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//Felix Albrigtsen 2019
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//Auto logic for minesweeper, not required for actual gameplay.
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var botTimer = undefined;
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function autoMove() {
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//Automatically chose the statistically best move to do. The machine only has the same info as the player.
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//When it knows nothing: Select by random.
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//For each untouched cell(not marked and not revealed), generate the probability of the cell being a bomb.
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//For a cell with 100% chance of being a bomb, instantly mark it.
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//For a cell with 0% chance of being a bomb, reveal it.
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//If no cells have 100% or 0% chance, reveal the one with the highest probability
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//The probability of a cell is calculated by taking the average of each revealed neighbor cell's (neighbor mines - marked neighbors).
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// Unless one or more of its neighbors gives it a 0% or 100%.
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timer_hasCheated = true;
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if (finished) { clearInterval(botTimer); return; }
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var probabilityBoard = [];
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for(var index = 0; index < board.length; index++) {
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probabilityBoard.push(calculateProbability(index));
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}
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var lowestChance = [1, -1]; // [value, index]
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for (var i = 0; i < board.length; i++) {
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if (probabilityBoard[i] == 1) {
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interact(i%cols, (i-(i%cols))/cols, true);
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return;
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}
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if (probabilityBoard[i] == 0) {
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interact(i%cols, (i-(i%cols))/cols, false);
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return;
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}
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if ((probabilityBoard[i] < lowestChance[0]) && (probabilityBoard[i] != -1)) {
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lowestChance = [probabilityBoard[i], i];
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}
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}
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var lowestChanceIndex = lowestChance[1];
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var x = lowestChanceIndex%cols;
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var y = (lowestChanceIndex - x) / cols;
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interact(x, y, false);
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console.log("Choosing " + lowestChanceIndex + " with a bomb chance of " + lowestChance[0].toString());
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}
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function calculateProbability(index) {
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if (board[index].revealed) { //Can't be a bomb, don't even consider it
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return -1;
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}
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if (board[index].marked) { //MUST be a bomb, ignore it
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return 2;
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}
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var neighborIndexes = neighborIndexOffsets.map(x => x + index);
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var usefulNeighbors = [];
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for (var i = 0; i < neighborIndexes.length; i++) {
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if ((neighborIndexes[i] < board.length) && (neighborIndexes[i] >= 0) && (abs((index%cols) - board[neighborIndexes[i]].x) <= 1)) {
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if (board[neighborIndexes[i]].revealed) {
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usefulNeighbors.push(neighborIndexes[i]);
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}
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}
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}
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if (usefulNeighbors.length == 0) { //If we dont know anything, use the random chance value
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return ((mineCount-markedBombs) / (rows*cols));
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}
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var neighborChances = [];
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for (var i = 0; i < usefulNeighbors.length; i++) {
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var markedNeighbors = countMarkedNeighbors(usefulNeighbors[i]);
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var missingMarks = board[usefulNeighbors[i]].neighbors - markedNeighbors;
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var untouchedNeighbors = countUntouchedNeighbors(usefulNeighbors[i]);
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if (missingMarks == untouchedNeighbors + markedNeighbors) {
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return 1; //100 %
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}
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if (missingMarks == 0) {
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return 0; //0%, all mines are marked
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}
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neighborChances.push(missingMarks / untouchedNeighbors);
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}
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//return average(neighborChances);
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return maxValue(neighborChances);
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}
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function countMarkedNeighbors(index) {
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var neighborIndexes = neighborIndexOffsets.map(x => x + index);
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var markedNeighbors = 0;
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for (var i = 0; i < neighborIndexes.length; i++) {
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if ((neighborIndexes[i] >= 0) && (neighborIndexes[i] < board.length) && (abs((index%cols) - board[neighborIndexes[i]].x) <= 1)) {
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if (board[neighborIndexes[i]].marked) {
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markedNeighbors++;
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}
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}
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}
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return markedNeighbors;
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}
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function countUntouchedNeighbors(index) {
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var neighborIndexes = neighborIndexOffsets.map(x => x + index);
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var untouchedNeighbors = 0;
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for (var i = 0; i < neighborIndexes.length; i++) {
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if ((neighborIndexes[i] >= 0) && (neighborIndexes[i] < board.length) && (abs((index%cols) - board[neighborIndexes[i]].x) <= 1)) {
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if ((!board[neighborIndexes[i]].marked) && (!board[neighborIndexes[i]].revealed)) {
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untouchedNeighbors++;
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}
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}
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}
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return untouchedNeighbors;
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}
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function average(list) {
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var sum = 0;
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var len= list.length;
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for (var i = 0; i < len; i++) {
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sum += list[i];
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}
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return sum/len;
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}
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function maxValue(list) {
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if (list.length == 0) { return -1; }
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var largest = list[0];
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for (var i = 1; i < list.length; i++) {
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if (list[i] > largest) {
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largest = list[i];
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}
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}
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return largest;
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}
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//Felix Albrigtsen 2019
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//Cell object and methods for minesweeper.
