This commit is contained in:
Betasown
2024-10-28 23:31:06 +01:00
9 changed files with 360 additions and 127 deletions

3
package-lock.json generated
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@@ -25,7 +25,7 @@
"npm-run-all2": "^6.2.3",
"prettier": "^3.3.3",
"typescript": "~5.5.4",
"vite": "^5.4.8",
"vite": "^5.4.10",
"vite-plugin-vue-devtools": "^7.4.6",
"vue-tsc": "^2.1.6"
}
@@ -4553,7 +4553,6 @@
"resolved": "https://registry.npmjs.org/vite/-/vite-5.4.10.tgz",
"integrity": "sha512-1hvaPshuPUtxeQ0hsVH3Mud0ZanOLwVTneA1EgbAM5LhaZEqyPWGRQ7BtaMvUrTDeEaC8pxtj6a6jku3x4z6SQ==",
"dev": true,
"license": "MIT",
"dependencies": {
"esbuild": "^0.21.3",
"postcss": "^8.4.43",

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@@ -30,7 +30,7 @@
"npm-run-all2": "^6.2.3",
"prettier": "^3.3.3",
"typescript": "~5.5.4",
"vite": "^5.4.8",
"vite": "^5.4.10",
"vite-plugin-vue-devtools": "^7.4.6",
"vue-tsc": "^2.1.6"
}

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@@ -24,42 +24,3 @@
</transition>
</router-view>
</template>
<style scoped>
header {
position: fixed;
z-index: 2;
height: 40px;
width: 100%;
padding: 10px;
background-color: #333;
color: #fff;
}
header * {
display: inline-block;
vertical-align: middle;
}
h1 {
text-align: center;
left: 0;
width: 200px;
font-size: 22px;
}
h2 {
text-align: left;
left: 220px;
font-size: medium;
}
nav {
right: 100px;
font-size: 20px;
}
nav * {
margin-left: 20px;
}
</style>

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@@ -45,38 +45,197 @@ a,
}
}
/* APP HEADER */
header {
position: fixed;
z-index: 2;
height: 40px;
width: 100%;
padding: 10px;
background-color: #333;
color: #fff;
* {
display: inline-block;
vertical-align: middle;
}
h1 {
text-align: center;
left: 0;
width: 200px;
font-size: 22px;
}
h2 {
text-align: left;
left: 220px;
font-size: medium;
}
nav {
right: 100px;
font-size: 20px;
}
nav * {
margin-left: 20px;
}
}
/* SIDEBAR NAVIGATION */
.sidenav {
position: fixed;
position: absolute;
z-index: 1;
width: 203px; /* 200px is the width of the header vl position */
width: 203px; /* 200px is the width of the header vl position + half the bar */
background-color: #111;
}
.sidenav a {
padding: 6px 8px 6px 16px;
text-decoration: none;
font-size: 25px;
color: #818181;
display: block;
}
a {
padding: 6px 8px 6px 16px;
text-decoration: none;
font-size: 25px;
color: #818181;
display: block;
.sidenav a:hover {
color: #f1f1f1;
}
a:hover {
color: #f1f1f1;
}
}
/* PAGE CONTENT */
.main {
margin-top: 40px; /* 60px is the height of the header navbar */
