Commit b215e4d6 authored by Ian Hickson's avatar Ian Hickson

Merge pull request #205 from Hixie/minedigger

Many code improvements to Mine Digger.
parents 136b2709 4d2902f2
......@@ -9,125 +9,152 @@ import 'package:sky/painting/text_style.dart';
import 'package:sky/rendering/flex.dart';
import 'package:sky/theme/colors.dart' as colors;
import 'package:sky/widgets/basic.dart';
import 'package:sky/widgets/widget.dart';
import 'package:sky/widgets/scaffold.dart';
import 'package:sky/widgets/task_description.dart';
import 'package:sky/widgets/theme.dart';
import 'package:sky/widgets/tool_bar.dart';
// Classic minesweeper-inspired game. The mouse controls are standard except
// for left + right combo which is not implemented. For touch, the duration of
// the pointer determines probing versus flagging.
// Classic minesweeper-inspired game. The mouse controls are standard
// except for left + right combo which is not implemented. For touch,
// the duration of the pointer determines probing versus flagging.
//
// There are only 3 classes to understand. Game, which is contains all the
// logic and two UI classes: CoveredMineNode and ExposedMineNode, none of them
// holding state.
// There are only 3 classes to understand. MineDiggerApp, which is
// contains all the logic and two classes that describe the mines:
// CoveredMineNode and ExposedMineNode, none of them holding state.
// Colors for each mine count (0-8):
const List<TextStyle> textStyles = const <TextStyle>[
const TextStyle(color: const Color(0xFF555555), fontWeight: bold),
const TextStyle(color: const Color(0xFF0094FF), fontWeight: bold), // blue
const TextStyle(color: const Color(0xFF13A023), fontWeight: bold), // green
const TextStyle(color: const Color(0xFFDA1414), fontWeight: bold), // red
const TextStyle(color: const Color(0xFF1E2347), fontWeight: bold), // black
const TextStyle(color: const Color(0xFF7F0037), fontWeight: bold), // dark red
const TextStyle(color: const Color(0xFF000000), fontWeight: bold),
const TextStyle(color: const Color(0xFF000000), fontWeight: bold),
const TextStyle(color: const Color(0xFF000000), fontWeight: bold),
];
enum CellState { covered, exploded, cleared, flagged, shown }
class MineDiggerApp extends App {
void initState() {
resetGame();
}
class Game {
static const int rows = 9;
static const int cols = 9;
static const int totalMineCount = 11;
static const int coveredCell = 0;
static const int explodedCell = 1;
static const int clearedCell = 2;
static const int flaggedCell = 3;
static const int shownCell = 4;
static final List<TextStyle> textStyles = new List<TextStyle>();
final App app;
bool alive;
bool hasWon;
int detectedCount;
int randomSeed;
// |cells| keeps track of the positions of the mines.
List<List<bool>> cells;
// |uiState| keeps track of the visible player progess.
List<List<int>> uiState;
Game(this.app) {
randomSeed = 22;
// Colors for each mine count:
// 0 - none, 1 - blue, 2-green, 3-red, 4-black, 5-dark red .. etc.
textStyles.add(
new TextStyle(color: const Color(0xFF555555), fontWeight: bold));
textStyles.add(
new TextStyle(color: const Color(0xFF0094FF), fontWeight: bold));
textStyles.add(
new TextStyle(color: const Color(0xFF13A023), fontWeight: bold));
textStyles.add(
new TextStyle(color: const Color(0xFFDA1414), fontWeight: bold));
textStyles.add(
new TextStyle(color: const Color(0xFF1E2347), fontWeight: bold));
textStyles.add(
new TextStyle(color: const Color(0xFF7F0037), fontWeight: bold));
textStyles.add(
new TextStyle(color: const Color(0xFFE93BE9), fontWeight: bold));
initialize();
}
List<List<CellState>> uiState;
void initialize() {
void resetGame() {
alive = true;
hasWon = false;
detectedCount = 0;
// Build the arrays.
cells = new List<List<bool>>();
uiState = new List<List<int>>();
uiState = new List<List<CellState>>();
for (int iy = 0; iy != rows; iy++) {
cells.add(new List<bool>());
uiState.add(new List<int>());
uiState.add(new List<CellState>());
for (int ix = 0; ix != cols; ix++) {
cells[iy].add(false);
uiState[iy].add(coveredCell);
uiState[iy].add(CellState.covered);
}
}
// Place the mines.
Random random = new Random(++randomSeed);
for (int mc = 0; mc != totalMineCount; mc++) {
int rx = random.nextInt(rows);
int ry = random.nextInt(cols);
if (cells[ry][rx]) {
// Mine already there. Try again.
