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MineSweeperLogic.js
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MineSweeperLogic.js
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class MineSweeperLogic{
// _rows;
// _columns;
// _noOfMines;
// _layoutMatrix;
// _flagCount;
// _timerCount;
// _timerInterval;
// _generator;
// _status;
// _handlers;
// _spaceChar;
// _mineChar;
constructor(rows,columns,noOfMines) {
this._spaceChar = ' ';
this._mineChar = '💥';
this._generator = new MinesweeperGenerator(this._mineChar,this._spaceChar);
this._rows = rows;
this._columns = columns;
this._noOfMines = this._flagCount = noOfMines;
this._timerCount = 0;
this._layoutMatrix = this._generator.generate(rows, columns, noOfMines);
this._status = 'created';
this._handlers = [];
}
getLayout(){
return this._layoutMatrix;
}
resetGame(rows,columns,noOfMines) {
this._stopTimer();
this._rows = rows || this._rows;
this._columns = columns || this._columns;
this._noOfMines = this._flagCount = noOfMines || this._noOfMines;
this._timerCount = 0;
this._layoutMatrix = this._generator.generate(rows, columns, noOfMines);
this._status = 'created';
this._triggerEvent('game_reset',{flagCount:this._flagCount,timerCount:this._timerCount});
}
_startTimer(){
this._triggerEvent('timer_start',{timerCount:this._timerCount,flagCount:this._flagCount});
this._timerInterval = setInterval(()=>{
++this._timerCount;
this._triggerEvent('timer_count',{timerCount:this._timerCount});
},1000);
}
_stopTimer(){
if (this._timerInterval) {
clearInterval(this._timerInterval);
this._triggerEvent('timer_stop',{timerCount:this._timerCount});
}
}
_triggerEvent(event,data){
this._handlers.forEach(handle => {
handle(event,data);
});
}
onEvent(handler){
this._handlers.push( handler );
}
_revealMines(){
this._layoutMatrix.forEach( col => col.forEach( block => block.isMine && !block.isRevealed && this.reveal(block.x,block.y) ) );
}
reveal(x,y){
let blck = this._layoutMatrix[x][y];
if(this._status === 'created'){
this._startTimer();
this._status = 'running';
}
blck.isRevealed = true;
this._triggerEvent('block_reveal',{block:blck});
if (blck.isMine && this._status !== 'finished') {
this._stopTimer();
this._triggerEvent('game_over',{block:blck});
this._status = 'finished';
this._revealMines();
return;
}
switch ( blck.val ) {
case this._spaceChar:
let adjecentBlocks = [
[x + 1, y + 1],
[x - 1, y - 1],
[x + 1, y],
[x - 1, y],
[x, y + 1],
[x, y - 1],
[x + 1, y - 1],
[x - 1, y + 1]
];
for (const cord of adjecentBlocks) {
let temp = this._layoutMatrix[cord[0]] && this._layoutMatrix[cord[0]][cord[1]];
if (temp && !temp.isRevealed) {
this.reveal(cord[0],cord[1]);
}
}
break;
default:
break;
}
}
_allFlagsPlacedCorrectly(){
return this._layoutMatrix.every( col => col.filter( blk => blk.isMine ).every( block => block.isflagged ) );
}
flag(x,y){
let temp = this._layoutMatrix[x][y];
if (!temp.isflagged && this._flagCount) {
temp.isflagged = true;
--this._flagCount;
this._triggerEvent('flag_updated',{isFlagged:temp.isflagged,flagCount:this._flagCount,block:temp});
if (!this._flagCount && this._allFlagsPlacedCorrectly()) {
this._triggerEvent('game_completed');
this._stopTimer();
this._status = 'finished';
}
return;
}
if(temp.isflagged){
temp.isflagged = false;
++this._flagCount;
this._triggerEvent('flag_updated',{isFlagged:temp.isflagged,flagCount:this._flagCount,block:temp});
return;
}
}
}