height: calc(100% - 40px);
padding: 2rem 2rem;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 10px;
align-items: center;
overflow-x: auto;
width: 100%;
height: calc(100% - 40px);
margin-top: 40px; /* 40px is the height of the header navbar */
padding: 2rem;
gap: 20px;
}
/* GAME BOARD */
.space {
display: flex;
justify-content: end; /* Centre les deux éléments horizontalement */
width: 100%;
gap: 20px; /* Ajoute un espacement entre le h1 et le timer */
h1 {
font-weight: bold;
font-size: 20px;
}
}
.timer {
text-align: center;
width: 135px;
border-radius: 10px;
border: 2px solid #555;
background-color: #333;
color: white;
font-weight: bold;
font-size: 22px;
}
.menu {
display: flex;
justify-content: space-between; /* Aligne les deux groupes à gauche et à droite */
width: 100%; /* Prend toute la largeur disponible */
margin-top: -5px;
margin-bottom: 10px;
button {
cursor: pointer;
height: 36px;
color: white;
border-radius: 10px;
font-size: 16px;
}
}
.presets {
flex: auto;
display: flex;
align-items: center;
gap: 10px; /* Ajoute un espacement entre les boutons */
button {
width: 75px;
height: 50px;
background-color: #3f77ff;
border: 2px solid #7aa0ff;
}
button:hover {
background-color: #1c5dff;
}
}
.inputs {
display: flex;
align-items: center;
gap: 10px; /* Ajoute un espacement entre les inputs */
margin-right: 20px;
div {
display: flex;
flex-direction: column;
align-items: center;
}
label {
font-weight: bold;
font-size: 14px;
}
input {
text-align: center;
width: 80px;
padding: 5px;
border: 1px solid #ccc;
border-radius: 5px;
}
}
.newgame {
width: 135px;
margin-top: 15px;
background-color: #4CAF50;
border: 2px solid #6bdf6f;
}
.newgame:hover {
background-color: #3b8a3f;
}
.grid {
display: grid;
border: 4px solid rgb(65, 65, 65);
margin: 0 auto; /* Centre la grille horizontalement */
overflow-x: auto; /* Active le défilement horizontal si nécessaire */
max-width: 100%; /* Empêche la grille de déborder trop */
}
.row {
display: flex;
}
.cell {
background-color: #f1f1f1;
text-align: center;
color: black;
width: 32px;
height: 32px;
user-select: none;
}
/* FORMATTING AND EFFECTS */
.rounded {
border-radius: 20%;
}
@@ -99,6 +258,20 @@ a,
border-left: 6px solid rgb(0, 255, 140);
}
.message {
position: absolute;
z-index: 1000;
color: white;
background-color: rgba(0, 0, 0, 0.7);
border-radius: 8px;
padding: 10px;
transform: translate(-50%, 50%);
pointer-events: none;
white-space: nowrap;
font-weight: bold;
font-size: 18px;
}
/* ROUTE HIGHLIGHT */
.router-link-exact-active {
border-left: 5px solid rgb(0, 255, 140);

