| // 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 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<bool>>.generate(rows, (int row) { |
| return new List<bool>.filled(cols, false); |
| }); |
| uiState = new List<List<CellState>>.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()); |
| } |