--mc;
} else {
cells[ry][rx] = true;
Random random = new Random();
int cellsRemaining = rows * cols;
int minesRemaining = totalMineCount;
for (int x = 0; x < cols; x += 1) {
for (int y = 0; y < rows; y += 1) {
if (random.nextInt(cellsRemaining) < minesRemaining) {
cells[y][x] = true;
minesRemaining -= 1;
if (minesRemaining <= 0)
return;
}
cellsRemaining -= 1;
}
}
assert(false);
}
Stopwatch longPressStopwatch;
PointerEventListener _pointerDownHandlerFor(int posX, int posY) {
return (sky.PointerEvent event) {
if (event.buttons == 1) {
probe(posX, posY);
} else if (event.buttons == 2) {
flag(posX, posY);
} else {
// Touch event.
longPressStopwatch = new Stopwatch()..start();
}
};
}
PointerEventListener _pointerUpHandlerFor(int posX, int posY) {
return (sky.PointerEvent event) {
if (longPressStopwatch == null)
return;
// Pointer down was a touch event.
if (longPressStopwatch.elapsedMilliseconds < 250) {
probe(posX, posY);
} else {
// Long press flags.
flag(posX, posY);
}
longPressStopwatch = null;
};
}
Widget buildBoard() {
bool hasCoveredCell = false;
List<Flex> flexRows = new List<Flex>();
List<Flex> flexRows = <Flex>[];
for (int iy = 0; iy != 9; iy++) {
List<Component> row = new List<Component>();
List<Widget> row = <Widget>[];
for (int ix = 0; ix != 9; ix++) {
int state = uiState[iy][ix];
CellState state = uiState[iy][ix];
int count = mineCount(ix, iy);
if (!alive) {
if (state != explodedCell)
state = cells[iy][ix] ? shownCell : state;
if (state != CellState.exploded)
state = cells[iy][ix] ? CellState.shown : state;
}
if (state == coveredCell) {
row.add(new CoveredMineNode(
this,
flagged: false,
posX: ix, posY: iy));
// Mutating |hasCoveredCell| here is hacky, but convenient, same
// goes for mutating |hasWon| below.
hasCoveredCell = true;
} else if (state == flaggedCell) {
if (state == CellState.covered) {
row.add(new Listener(
onPointerDown: _pointerDownHandlerFor(ix, iy),
onPointerUp: _pointerUpHandlerFor(ix, iy),
child: new CoveredMineNode(
flagged: false,
posX: ix,
posY: iy
)
));
// Mutating |hasCoveredCell| here is hacky, but convenient, same
// goes for mutating |hasWon| below.
hasCoveredCell = true;
} else if (state == CellState.flagged) {
row.add(new CoveredMineNode(
this,
flagged: true,
posX: ix, posY: iy));
posX: ix, posY: iy)
);
} else {
row.add(new ExposedMineNode(
state: state,
count: count));
count: count)
);
}
}
flexRows.add(
......@@ -147,33 +174,32 @@ class Game {
}
return new Container(
key: 'minefield',
padding: new EdgeDims.all(10.0),
margin: new EdgeDims.all(10.0),
decoration: new BoxDecoration(backgroundColor: const Color(0xFF6B6B6B)),
child: new Flex(
flexRows,
direction: FlexDirection.vertical,
key: 'flxv'));
direction: FlexDirection.vertical
)
);
}
Widget buildToolBar() {
String banner = hasWon ?
String toolbarCaption = hasWon ?
'Awesome!!' : alive ?
'Mine Digger [$detectedCount-$totalMineCount]': 'Kaboom! [press here]';
return new ToolBar(
// FIXME: Strange to have the toolbar be tapable.
center: new Listener(
onPointerDown: handleBannerPointerDown,
child: new Text(banner, style: Theme.of(this.app).text.title)
onPointerDown: handleToolbarPointerDown,
child: new Text(toolbarCaption, style: Theme.of(this).text.title)
)
);
}
Widget buildUI() {
// FIXME: We need to build the board before we build the toolbar because
// we compute the win state during build step.
Widget build() {
// We build the board before we build the toolbar because we compute the win state during build step.
