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https://github.com/RGBCube/serenity
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Minesweeper: Implement some feature requests.
Someone was playing this game and suggested a number of improvements so here we go trying to address them: - Add "chording" support, where you can click a numbered square using both mouse buttons simultaneously to sweep all non-flagged adjacent squares. - Mis-flagged squares are now revealed as such on game over, with a special "bad flag" icon. - The game timer now shows tenths of seconds. It also doesn't start until you click the first square. - Add the three difficulty modes from the classic Windows version.
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5 changed files with 213 additions and 40 deletions
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@ -2,12 +2,21 @@
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#include <LibGUI/GFrame.h>
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#include <LibCore/CTimer.h>
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#include <AK/Noncopyable.h>
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class SquareButton;
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class Field;
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class GButton;
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class GLabel;
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class SquareButton;
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class SquareLabel;
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struct Square {
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class Square {
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AK_MAKE_NONCOPYABLE(Square)
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public:
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Square() { }
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~Square();
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Field* field { nullptr };
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bool is_swept { false };
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bool has_mine { false };
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bool has_flag { false };
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@ -15,10 +24,14 @@ struct Square {
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int column { 0 };
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int number { 0 };
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SquareButton* button { nullptr };
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GLabel* label { nullptr };
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SquareLabel* label { nullptr };
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template<typename Callback> void for_each_neighbor(Callback);
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};
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class Field final : public GFrame {
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friend class Square;
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friend class SquareLabel;
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public:
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Field(GLabel& flag_label, GLabel& time_label, GButton& face_button, GWidget* parent);
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virtual ~Field() override;
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@ -28,19 +41,25 @@ public:
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int mine_count() const { return m_mine_count; }
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int square_size() const { return 15; }
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void set_field_size(int rows, int columns, int mine_count);
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void reset();
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Function<void()> on_size_changed;
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private:
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virtual void paint_event(GPaintEvent&) override;
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void on_square_clicked(Square&);
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void on_square_right_clicked(Square&);
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void on_square_chorded(Square&);
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void game_over();
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void win();
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void reveal_mines();
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void set_chord_preview(Square&, bool);
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Square& square(int row, int column) { return m_squares[row * columns() + column]; }
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const Square& square(int row, int column) const { return m_squares[row * columns() + column]; }
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Square& square(int row, int column) { return *m_squares[row * columns() + column]; }
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const Square& square(int row, int column) const { return *m_squares[row * columns() + column]; }
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void flood_fill(Square&);
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@ -53,15 +72,20 @@ private:
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int m_columns { 9 };
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int m_mine_count { 10 };
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int m_unswept_empties { 0 };
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Vector<Square> m_squares;
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Vector<OwnPtr<Square>> m_squares;
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RetainPtr<GraphicsBitmap> m_mine_bitmap;
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RetainPtr<GraphicsBitmap> m_flag_bitmap;
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RetainPtr<GraphicsBitmap> m_badflag_bitmap;
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RetainPtr<GraphicsBitmap> m_default_face_bitmap;
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RetainPtr<GraphicsBitmap> m_good_face_bitmap;
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RetainPtr<GraphicsBitmap> m_bad_face_bitmap;
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RetainPtr<GraphicsBitmap> m_number_bitmap[8];
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GButton& m_face_button;
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GLabel& m_flag_label;
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GLabel& m_time_label;
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CTimer m_timer;
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int m_seconds_elapsed { 0 };
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int m_time_elapsed { 0 };
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int m_flags_left { 0 };
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Face m_face { Face::Default };
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bool m_chord_preview { false };
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};
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