Game over et Victory + Affichage texte, timer et choix des variables
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@@ -27,14 +27,23 @@ function genMineGrid(width: number, length: number, nbMines: number, fx: number,
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}
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function cliqueGauche(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number) {
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function cliqueGauche(cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number): number {
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const checkDrop = ['/sEmpty.png', '/sUnknown.png', '/sFlag.png', '/sQuestion.png']
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if (checkDrop.includes(cellGrid[y][x])) return
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else if (cellGrid[y][x] === '/sClick.png') checkCell(gameStatus, cellGrid, mineGrid, x, y)
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else revealCell(gameStatus, cellGrid, mineGrid, x, y)
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if (checkDrop.includes(cellGrid[y][x])) return 1
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else if (cellGrid[y][x] === '/sClick.png') {
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const result = checkCell(cellGrid, mineGrid, x, y)
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if (result !== 0) return result
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}
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else {
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const result = revealCell(cellGrid, mineGrid, x, y)
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if (result !== 0) return result
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}
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function cliqueDroit(cellGrid: string[][], x: number, y: number) { // fonction cliqueDroit (flag d'une case) // modification de l'image de la case
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// Continuer le jeu
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return 1
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}
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function cliqueDroit(cellGrid: string[][], x: number, y: number) { // fonction cliqueDroit (flag d'une case)
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switch (cellGrid[y][x]) {
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case '/sUnknown.png':
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cellGrid[y][x] = "/sFlag.png"
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@@ -48,9 +57,10 @@ function cliqueDroit(cellGrid: string[][], x: number, y: number) {
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}
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}
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function checkCell(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number) {
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if (mineGrid.some(m => m[0] === x && m[1] === y)) return gameOver(gameStatus, cellGrid, mineGrid, x, y)
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function checkCell(cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number): number {
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if (mineGrid.some(m => m[0] === x && m[1] === y)) return gameOver(cellGrid, mineGrid, x, y)
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// Compter le nombre de mines adjacentes
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let minesAdjacentes = 0
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const directions = getDirections(x, y)
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for (const [dx, dy] of directions) {
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@@ -58,18 +68,30 @@ function checkCell(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x
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if (mineGrid.some(m => m[0] === dx && m[1] === dy)) minesAdjacentes++
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}
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// Si la cellule a des mines adjacentes, afficher le nombre de mines
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if (minesAdjacentes > 0) cellGrid[y][x] = `/s${minesAdjacentes}.png`
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else {
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cellGrid[y][x] = '/sEmpty.png'
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for (const [dx, dy] of directions) {
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if (dx >= 0 && dx < cellGrid[0].length && dy >= 0 && dy < cellGrid.length && cellGrid[dy][dx] === '/sUnknown.png') {
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checkCell(gameStatus, cellGrid, mineGrid, dx, dy)
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}
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const result = checkCell(cellGrid, mineGrid, dx, dy)
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if (result !== 0) return result
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}
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}
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}
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function revealCell(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number) {
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// Vérifier si toutes les cellules non-mines sont révélées pour déterminer la victoire
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if (cellGrid.flat().every((cell, index) => {
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const x = index % cellGrid[0].length
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const y = Math.floor(index / cellGrid[0].length)
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return cell !== '/sUnknown.png' || mineGrid.some(m => m[0] === x && m[1] === y)
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})) return 2
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// Continuer le jeu
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return 0
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}
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function revealCell(cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number): number {
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const directions = getDirections(x, y)
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let flagCount = 0
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for (const [dx, dy] of directions) {
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@@ -80,16 +102,22 @@ function revealCell(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid,
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for (const [dx, dy] of directions) {
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if (dx >= 0 && dx < cellGrid[0].length && dy >= 0 && dy < cellGrid.length && cellGrid[dy][dx] === '/sHighlight.png') {
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cellGrid[dy][dx] = '/sUnknown.png'
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checkCell(gameStatus, cellGrid, mineGrid, dx, dy)
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}
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const result = checkCell(cellGrid, mineGrid, dx, dy)
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if (result !== 0) return result
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}
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}
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}
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function gameOver(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number) {
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// Continuer le jeu
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return 0
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}
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function gameOver(cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number): number {
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for (const [mx, my] of mineGrid) {
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if (cellGrid[my][mx] === '/sUnknown.png') cellGrid[my][mx] = '/sMine.png'
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}
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// 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
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for (let y = 0; y < cellGrid.length; y++) {
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for (let x = 0; x < cellGrid[y].length; x++) {
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@@ -98,10 +126,8 @@ function gameOver(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x:
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}
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cellGrid[y][x] = '/sExploded.png'
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gameStatus = 3
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return 3
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}
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export { getDirections, genCellGrid, genMineGrid, cliqueGauche, cliqueDroit } // export des fonctions
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export type { Directions, CellGrid, MineGrid } // export des types
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//test
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@@ -4,13 +4,13 @@ import { getDirections, genCellGrid, genMineGrid, cliqueGauche, cliqueDroit } fr
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import type { CellGrid, MineGrid } from '@/utils/game'
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// Variables du jeu
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const width = 10
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const length = 15
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const nbMines = 25
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const width = ref(10)
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const length = ref(15)
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const nbMines = ref(25)
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// Création grille des cases
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const cellGrid = ref<CellGrid>([])
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cellGrid.value = genCellGrid(width, length)
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cellGrid.value = genCellGrid(width.value, length.value)
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// Création grille des mines
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let mineGrid: MineGrid = []
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@@ -21,13 +21,8 @@ const timer = ref(0)
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let timerInterval: number | undefined = undefined
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watch(gameStatus, async (status) => {
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if (status === 1) {
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timerInterval = setInterval(() => timer.value++, 1000)
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} else {
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if (timerInterval !== null) clearInterval(timerInterval)
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if (status === 2) alert('Vous avez gagné !')
