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index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Mine Sweeper</title>
<link rel="stylesheet" href="https://stackpath.bootstrapcdn.com/bootstrap/4.1.3/css/bootstrap.min.css" />
<script src="https://stackpath.bootstrapcdn.com/bootstrap/4.1.3/js/bootstrap.bundle.min.js" type="text/javascript"></script>
<script src="https://stackpath.bootstrapcdn.com/bootstrap/4.1.3/js/bootstrap.min.js" type="text/javascript"></script>
<link rel="stylesheet" href="main.css"/>
</head>
<body>
<h1 class="text-center">Mine Sweeper</h1>
<h3 class="text-center" id="score">Score: 0</h3>
<h3 class="text-center"></h3>
<canvas id="canvas" width="500" height="500">
</canvas>
<script>
const canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// Board constants
const NUM_ROWS = 20;
const NUM_COLS = 20;
const CELL_SIZE = 25;
const CELL_LINE_WIDTH = 6;
// Probability that a given cell is a mine
const MINE_PROB = 0.25;
var board;
var score = 0;
var gameIsOver = false;
// An individual board cell
function Cell(x, y, isMine) {
this.x = x;
this.y = y;
this.isMine = isMine;
// Number of adjacent cells that are mines. This number is calculated after every cell is created.
this.numberOfNeighbors = undefined;
this.update = function() {
if(this.isMine) {
ctx.fillStyle = "red";
ctx.font = "14px Arial";
ctx.fillText("X", this.x + 10, this.y + 16);
gameOver();
}
else {
updateScore();
ctx.fillStyle = "#0095DD";
ctx.fillRect(this.x + CELL_LINE_WIDTH / 2, this.y + CELL_LINE_WIDTH / 2, CELL_SIZE - CELL_LINE_WIDTH, CELL_SIZE - CELL_LINE_WIDTH);
ctx.fillStyle = "white";
ctx.font = "14px Arial";
ctx.fillText(this.numberOfNeighbors, this.x + 10, this.y + 16);
}
};
this.render = function() {
ctx.rect(this.x, this.y, CELL_SIZE, CELL_SIZE);
ctx.fillStyle = "#eee";
ctx.fillRect(this.x, this.y, CELL_SIZE, CELL_SIZE);
ctx.strokeStyle="white";
ctx.lineWidth= CELL_LINE_WIDTH;
ctx.stroke();
};
this.clear = function() {
if(this.isMine) return;
updateScore();
ctx.fillStyle = "#0095DD";
ctx.fillRect(this.x + CELL_LINE_WIDTH / 2, this.y + CELL_LINE_WIDTH / 2, CELL_SIZE - CELL_LINE_WIDTH, CELL_SIZE - CELL_LINE_WIDTH);
ctx.fillStyle = "white";
ctx.font = "14px Arial";
ctx.fillText(this.numberOfNeighbors, this.x + 10, this.y + 16);
}
}
function gameOver() {
gameIsOver = true;
// Display all of the mines
for(let i = 0; i < NUM_ROWS; i ++) {
for(let j = 0; j < NUM_COLS; j ++) {
let cell = board.cells[i][j];
if(cell.isMine) {
ctx.fillStyle = "red";
ctx.font = "14px Arial";
ctx.fillText("X", cell.x + 10, cell.y + 16);
}
}
}
}
function updateScore() {
score ++;
document.getElementById('score').innerText = `Score: ${score}`;
}
function Board() {
this.cells = [];
this.outOfBounds = function(row, col, i, j) {
if(row + i === -1 || col + j === -1) return true;
else if(row + i === NUM_ROWS || col + j === NUM_COLS) return true;
else return false;
};
this.clear = function(row, col) {
if(board.cells[row][col].numberOfNeighbors > 0) return;
for(let i = -1; i < 2; i ++) {
for(let j = -1; j < 2; j ++) {
if(!(this.outOfBounds(row, col, i, j) || (i === 0 && j === 0))) {
this.cells[row + i][col + j].clear();
}
}
}
};
this.calculateNeighbors = function(row, col) {
// Number of neighbors that are a mine
let numberOfNeighbors = 0;
for(let i = -1; i < 2; i ++) {
for(let j = -1; j < 2; j ++) {
if(this.outOfBounds(row, col, i, j) || (i === 0 && j === 0)) continue;
var neighbor = this.cells[row + i][col + j];
if(neighbor.isMine) numberOfNeighbors ++;
}
}
this.cells[row][col].numberOfNeighbors = numberOfNeighbors;
};
this.init = function() {
// Create cells and render them
for(let i = 0; i < NUM_ROWS; i ++) {
// Because of Javascript memory bug
this.cells.push([]);
for(let j = 0; j < NUM_COLS; j ++) {
let isMine = Math.random() <= MINE_PROB;
this.cells[i][j] = new Cell(i * CELL_SIZE, j * CELL_SIZE, isMine);
this.cells[i][j].render();
}
}
for(let i = 0; i < NUM_ROWS; i ++) {
for(let j = 0; j < NUM_COLS; j ++) {
this.calculateNeighbors(i,j);
}
}
};
this.update = function(e){
if(gameIsOver) return;
const rect = canvas.getBoundingClientRect();
const canvasX = e.clientX - rect.left;
const canvasY = e.clientY - rect.top;
const row = Math.floor(canvasX / CELL_SIZE);
const col = Math.floor(canvasY / CELL_SIZE);
// Uncover the cell which was clicked
board.cells[row][col].update();
// Uncover adjacent-non mine cells
board.clear(row, col);
}
}
function init() {
board = new Board();
board.init();
canvas.addEventListener("click", board.update);
}
init();
</script>
</body>
</html>