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class Cell {
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constructor(x_, y_) {
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this.mine = false;
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this.revealed = false;
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this.marked = false;
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this.x = x_;
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this.y = y_;
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this.boardIndex = (this.y*cols) + this.x;
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}
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mark() {
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this.marked = !this.marked;
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}
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countNeighbors() {
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var neighborIndexes = neighborIndexOffsets.map(x => x + this.boardIndex);
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var neighborMines = 0;
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for (var i = 0; i < neighborIndexes.length; i++) {
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if (((neighborIndexes[i] >= 0) && (neighborIndexes[i] < board.length)) && (abs(this.x - board[neighborIndexes[i]].x) <= 1)) {
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if (board[neighborIndexes[i]].mine) { neighborMines++; }
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}
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}
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this.neighbors = neighborMines;
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}
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reveal() {
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if (this.mine) {
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//Game over, instant loss
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gameover = true;
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for (var i = 0; i < board.length; i++) {
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if (!board[i].mine) { board[i].reveal(); }
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}
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} else {
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this.revealed = true;
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}
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if (this.neighbors == 0) {
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var neighborIndexes = neighborIndexOffsets.map(x => x + this.boardIndex);
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for (var i = 0; i < neighborIndexes.length; i++) {
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if (((neighborIndexes[i] >= 0) && (neighborIndexes[i] < board.length)) && (abs(this.x - board[neighborIndexes[i]].x) <= 1)) {
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if (!board[neighborIndexes[i]].revealed) {
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board[neighborIndexes[i]].reveal();
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}
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}
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}
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}
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}
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}
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Binary file not shown.
After Width: | Height: | Size: 1.1 KiB |
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<!doctype html>
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<html>
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<head>
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<!-- Global site tag (gtag.js) - Google Analytics -->
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<script async src="https://www.googletagmanager.com/gtag/js?id=UA-153522520-1"></script>
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||||
<script>
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window.dataLayer = window.dataLayer || [];
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function gtag(){dataLayer.push(arguments);}
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gtag('js', new Date());
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gtag('config', 'UA-153522520-1');
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</script>
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||||
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<script language="javascript" type="text/javascript" src="libraries/p5.js"></script>
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<script language="javascript" type="text/javascript" src="cell.js"></script>
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<script language="javascript" type="text/javascript" src="ai.js"></script>
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<script language="javascript" type="text/javascript" src="timer.js"></script>
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<meta charset="utf-8">
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<title>Minesweeper</title>
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<link href="style.css" rel="stylesheet" type="text/css">
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</head>
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<body>
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<div id="gameDiv">
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<h2 id="titleHead">Minesweeper.no</h2>
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<span><button id="btn_new_0">Easy</button>
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<button id="btn_new_1">Medium</button>
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<button id="btn_new_2">Hard</button>
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<button id="btn_new_3">Extreme</button></span>
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<div id="canvasDiv"></div>
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</div>
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<div id="leftPane">
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<button id="btn_start" class="paneBtn">Start Auto-Solve</button>
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<button id="btn_stop" class="paneBtn">Stop Auto-Solve</button>
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<button id="btn_step" class="paneBtn">Step Auto-Solve</button>
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<br><br><br>
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<button id="btn_help" class="paneBtn">Help</button>
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<br><br><br>
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<h2 id="timerText"></h2>
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<br><br>
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<p>Felix Albrigtsen</p>
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</div>
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<script language="javascript" type="text/javascript" src="sketch.js"></script>
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<div id="helpOverlay">
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<h1>Instructions</h1>
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<br>
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<p class="helpText">The game of minesweeper is a logical puzzle game with an element of chance.<br>
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Your goal is to "open" all cells, either by revealing them (clicking) or marking them (shift + click).<br>
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Some squares are mines/bombs, but most are safe to click. If you accidentally click a mine, the game is over.