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@@ -1,6 +1,6 @@
type CellGrid = string[][] // type CellGrid (grille de jeu)
type MineGrid = number[][] // type MineGrid (grille de bombes)
type Directions = number[][] // type Directions (directions possibles)
type CellGrid = string[][] // type CellGrid (grille de jeu)
type MineGrid = number[][] // type MineGrid (grille de bombes)
type Directions = number[][] // type Directions (directions possibles)
function getDirections(x: number, y: number): Directions {
return [[x-1, y-1], [x-1, y], [x-1, y+1], [x, y-1], [x, y+1], [x+1, y-1], [x+1, y], [x+1, y+1]]
@@ -27,14 +27,23 @@ function genMineGrid(width: number, length: number, nbMines: number, fx: number,
}
function cliqueGauche(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number) {
function cliqueGauche(cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number): number {
const checkDrop = ['/sEmpty.png', '/sUnknown.png', '/sFlag.png', '/sQuestion.png']
if (checkDrop.includes(cellGrid[y][x])) return
else if (cellGrid[y][x] === '/sClick.png') checkCell(gameStatus, cellGrid, mineGrid, x, y)
else revealCell(gameStatus, cellGrid, mineGrid, x, y)
if (checkDrop.includes(cellGrid[y][x])) return 1
else if (cellGrid[y][x] === '/sClick.png') {
const result = checkCell(cellGrid, mineGrid, x, y)
if (result !== 0) return result
}
else {
const result = revealCell(cellGrid, mineGrid, x, y)
if (result !== 0) return result
}
// Continuer le jeu
return 1
}
function cliqueDroit(cellGrid: string[][], x: number, y: number) { // fonction cliqueDroit (flag d'une case) // modification de l'image de la case
function cliqueDroit(cellGrid: string[][], x: number, y: number) { // fonction cliqueDroit (flag d'une case)
switch (cellGrid[y][x]) {
case '/sUnknown.png':
cellGrid[y][x] = "/sFlag.png"
@@ -48,9 +57,10 @@ function cliqueDroit(cellGrid: string[][], x: number, y: number) {
}
}
function checkCell(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number) {
if (mineGrid.some(m => m[0] === x && m[1] === y)) return gameOver(gameStatus, cellGrid, mineGrid, x, y)
function checkCell(cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number): number {
if (mineGrid.some(m => m[0] === x && m[1] === y)) return gameOver(cellGrid, mineGrid, x, y)
// Compter le nombre de mines adjacentes
let minesAdjacentes = 0
const directions = getDirections(x, y)
for (const [dx, dy] of directions) {
@@ -58,18 +68,34 @@ function checkCell(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x
if (mineGrid.some(m => m[0] === dx && m[1] === dy)) minesAdjacentes++
}
if (minesAdjacentes > 0) cellGrid[y][x] = `/s${minesAdjacentes}.png`
else {
// Si la cellule a des mines adjacentes, afficher le nombre de mines
if (minesAdjacentes > 0) {
cellGrid[y][x] = `/s${minesAdjacentes}.png`
const result = revealCell(cellGrid, mineGrid, x, y)
if (result !== 0) return result
} else {
cellGrid[y][x] = '/sEmpty.png'
for (const [dx, dy] of directions) {
if (dx >= 0 && dx < cellGrid[0].length && dy >= 0 && dy < cellGrid.length && cellGrid[dy][dx] === '/sUnknown.png') {
checkCell(gameStatus, cellGrid, mineGrid, dx, dy)
const result = checkCell(cellGrid, mineGrid, dx, dy)
if (result !== 0) return result
}
}
}
// Vérifier si toutes les cellules non-mines sont révélées pour déterminer la victoire
if (cellGrid.flat().every((cell, index) => {
const x = index % cellGrid[0].length
const y = Math.floor(index / cellGrid[0].length)
return cell !== '/sUnknown.png' || mineGrid.some(m => m[0] === x && m[1] === y)
})) return 2
// Continuer le jeu
return 0
}
function revealCell(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number) {
function revealCell(cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number): number {
const directions = getDirections(x, y)
let flagCount = 0
for (const [dx, dy] of directions) {
@@ -78,18 +104,24 @@ function revealCell(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid,
const cellValue = parseInt(cellGrid[y][x].match(/\/s(\d)\.png$/)?.[1] || '0')
if (flagCount === cellValue) {
for (const [dx, dy] of directions) {
if (dx >= 0 && dx < cellGrid[0].length && dy >= 0 && dy < cellGrid.length && cellGrid[dy][dx] === '/sHighlight.png') {
if (dx >= 0 && dx < cellGrid[0].length && dy >= 0 && dy < cellGrid.length && (cellGrid[dy][dx] === '/sHighlight.png' || cellGrid[dy][dx] === '/sUnknown.png')) {
cellGrid[dy][dx] = '/sUnknown.png'
checkCell(gameStatus, cellGrid, mineGrid, dx, dy)
const result = checkCell(cellGrid, mineGrid, dx, dy)
if (result !== 0) return result
}
}
}
// Continuer le jeu
return 0
}
function gameOver(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number) {
function gameOver(cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number): number {
for (const [mx, my] of mineGrid) {
if (cellGrid[my][mx] === '/sUnknown.png') cellGrid[my][mx] = '/sMine.png'
}
// Vérifier l'emplacement de tous les flags dans toute la grille et les remplacer par '/sFlagWrong.png' s'il y en a un qui n'est pas sur une bombe
for (let y = 0; y < cellGrid.length; y++) {
for (let x = 0; x < cellGrid[y].length; x++) {
@@ -98,8 +130,8 @@ function gameOver(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x:
}
cellGrid[y][x] = '/sExploded.png'
gameStatus = 3
return 3
}
export { getDirections, genCellGrid, genMineGrid, cliqueGauche, cliqueDroit } // export des fonctions
export type { Directions, CellGrid, MineGrid } // export des types
export { getDirections, genCellGrid, genMineGrid, cliqueGauche, cliqueDroit } // export des fonctions
export type { Directions, CellGrid, MineGrid } // export des types