Widget board = buildBoard();
return new TaskDescription(
label: 'Mine Digger',
......@@ -187,39 +213,42 @@ class Game {
);
}
void handleBannerPointerDown(sky.PointerEvent event) {
initialize();
app.scheduleBuild();
void handleToolbarPointerDown(sky.PointerEvent event) {
setState(() {
resetGame();
});
}
// User action. The user uncovers the cell which can cause losing the game.
void probe(int x, int y) {
if (!alive)
return;
if (uiState[y][x] == flaggedCell)
if (uiState[y][x] == CellState.flagged)
return;
// Allowed to probe.
if (cells[y][x]) {
// Probed on a mine --> dead!!
uiState[y][x] = explodedCell;
alive = false;
} else {
// No mine, uncover nearby if possible.
cull(x, y);
}
app.scheduleBuild();
setState(() {
// Allowed to probe.
if (cells[y][x]) {
// Probed on a mine --> dead!!
uiState[y][x] = CellState.exploded;
alive = false;
} else {
// No mine, uncover nearby if possible.
cull(x, y);
}
});
}
// User action. The user is sure a mine is at this location.
void flag(int x, int y) {
if (uiState[y][x] == flaggedCell) {
uiState[y][x] = coveredCell;
--detectedCount;
} else {
uiState[y][x] = flaggedCell;
++detectedCount;
}
app.scheduleBuild();
setState(() {
if (uiState[y][x] == CellState.flagged) {
uiState[y][x] = CellState.covered;
--detectedCount;
} else {
uiState[y][x] = CellState.flagged;
++detectedCount;
}
});
}
// Recursively uncovers cells whose totalMineCount is zero.
......@@ -229,9 +258,9 @@ class Game {
if ((y < 0) || (y > cols - 1))
return;
if (uiState[y][x] == clearedCell)
if (uiState[y][x] == CellState.cleared)
return;
uiState[y][x] = clearedCell;
uiState[y][x] = CellState.cleared;
if (mineCount(x, y) > 0)
return;
......@@ -269,106 +298,70 @@ class Game {
}
}
Widget makeCell(Widget widget) {
Widget buildCell(Widget child) {
return new Container(
padding: new EdgeDims.all(1.0),
height: 27.0, width: 27.0,
decoration: new BoxDecoration(backgroundColor: const Color(0xFFC0C0C0)),
margin: new EdgeDims.all(2.0),
child: widget);
child: child
);
}
Widget makeInnerCell(Widget widget) {
Widget buildInnerCell(Widget child) {
return new Container(
padding: new EdgeDims.all(1.0),
margin: new EdgeDims.all(3.0),
height: 17.0, width: 17.0,
child: widget);
child: child
);
}
class CoveredMineNode extends Component {
final Game game;
CoveredMineNode({ this.flagged, this.posX, this.posY });
final bool flagged;
final int posX;
final int posY;
Stopwatch stopwatch;
CoveredMineNode(this.game, {this.flagged, this.posX, this.posY});
void _handlePointerDown(sky.PointerEvent event) {
if (event.buttons == 1) {
game.probe(posX, posY);
} else if (event.buttons == 2) {
game.flag(posX, posY);
} else {
// Touch event.
stopwatch = new Stopwatch()..start();
}
}
void _handlePointerUp(sky.PointerEvent event) {
if (stopwatch == null)
return;
// Pointer down was a touch event.
if (stopwatch.elapsedMilliseconds < 250) {
game.probe(posX, posY);
} else {
// Long press flags.
game.flag(posX, posY);
}
stopwatch = null;
}
Widget build() {
Widget text = flagged ?
makeInnerCell(new StyledText(elements : [Game.textStyles[5], '\u2691'])) :
null;
Widget text;
if (flagged)
text = buildInnerCell(new StyledText(elements : [textStyles[5], '\u2691']));
Container inner = new Container(
margin: new EdgeDims.all(2.0),
height: 17.0, width: 17.0,
decoration: new BoxDecoration(backgroundColor: const Color(0xFFD9D9D9)),
child: text);
child: text
);
return makeCell(new Listener(
child: inner,
onPointerDown: _handlePointerDown,
onPointerUp: _handlePointerUp));
return buildCell(inner);
}
}
class ExposedMineNode extends Component {
final int state;
final int count;
ExposedMineNode({this.state, this.count});
ExposedMineNode({ this.state, this.count });
final CellState state;
final int count;
Widget build() {
StyledText text;
if (state == Game.clearedCell) {
if (state == CellState.cleared) {
// Uncovered cell with nearby mine count.
if (count != 0)
text = new StyledText(elements : [Game.textStyles[count], '$count']);
text = new StyledText(elements : [textStyles[count], '$count']);
} else {
// Exploded mine or shown mine for 'game over'.
int color = state == Game.explodedCell ? 3 : 0;
text = new StyledText(elements : [Game.textStyles[color], '\u2600']);
int color = state == CellState.exploded ? 3 : 0;
text = new StyledText(elements : [textStyles[color], '\u2600']);
}
return makeCell(makeInnerCell(text));
return buildCell(buildInnerCell(text));
}
}
class MineDiggerApp extends App {
Game game;
MineDiggerApp() {
game = new Game(this);
}
Widget build() {
return game.buildUI();
}
}
void main() {
......
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