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When you fail, all cells will be opened, and you must restart the game(See below).<br>
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If you click a square where no "neighbors", meaning the 8 squares directly touching it, are bombs, it will be blank
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and light gray. It will also reveal all it's neighbors. If a square has one or more neighbors that ARE bombs, they will
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display the number of explosive neighbors. You must use these numbers to find out what sqaures are safe.
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When you have successfully categorized all the squares as mines or safe, they will be marked in green, and you won.<br>
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</p>
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<br>
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<h2>Inputs / Controls     Difficulties</h2>
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<div id="tableDiv">
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<table class="helpTable">
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<thead>
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<th>Function</th>
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<th>Button</th>
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</thead>
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<tr>
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<td>Reveal</td>
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<td>W or Click</td>
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</tr>
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<tr>
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<td>Mark as unsafe</td>
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<td>Q or Shift + click </td>
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</tr>
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<tr>
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<td>Restart game</td>
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<td>R</td>
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</tr>
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<tr>
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<td>Automatic / best move</td>
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<td>A</td>
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</tr>
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<tr>
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<td>Restart and change difficulty</td>
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<td>Buttons above the play field</td>
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</tr>
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</table>
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<table class="helpTable">
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||||
<thead>
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<th>Difficulty</th>
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||||
<th>Rows</th>
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<th>Columns</th>
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<th>Mines</th>
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<th>Mine percentage</th>
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</thead>
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<tr>
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<td>Easy</td>
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<td>10</td>
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<td>10</td>
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<td>10</td>
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<td>10%</td>
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</tr>
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<tr>
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||||
<td>Medium</td>
|
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<td>16</td>
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<td>16</td>
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<td>38</td>
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||||
<td>15%</td>
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</tr>
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<tr>
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||||
<td>Hard</td>
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||||
<td>16</td>
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||||
<td>26</td>
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||||
<td>83</td>
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||||
<td>20%</td>
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||||
</tr>
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<tr>
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<td>Extreme</td>
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||||
<td>30</td>
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<td>36</td>
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<td>216</td>
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<td>20%</td>
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</tr>
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</table>
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</div>
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<br>
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<h2>Auto-Move info</h2>
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<p class="helpText">
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This version of Minesweeper is equipped with an auto-move function. This "AI" software does not have access to any more information than the player does.
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It can only see what cells are revealed, and the numbers inside the revealed cells. Using this data, it will try calculate the probability of each cell
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being a mine, and mark/reveal it accordingly. It can make mistakes, as minesweeper also is a game of chance. Remember: Using the auto-move function will stop the timer!
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||||
</p>
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</div>
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||||
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<div id="bottomPadding">
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<br>
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</div>
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||||
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||||
<script>
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||||
document.getElementById("btn_new_0").onclick = function() {
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||||
if (refreshPage) {
|
||||
window.location.href = window.location.pathname + "?d=0";
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||||
} else {
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||||
setDifficulty(0);
|
||||
}
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||||
}
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||||
document.getElementById("btn_new_1").onclick = function() {
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if (refreshPage) {
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window.location.href = window.location.pathname + "?d=1";
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||||
} else {
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setDifficulty(1);
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||||
}
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||||
}
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||||
document.getElementById("btn_new_2").onclick = function() {
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||||
if (refreshPage) {
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||||
window.location.href = window.location.pathname + "?d=2";
|
||||
} else {
|
||||
setDifficulty(2);
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||||
}
|
||||
}
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||||
document.getElementById("btn_new_3").onclick = function() {
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||||
if (refreshPage) {
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||||
window.location.href = window.location.pathname + "?d=3";
|
||||
} else {
|
||||
setDifficulty(3);
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||||
}
|
||||
}
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||||
|
||||
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||||
document.getElementById("btn_start").onclick = function() {
|
||||
if (botTimer != undefined) { return; }
|
||||
botTimer = setInterval(autoMove, 700);
|
||||
}
|
||||
document.getElementById("btn_stop").onclick = function() {
|
||||
clearInterval(botTimer);
|
||||
botTimer = undefined;
|
||||
}
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||||
document.getElementById("btn_step").onclick = function() {
|
||||
autoMove();
|
||||
}
|
||||
document.getElementById("btn_help").onclick = function() {
|
||||
document.getElementById("helpOverlay").style.display = "block";
|
||||
}
|
||||
document.getElementById("helpOverlay").onclick = function() {
|
||||
document.getElementById("helpOverlay").style.display = "none";
|
||||
}
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,239 @@
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//Felix Albrigtsen 2019
|
||||
//Main code for minesweeper, dependent on cell.js, and partly on ai.js.