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@@ -1,5 +1,13 @@
<template>
<div class="main">
<h1>Multijoueur</h1>
<p>Work in progress...</p>
<p>Vous pouvez jouer en solo pour l'instant !</p>
</div>
</template>
<style scoped>
p {
margin: 0;
}
</style>

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@@ -4,13 +4,13 @@ import { getDirections, genCellGrid, genMineGrid, cliqueGauche, cliqueDroit } fr
import type { CellGrid, MineGrid } from '@/utils/game'
// Variables du jeu
const width = 10
const length = 15
const nbMines = 25
const width = ref(10)
const length = ref(15)
const nbMines = ref(20)
// Création grille des cases
const cellGrid = ref<CellGrid>([])
cellGrid.value = genCellGrid(width, length)
cellGrid.value = genCellGrid(width.value, length.value)
// Création grille des mines
let mineGrid: MineGrid = []
@@ -18,18 +18,45 @@ let mineGrid: MineGrid = []
// État du jeu
const gameStatus = ref(0) // 0: vide, 1: en cours, 2: gagné, 3: perdu
const timer = ref(0)
let timerInterval: number | undefined = undefined
let timerInterval: number | null = null
// Fonction pour démarrer une nouvelle partie
const startNewGame = () => {
gameStatus.value = 0
timer.value = 0
cellGrid.value = genCellGrid(width.value, length.value)
}
// Formater le timer en heure:minute:seconde
const formatTime = (seconds: number) => {
const hours = Math.floor(seconds / 3600)
const minutes = Math.floor((seconds % 3600) / 60)
const secs = seconds % 60
// Si les heures sont 0, ne pas les afficher
const hoursDisplay = hours > 0 ? `${hours}:` : ''
// Afficher les minutes avec un padding de 0 si elles sont inférieures à 10
const minutesDisplay = `${hours > 0 ? String(minutes).padStart(2, '0') : minutes}:`
// Toujours afficher les secondes avec un padding de 0
const secondsDisplay = String(secs).padStart(2, '0')
return `${hoursDisplay}${minutesDisplay}${secondsDisplay}`
}
// Watch pour démarrer ou arrêter le timer selon l'état du jeu
watch(gameStatus, async (status) => {
if (status === 1) {
timerInterval = setInterval(() => timer.value++, 1000)
} else {
if (timerInterval !== null) clearInterval(timerInterval)
if (status === 2) alert('Vous avez gagné !')
if (status === 3) alert('Vous avez perdu !')
if (status === 0) {
timer.value = 0
cellGrid.value = genCellGrid(width.value, length.value)
}
if (status === 1) timerInterval = setInterval(() => timer.value++, 1000)
else if (timerInterval) clearInterval(timerInterval)
})
// Variables pour stocker la position du curseur
const mouseX = ref(0)
const mouseY = ref(0)
// État pour gérer le clic et la position de la cellule
const isMouseDown = ref(false)
const currentCell = ref<{ rowIndex: number, cellIndex: number } | null>(null)
@@ -51,12 +78,12 @@ const handleMouseDown = (rowIndex: number, cellIndex: number) => {
// Gestion des événements de relâchement de clic et de la position de la cellule
const handleMouseUp = async (rowIndex: number, cellIndex: number) => {
isMouseDown.value = false
if (!mineGrid.length) {
mineGrid = genMineGrid(width, length, nbMines, cellIndex, rowIndex)
if (!gameStatus.value) {
mineGrid = genMineGrid(width.value, length.value, nbMines.value, cellIndex, rowIndex)
gameStatus.value = 1
}
cliqueGauche(gameStatus.value, cellGrid.value, mineGrid, cellIndex, rowIndex)
gameStatus.value = cliqueGauche(cellGrid.value, mineGrid, cellIndex, rowIndex)
currentCell.value = null
// Réinitialiser les cases surlignées
@@ -91,6 +118,9 @@ const handleMouseMove = (rowIndex: number, cellIndex: number) => {
// Gestion des événements de déplacement de la souris et de la position de la cellule
const handleGlobalMouseMove = (event: MouseEvent) => {
mouseX.value = event.clientX
mouseY.value = event.clientY
if (isMouseDown.value && currentCell.value) {
