, MINE_ENUMS)) {
num_neighbor_mines++;
}
VIEW_DATA[x][y] = num_neighbor_mines;
if (num_neighbor_mines === 0) {
for (const [x2, y2] of getNeighbors(x, y, HIDDEN_ENUMS)) {
detonate(x2, y2);
}
}
}
The second player action, flag()
marks a blank cell as a suspected mine, and prevents it from being detonate()
-ed. When applied to an already flag()
-ed cell, it reset the cell to its original blank state.
function flag(x, y) {
const val = VIEW_DATA[x][y];
if (FLAG_ENUMS.has(val)) {
VIEW_DATA[x][y] += 2;
} else if (HIDDEN_ENUMS.has(val)) {
VIEW_DATA[x][y] -= 2;
}
}
The last, check()
, is applied to an already detonate()
-ed cell with a number revealed. If this cell has this same number of neighboring cells flag()
-ed, then all remaining neighbor cells will be detonate()
-ed.
function check(x, y) {
const val = VIEW_DATA[x][y];
let num_neighbor_flags = 0;
for (const [] of getNeighbors(x, y, FLAG_ENUMS)) {
num_neighbor_flags++;
}
if (num_neighbor_flags === val) {
for (const [x1, y1] of getNeighbors(x, y, HIDDEN_ENUMS)) {
detonate(x1, y1);
}
}
}
We could easily reflect each cell's value to a table cell attribute, ala <td data-value="3">3<td>
, and implement the rest of our game's graphics as CSS selectors - but for the sake of readability, we'll group these as classes.
function styleListener() {
for (const td of table.querySelectorAll("td")) {
const meta = table.getMeta(td);
const val = VIEW_DATA[meta.x][meta.y];
td.className = "";
td.classList.toggle(`hint-${val}`, HINT_ENUMS.has(val));
td.classList.toggle("brick", HIDDEN_ENUMS.has(val) || FLAG_ENUMS.has(val));
td.classList.toggle("flag", FLAG_ENUMS.has(val));
td.classList.toggle("exploded", val === EXPLODED_ENUM);
}
}
The special cell types are pretty simple CSS built on this framework. Hint cells are color coded.
.hint-1 {
color: black;
}
.hint-2 {
color: indigo;
}
.hint-3 {
color: purple;
}
.hint-4 {
color: blue;
}
.hint-5 {
color: green;
}
.hint-6 {
color: yellow;
}
.hint-7 {
color: orange;
}
.hint-8 {
color: red;
}
Brick cells have shadowed borders which create the illusion of depth and evoke ... brickness ...
.brick {
background-color: #999 !important;
border-top: 4px solid #CCC;
border-left: 4px solid #AAA;
border-bottom: 4px solid #666;
border-right: 4px solid #888;
font-size: 10px !important;
color: transparent;
}
Flags have little reg flag icons provided by Material UI Icons.
.flag:before {
color: red;
vertical-align: top;
content: "flag";
font-family: "Material Icons", monospace;
}
Lastly, when the player loses, we will show the revealed mine.
.exploded {
background: red;
}
.exploded:before {
color: black;
vertical-align: top;
content: "close";
margin-left: 2.5px;
font-family: "Material Icons", monospace;
}
Left clicks are detonate()
actions.
async function clickEventListener(event) {
if (event.target.tagName === "TD") {
const {x, y} = table.getMeta(event.target);
const val = VIEW_DATA[x][y];
if (HIDDEN_ENUMS.has(val)) {
detonate(x, y);
}
await table.draw();
}
}
Right clicks are flag()
actions on .brick
cells, and check()
actions on detonate()
-ed cells.
function contextMenuEventListener(event) {
event.preventDefault();
if (event.target.tagName === "TD") {
const {x, y} = table.getMeta(event.target);
const val = VIEW_DATA[x][y];
if (HINT_ENUMS.has(val)) {
check(x, y);
} else {
flag(x, y);
}
table.draw();
}
}
function init() {
table.setDataListener(dataListener);
table.addStyleListener(styleListener);
table.addEventListener("click", clickEventListener);
table.addEventListener("contextmenu", contextMenuEventListener);
table.draw();
}
window.addEventListener("load", init);
Basic CSS
body {
background: black;
}
regular-table::-webkit-scrollbar,
regular-table::-webkit-scrollbar-corner {
width: 16px;
height: 16px;
}
regular-table::-webkit-scrollbar-thumb {
background-color: #FFF !important;
border-radius: 0px;
}
regular-table td {
max-width: 20px !important;
min-width: 20px !important;
height: 20px !important;
font-family: monospace;
font-weight: 700;
text-align: center;
padding: 0 !important;
font-size: 16px !important;
color: transparent;
background-color: white;
}
regular-table {
user-select: none;
padding: 0;
}
regular-table tr:hover td {
background: white;
}
table tr:hover {
color: #333;
}
regular-table.game-over table {
pointer-events: none;
}
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/umd/regular-table.js"></script>
<link rel='stylesheet' href="https://cdn.jsdelivr.net/npm/[email protected]/dist/css/material.css">
license: apache-2.0