|
||||
|
||||
//Display and board settings
|
||||
var cellSize = 23;
|
||||
var padding = 3;
|
||||
var rows = 16;
|
||||
var cols = 16;
|
||||
var mineCount = 30;
|
||||
var canvWidth = (cols * (cellSize + padding)) + 1.5*padding;
|
||||
var canvHeight = (rows * (cellSize + padding)) + 1.5*padding;
|
||||
|
||||
//Game state variables
|
||||
var finished = false;
|
||||
var gameover = false;
|
||||
var markedBombs = 0;
|
||||
var board = [];
|
||||
|
||||
//Calculate these values once, instead of each time
|
||||
var neighborIndexOffsets = [-cols-1, -cols, -cols+1, -1, 1, cols-1, cols, cols+1];
|
||||
|
||||
var refreshPage = true; //Refresh when changing difficulty
|
||||
var refreshPage_reset = false; // Do not refresh when hitting R, it takes too long
|
||||
|
||||
|
||||
function setDifficulty(level) {
|
||||
switch (level) {
|
||||
case 0:
|
||||
rows = 10;
|
||||
cols = 10;
|
||||
padding = 3;
|
||||
mineCount = 10;
|
||||
break;
|
||||
case 1:
|
||||
rows = 16;
|
||||
cols = 16;
|
||||
padding = 3;
|
||||
mineCount = 38;
|
||||
break;
|
||||
case 2:
|
||||
rows = 20;
|
||||
cols = 22;
|
||||
padding = 2;
|
||||
mineCount = 88;
|
||||
break;
|
||||
case 3:
|
||||
rows = 30;
|
||||
cols = 32;
|
||||
padding = 2;
|
||||
mineCount = 192;
|
||||
break;
|
||||
default:
|
||||
rows = 16;
|
||||
cols = 16;
|
||||
padding = 3;
|
||||
mineCount = 38;
|
||||
|
||||
}
|
||||
|
||||
//CanvWidth = cols * (padding + cellsize)
|
||||
//cellsize = canvWidth / cols - padding
|
||||
|
||||
//var boardMaxHeight = Math.max(document.documentElement.clientHeight, window.innerHeight || 0) * 0.75;
|
||||
//cellSize = ((boardMaxHeight / rows)-padding) + (3-level);
|
||||
|
||||
var boardMaxWidth = Math.max(document.documentElement.clientHeight, window.innerHeight || 0) * 0.7;
|
||||
cellSize = ((boardMaxWidth / cols)-padding) + (3-level);
|
||||
|
||||
while (cols * (padding + cellSize) > Math.max(document.documentElement.clientWidth, window.innerWidth || 0)) {
|
||||
cellSize--;
|
||||
}
|
||||
|
||||
canvWidth = (cols * (cellSize + padding)) + 1.5*padding;
|
||||
canvHeight = (rows * (cellSize + padding)) + 1.5*padding;
|
||||
|
||||
neighborIndexOffsets = [-cols-1, -cols, -cols+1, -1, 1, cols-1, cols, cols+1]
|
||||
reset();
|
||||
}
|
||||
|
||||
function setup() {
|
||||
noLoop();
|
||||
reset();
|
||||
if (getURLParams().d != undefined) {
|
||||
setDifficulty(parseInt(getURLParams().d));
|
||||
} else {
|
||||
setDifficulty(1);
|
||||
}
|
||||
}
|
||||
|
||||
function reset() {
|
||||
createCanvas(canvWidth, canvHeight).parent("canvasDiv");
|
||||
textSize(cellSize);
|
||||
|
||||
board = [];
|
||||
finished = false;
|
||||
gameover = false;
|
||||
markedBombs = false;
|
||||
|
||||
for (var i = 0; i < rows; i++) {
|
||||
for (var j = 0; j < cols; j++) {
|
||||
board.push(new Cell(j, i));
|
||||
}
|
||||
}
|
||||
|
||||
placeMines();
|
||||
|
||||
for (var i = 0; i < board.length; i++) {
|
||||
board[i].countNeighbors();