const target = event.target as HTMLElement
@@ -125,49 +155,62 @@ onUnmounted(() => document.removeEventListener('mousemove', handleGlobalMouseMov
<template>
<div class="main">
<h1>Solo</h1>
<div class="timer" :gameStatus>{{ timer }}</div>
<div class="grid">
<div v-for="(row, rowIndex) in cellGrid" :key="rowIndex" class="row">
<div v-for="(cell, cellIndex) in row" :key="cellIndex">
<img class="cell" :src="cell"
@mousedown.right="cliqueDroit(cellGrid, cellIndex, rowIndex)"
@mousedown.left="handleMouseDown(rowIndex, cellIndex)"
@mouseup.left="handleMouseUp(rowIndex, cellIndex)"
@mousemove="handleMouseMove(rowIndex, cellIndex)"
@contextmenu.prevent
@select.prevent
draggable="false"
/>
<div class="space">
<h1>Solo</h1>
<div class="timer" :gameStatus>{{ formatTime(timer) }}</div>
</div>
<transition name="fade">
<div v-if="gameStatus === 2 || gameStatus === 3" class="message" :style="{ top: mouseY + 'px', left: mouseX + 'px' }">
{{ gameStatus === 2 ? 'Vous avez gagné !' : 'Vous avez perdu !' }}
</div>
</transition>
<div class="menu">
<div class="presets">
<button class="rounded" @click="width = 10; length = 15; nbMines = 20">Facile</button>
<button class="rounded" @click="width = 20; length = 50; nbMines = 180">Moyen</button>
<button class="rounded" @click="width = 50; length = 80; nbMines = 800">Difficile</button>
<button class="rounded" @click="width = 100; length = 100; nbMines = 2000">Extrême</button>
</div>
<div class="inputs">
<div>
<label for="length">Colonnes</label>
<input type="number" v-model="length" min="10" max="50" id="length" />
</div>
<div>
<label for="width">Lignes</label>
<input type="number" v-model="width" min="10" max="50" id="width" />
</div>
<div>
<label for="nbMines">Mines</label>
<input type="number" v-model="nbMines" min="10" max="250" id="nbMines" />
</div>
</div>
<button class="rounded newgame" @click="startNewGame">Nouvelle partie</button>
</div>
<div class="grid">
<div v-for="(row, rowIndex) in cellGrid" :key="rowIndex" class="row">
<div v-for="(cell, cellIndex) in row" :key="cellIndex">
<img class="cell" :src="mineGrid.some(mine => mine[0] === cellIndex && mine[1] === rowIndex) ? '/sMine.png' : '/sEmpty.png'" />
</div>
<img v-for="(cell, cellIndex) in row" :key="cellIndex" class="cell" :src="cell"
@mousedown.right="gameStatus == 1 ? cliqueDroit(cellGrid, cellIndex, rowIndex) : null"
@mousedown.left="gameStatus == 0 || gameStatus == 1 ? handleMouseDown(rowIndex, cellIndex) : null"
@mouseup.left="gameStatus == 0 || gameStatus == 1 ? handleMouseUp(rowIndex, cellIndex) : null"
@mousemove="gameStatus == 0 || gameStatus == 1 ? handleMouseMove(rowIndex, cellIndex) : null"
@contextmenu.prevent
@select.prevent
draggable="false"
/>
</div>
</div>
</div>
</template>
<style scoped>
.grid {
display: grid;
border: 10px solid black;
}
.row {
display: flex;
height: 32px;
}
.cell {
flex: 1;
background-color: #f1f1f1;
text-align: center;
color: black;
width: 32px;
height: 32px;
user-select: none;
.main {
gap: 0
}
</style>

View File

@@ -1,11 +1,18 @@
<template>
<div class="main">
<p class="wip">
Le jeu est actuellement en cours de développement.
<br>
Le mode multijoueur n'est pas implémenté et l'affichage est encore en cours de finalisation.
</p>
<h1>MultiMinesweeper</h1>
<p>
Bienvenue sur notre jeu de démineur en ligne !
<br>
Pour jouer, il vous suffit de sélectionner le mode de jeu que vous souhaitez dans le menu ci-dessous.
</p>
<div class="buttons">
<router-link to="/game/solo" v-slot="{ navigate }">
<button @click="navigate">Solo</button>
@@ -22,6 +29,16 @@
text-align: center;
}
.wip {
position: absolute;
bottom: 60px;
right: 40px;
text-align: right;
font-style: italic;
font-weight: bold;
font-size: 20px;
}
.buttons {
display: flex;
gap: 10px;