Files
MultiMinesweeper-UI/src/utils/game.ts
2024-10-25 18:28:04 +02:00

107 lines
5.9 KiB
TypeScript

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]]
}
function genCellGrid(width: number, length: number): CellGrid { // fonction genCellGrid (génération de la grille de jeu)
return Array.from({ length: width }, () => Array.from({ length: length }, () => "/sUnknown.png"))
}
function genMineGrid(width: number, length: number, nbMines: number, fx: number, fy: number): MineGrid { // fonction genMineGrid (génération des bombes)
const mineGrid: MineGrid = [] // initialisation de la grille de bombes
const directions = getDirections(fx, fy)
while (mineGrid.length < nbMines) { // boucle pour placer les bombes
const x = Math.floor(Math.random() * length) // position x de la bombe
const y = Math.floor(Math.random() * width) // position y de la bombe
const indice = [x, y]
if (directions.some(d => d[0] === x && d[1] === y) || (x === fx && y === fy)) continue // vérifie si la bombe n'est pas déjà placée et si ce n'est pas le premier clic
if (!mineGrid.some(m => m[0] === x && m[1] === y)) mineGrid.push(indice) // vérifie si la bombe n'est pas déjà placée et si ce n'est pas le premier clic
}
mineGrid.sort((a, b) => a[0] - b[0] || a[1] - b[1]) // Trier les bombes par ordre x puis y
return mineGrid // retour de la grille de bombes
}
function cliqueGauche(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: 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)
}
function cliqueDroit(cellGrid: string[][], x: number, y: number) { // fonction cliqueDroit (flag d'une case) // modification de l'image de la case
switch (cellGrid[y][x]) {
case '/sUnknown.png':
cellGrid[y][x] = "/sFlag.png"
break
case '/sFlag.png':
cellGrid[y][x] = "/sQuestion.png"
break
case '/sQuestion.png':
cellGrid[y][x] = "/sUnknown.png"
break
}
}
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)
let minesAdjacentes = 0
const directions = getDirections(x, y)
for (const [dx, dy] of directions) {
if (dx < 0 || dx >= cellGrid[0].length || dy < 0 || dy >= cellGrid.length) continue
if (mineGrid.some(m => m[0] === dx && m[1] === dy)) minesAdjacentes++
}
if (minesAdjacentes > 0) cellGrid[y][x] = `/s${minesAdjacentes}.png`
else {
cellGrid[y][x] = '/sEmpty.png'
for (const [dx, dy] of directions) {
if (dx >= 0 && dx < cellGrid[0].length && dy >= 0 && dy < cellGrid.length && cellGrid[dy][dx] === '/sUnknown.png') {
checkCell(gameStatus, cellGrid, mineGrid, dx, dy)
}
}
}
}
function revealCell(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: number) {
const directions = getDirections(x, y)
let flagCount = 0
for (const [dx, dy] of directions) {
if (dx >= 0 && dx < cellGrid[0].length && dy >= 0 && dy < cellGrid.length && cellGrid[dy][dx] === '/sFlag.png') flagCount++
}
const cellValue = parseInt(cellGrid[y][x].match(/\/s(\d)\.png$/)?.[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') {
cellGrid[dy][dx] = '/sUnknown.png'
checkCell(gameStatus, cellGrid, mineGrid, dx, dy)
}
}
}
}
function gameOver(gameStatus: number, cellGrid: CellGrid, mineGrid: MineGrid, x: number, y: 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++) {
if (cellGrid[y][x] === '/sFlag.png') if (!mineGrid.some(m => m[0] === x && m[1] === y)) cellGrid[y][x] = '/sFlagWrong.png'
}
}
cellGrid[y][x] = '/sExploded.png'
gameStatus = 3
}
export { getDirections, genCellGrid, genMineGrid, cliqueGauche, cliqueDroit } // export des fonctions
export type { Directions, CellGrid, MineGrid } // export des types
//test