|
||||
}
|
||||
|
||||
draw();
|
||||
|
||||
timer_running = false;
|
||||
if (timerInterval) { clearInterval(timerInterval); }
|
||||
timerInterval = undefined;
|
||||
timer_hasCheated = false;
|
||||
timer_ms = -1;
|
||||
timerTick();
|
||||
|
||||
}
|
||||
|
||||
function draw() {
|
||||
markedBombs = 0;
|
||||
background(50);
|
||||
|
||||
if (gameover || finished) {
|
||||
stopTimer();
|
||||
}
|
||||
|
||||
for (var i = 0; i < board.length; i++) {
|
||||
if (board[i].revealed) {
|
||||
fill(200);
|
||||
} else {
|
||||
fill(100);
|
||||
if (board[i].marked) {
|
||||
fill(255, 100, 0);
|
||||
markedBombs++;
|
||||
}
|
||||
if (finished) {
|
||||
fill(0, 255, 0);
|
||||
}
|
||||
}
|
||||
|
||||
if (gameover && board[i].mine) {
|
||||
fill(255,0,0);
|
||||
}
|
||||
|
||||
rect(board[i].x * (cellSize + padding) + padding, board[i].y * (cellSize + padding) + padding, cellSize, cellSize);
|
||||
|
||||
if (board[i].revealed) {
|
||||
fill(50);
|
||||
if (board[i].neighbors != 0) {
|
||||
text(board[i].neighbors, (board[i].x + 0.32) * (cellSize + padding), (board[i].y+0.9) * (cellSize + padding));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function placeMines() {
|
||||
var placed = 0;
|
||||
while (placed != mineCount) {
|
||||
//Place mines, make sure that the same square isn't selected again
|
||||
var i = Math.floor(Math.random() * board.length);
|
||||
|
||||
if (!board[i].mine) {
|
||||
board[i].mine = true;
|
||||
placed++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function test_finished() {
|
||||
for (var i = 0; i < board.length; i++) {
|
||||
if (board[i].mine && !board[i].marked) { return false;}
|
||||
if (!board[i].revealed && !board[i].mine) { return false; }
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function interact(x, y, mark) {
|
||||
if (document.getElementById("helpOverlay").style.display == "block") { return; }
|
||||
|
||||
var index = (y * cols) + x;
|
||||
//console.log("x: " + x.toString() + " y: " + y.toString());
|
||||
if (mark) {
|
||||
board[index].mark();
|
||||
} else {
|
||||
board[index].reveal();
|
||||
}
|
||||
|
||||
finished = test_finished();
|
||||
|
||||
if (!timer_running) {
|
||||
startTimer();
|
||||
}
|
||||
|
||||
draw();
|
||||
}
|
||||
|
||||
function mouseClicked() {
|
||||
|
||||
if ((mouseX < 0) || (mouseX >= canvWidth)) { return; }
|
||||
if ((mouseY < 0) || (mouseY >= canvHeight)) { return; }
|
||||
|
||||
var ix = Math.floor((mouseX-padding) / (cellSize + padding));
|
||||
var iy = Math.floor((mouseY-padding) / (cellSize + padding));
|
||||
|
||||
interact(ix, iy, keyIsDown(SHIFT));
|
||||
}
|
||||
|
||||
function keyPressed() {
|
||||
if (keyIsDown(82)) { //Reset when you click R
|
||||
if (refreshPage_reset) {
|
||||
window.location.reload();
|
||||
} else {
|
||||
reset();
|
||||
}
|
||||
}
|
||||
|
||||
if (keyIsDown(65)) {
|
||||
autoMove(false); //Automove when you click A
|
||||
}
|
||||
|
||||
if (keyIsDown(87)) { //Click with W