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if (status === 3) alert('Vous avez perdu !')
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}
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if (status === 1) timerInterval = setInterval(() => timer.value++, 1000)
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else clearInterval(timerInterval)
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})
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// État pour gérer le clic et la position de la cellule
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@@ -52,11 +47,11 @@ const handleMouseDown = (rowIndex: number, cellIndex: number) => {
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const handleMouseUp = async (rowIndex: number, cellIndex: number) => {
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isMouseDown.value = false
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if (!mineGrid.length) {
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mineGrid = genMineGrid(width, length, nbMines, cellIndex, rowIndex)
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mineGrid = genMineGrid(width.value, length.value, nbMines.value, cellIndex, rowIndex)
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gameStatus.value = 1
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}
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cliqueGauche(gameStatus.value, cellGrid.value, mineGrid, cellIndex, rowIndex)
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gameStatus.value = cliqueGauche(cellGrid.value, mineGrid, cellIndex, rowIndex)
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currentCell.value = null
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// Réinitialiser les cases surlignées
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@@ -125,37 +120,59 @@ onUnmounted(() => document.removeEventListener('mousemove', handleGlobalMouseMov
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<template>
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<div class="main">
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<div class="space">
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<h1>Solo</h1>
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<div class="timer" :gameStatus>{{ timer }}</div>
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<div class="timer" :gameStatus>Timer : {{ timer }}</div>
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<div class="menu">
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<input type="number" v-model="width" min="10" max="50" />Lignes (10-50)
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<input type="number" v-model="length" min="10" max="50" />Colonnes (10-50)
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<input type="number" v-model="nbMines" min="10" max="250" />Mines (10-250)
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<button @click="gameStatus = 0">Nouvelle partie</button>
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</div>
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</div>
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<div class="grid">
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<div v-for="(row, rowIndex) in cellGrid" :key="rowIndex" class="row">
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<div v-for="(cell, cellIndex) in row" :key="cellIndex">
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<img class="cell" :src="cell"
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@mousedown.right="cliqueDroit(cellGrid, cellIndex, rowIndex)"
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@mousedown.left="handleMouseDown(rowIndex, cellIndex)"
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@mouseup.left="handleMouseUp(rowIndex, cellIndex)"
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@mousemove="handleMouseMove(rowIndex, cellIndex)"
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<img v-for="(cell, cellIndex) in row" :key="cellIndex" class="cell" :src="cell"
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@mousedown.right="gameStatus == 1 ? cliqueDroit(cellGrid, cellIndex, rowIndex) : null"
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@mousedown.left="gameStatus == 0 || gameStatus == 1 ? handleMouseDown(rowIndex, cellIndex) : null"
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@mouseup.left="gameStatus == 0 || gameStatus == 1 ? handleMouseUp(rowIndex, cellIndex) : null"
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@mousemove="gameStatus == 0 || gameStatus == 1 ? handleMouseMove(rowIndex, cellIndex) : null"
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@contextmenu.prevent
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@select.prevent
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draggable="false"
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/>
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</div>
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</div>
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</div>
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<div class="grid">
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<div v-for="(row, rowIndex) in cellGrid" :key="rowIndex" class="row">
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<div v-for="(cell, cellIndex) in row" :key="cellIndex">
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<img class="cell" :src="mineGrid.some(mine => mine[0] === cellIndex && mine[1] === rowIndex) ? '/sMine.png' : '/sEmpty.png'" />
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</div>
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</div>
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</div>
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<transition name="fade">
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<div v-if="gameStatus === 2" class="message">Vous avez gagné !</div>
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<div v-else-if="gameStatus === 3" class="message">Vous avez perdu !</div>
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</transition>
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</div>
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</template>
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<style scoped>
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.space {
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display: flex;
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align-items: flex-start;
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justify-content: flex-start;
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width: 100%;
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margin: 30px 60px;
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h1 {
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flex: 2;
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}
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}
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.menu {
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flex: 2;
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display: flex;
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input {
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margin-left: 20px;
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}
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}
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.grid {
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display: grid;
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border: 10px solid black;
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border: 4px solid rgb(65, 65, 65);
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}
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.row {
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display: flex;
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