// Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. import 'dart:math'; import 'package:flutter/gestures.dart'; import 'package:flutter/material.dart'; import 'package:flutter/painting.dart'; import 'package:flutter/rendering.dart'; import 'package:flutter/services.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. // // 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<Color> textColors = const <Color>[ const Color(0xFF555555), const Color(0xFF0094FF), // blue const Color(0xFF13A023), // green const Color(0xFFDA1414), // red const Color(0xFF1E2347), // black const Color(0xFF7F0037), // dark red const Color(0xFF000000), const Color(0xFF000000), const Color(0xFF000000), ]; final List<TextStyle> textStyles = textColors.map((color) { return new TextStyle(color: color, fontWeight: bold, textAlign: TextAlign.center); }).toList(); enum CellState { covered, exploded, cleared, flagged, shown } class MineDigger extends StatefulComponent { MineDiggerState createState() => new MineDiggerState(); } class MineDiggerState extends State<MineDigger> { static const int rows = 9; static const int cols = 9; static const int totalMineCount = 11; bool alive; bool hasWon; int detectedCount; // |cells| keeps track of the positions of the mines. List<List<bool>> cells; // |uiState| keeps track of the visible player progess. List<List<CellState>> uiState; void initState() { super.initState(); resetGame(); } void resetGame() { alive = true; hasWon = false; detectedCount = 0; // Initialize matrices. cells = new List<List>.generate(rows, (int row) { return new List<bool>.filled(cols, false); }); uiState = new List<List>.generate(rows, (int row) { return new List<CellState>.filled(cols, CellState.covered); }); // Place the mines. Random random = new Random(); int minesRemaining = totalMineCount; while (minesRemaining > 0) { int pos = random.nextInt(rows * cols); int row = pos ~/ rows; int col = pos % cols; if (!cells[row][col]) { cells[row][col] = true; minesRemaining--; } } } PointerEventListener _pointerDownHandlerFor(int posX, int posY) { return (PointerInputEvent event) { if (event.buttons == 1) { probe(posX, posY); } else if (event.buttons == 2) { flag(posX, posY); } }; } Widget buildBoard() { bool hasCoveredCell = false; List<Row> flexRows = <Row>[]; for (int iy = 0; iy < rows; iy++) { List<Widget> row = <Widget>[]; for (int ix = 0; ix < cols; ix++) { CellState state = uiState[iy][ix]; int count = mineCount(ix, iy); if (!alive) { if (state != CellState.exploded) state = cells[iy][ix] ? CellState.shown : state; } if (state == CellState.covered || state == CellState.flagged) { row.add(new GestureDetector( onTap: () { if (state == CellState.covered) probe(ix, iy); }, onLongPress: () { userFeedback.performHapticFeedback(HapticFeedbackType.LONG_PRESS); flag(ix, iy); }, child: new Listener( onPointerDown: _pointerDownHandlerFor(ix, iy), child: new CoveredMineNode( flagged: state == CellState.flagged, posX: ix, posY: iy ) ) )); if (state == CellState.covered) { // Mutating |hasCoveredCell| here is hacky, but convenient, same // goes for mutating |hasWon| below. hasCoveredCell = true; } } else { row.add(new ExposedMineNode( state: state, count: count )); } } flexRows.add( new Row( row, justifyContent: FlexJustifyContent.center, key: new ValueKey<int>(iy) ) ); } if (!hasCoveredCell) { // all cells uncovered. Are all mines flagged? if ((detectedCount == totalMineCount) && alive) { hasWon = true; } } return new Container( padding: new EdgeDims.all(10.0), margin: new EdgeDims.all(10.0), decoration: new BoxDecoration(backgroundColor: const Color(0xFF6B6B6B)), child: new Column(flexRows) ); } Widget buildToolBar(BuildContext context) { 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: handleToolbarPointerDown, child: new Text(toolbarCaption, style: Theme.of(context).text.title) ) ); } Widget build(BuildContext context) { // We build the board before we build the toolbar because we compute the win state during build step. Widget board = buildBoard(); return new Title( title: 'Mine Digger', child: new Scaffold( toolBar: buildToolBar(context), body: new Container( child: new Center(child: board), decoration: new BoxDecoration(backgroundColor: Colors.grey[50]) ) ) ); } void handleToolbarPointerDown(PointerInputEvent 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] == CellState.flagged) return; 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) { 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. void cull(int x, int y) { if (!inBoard(x, y)) return; if (uiState[y][x] == CellState.cleared) return; uiState[y][x] = CellState.cleared; if (mineCount(x, y) > 0) return; cull(x - 1, y); cull(x + 1, y); cull(x, y - 1); cull(x, y + 1 ); cull(x - 1, y - 1); cull(x + 1, y + 1); cull(x + 1, y - 1); cull(x - 1, y + 1); } int mineCount(int x, int y) { int count = 0; count += bombs(x - 1, y); count += bombs(x + 1, y); count += bombs(x, y - 1); count += bombs(x, y + 1 ); count += bombs(x - 1, y - 1); count += bombs(x + 1, y + 1); count += bombs(x + 1, y - 1); count += bombs(x - 1, y + 1); return count; } int bombs(int x, int y) => inBoard(x, y) && cells[y][x] ? 1 : 0; bool inBoard(int x, int y) => x >= 0 && x < cols && y >= 0 && y < rows; } 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: child ); } 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: child ); } class CoveredMineNode extends StatelessComponent { CoveredMineNode({ this.flagged, this.posX, this.posY }); final bool flagged; final int posX; final int posY; Widget build(BuildContext context) { 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 ); return buildCell(inner); } } class ExposedMineNode extends StatelessComponent { ExposedMineNode({ this.state, this.count }); final CellState state; final int count; Widget build(BuildContext context) { StyledText text; if (state == CellState.cleared) { // Uncovered cell with nearby mine count. if (count != 0) text = new StyledText(elements : [textStyles[count], '$count']); } else { // Exploded mine or shown mine for 'game over'. int color = state == CellState.exploded ? 3 : 0; text = new StyledText(elements : [textStyles[color], '\u2600']); } return buildCell(buildInnerCell(text)); } } void main() { runApp(new MineDigger()); }