|
||||
var ix = Math.floor((mouseX-padding) / (cellSize + padding));
|
||||
var iy = Math.floor((mouseY-padding) / (cellSize + padding));
|
||||
|
||||
interact(ix, iy, false);
|
||||
}
|
||||
|
||||
if (keyIsDown(81)) { //Mark with Q
|
||||
var ix = Math.floor((mouseX-padding) / (cellSize + padding));
|
||||
var iy = Math.floor((mouseY-padding) / (cellSize + padding));
|
||||
|
||||
interact(ix, iy, true);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,155 @@
|
|||
@charset "utf-8";
|
||||
|
||||
body {
|
||||
display: grid;
|
||||
grid-template-columns: 1fr 5fr 2fr 2fr;
|
||||
grid-template-rows: 1fr 7fr 6fr;
|
||||
|
||||
background: rgb(175,175,175);
|
||||
background: radial-gradient(circle, rgba(175,175,175,1) 0%, rgba(53,53,54,1) 100%);
|
||||
|
||||
max-height: 100vh;
|
||||
}
|
||||
|
||||
#helpOverlay {
|
||||
display: none;
|
||||
position: absolute;
|
||||
top: 0;
|
||||
bottom: 0;
|
||||
right: 0;
|
||||
left: 0;
|
||||
width: 100vw;
|
||||
height: 200vh;
|
||||
background-color: rgba(0,0,0,0.85);
|
||||
cursor: pointer;
|
||||
color: white;
|
||||
text-align: center;
|
||||
|
||||
}
|
||||
|
||||
.helpText {
|
||||
width: 60%;
|
||||
margin: 0 auto;
|
||||
font-size: 18px;
|
||||
}
|
||||
|
||||
.helpTable {
|
||||
display: inline-block;
|
||||
color: white;
|
||||
margin: 0 auto;
|
||||
font-size: 18px;
|
||||
padding: 10px;
|
||||
border: 2px solid white;
|
||||
height: 158px;
|
||||
}
|
||||
|
||||
.helpTable > td {
|
||||
padding-left: 10px;
|
||||
padding-right: 10px;
|
||||
}
|
||||
|
||||
#titleHead {
|
||||
color: white;
|
||||
font-size: 22px;
|
||||
font-family: "Franklin Gothic Bold", "Arial Black", "sans-serif";
|
||||
text-align: center;
|
||||
margin: auto;
|
||||
margin-bottom: 2%;
|
||||
padding: 20px;
|
||||
|
||||
background-color: midnightblue;
|
||||
width: 400px;
|
||||
height: 70%;
|
||||
border-radius: 10px;
|
||||
|
||||
}
|
||||
|
||||
#gameDiv {
|
||||
grid-column: 2 / 3;
|
||||
grid-row: 2 / 3;
|
||||
text-align: center;
|
||||
margin: auto 0 600px auto;
|
||||
}
|
||||
|
||||
#canvasDiv {
|
||||
margin-top: 5px;
|
||||
}
|
||||
|
||||
#leftPane {
|
||||
grid-column: 3 / 4;
|
||||
grid-row: 1 / 3;
|
||||
|
||||
margin: 10px;
|
||||
padding: 30px;
|
||||
text-align: center;
|
||||
border: 2px solid black;
|
||||
border-radius: 10px;
|
||||
background-color: whitesmoke;
|
||||
|
||||
max-width: 200px;
|
||||
height: 45%;
|
||||
margin: 20% auto auto 5%;
|
||||
|
||||
}
|
||||
|
||||
#timerText {
|
||||
font-size: 26px;
|
||||
border: 1px solid black;
|
||||
border-radius: 5px;
|
||||
padding: 10px 0px;
|
||||
}
|
||||
|
||||
#bottomPadding {
|
||||
grid-column: 1/3;
|
||||
grid-row: 3/4;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
.paneBtn {
|
||||
margin: 6px;
|
||||
padding: 3px;
|
||||
font-size: 16px;
|
||||
width: 80%;
|
||||
|
||||
}
|
||||
|
||||
button {
|
||||
border-radius: 4px;
|
||||
}
|
||||
|
||||
|
||||
@media (max-width: 750px) {
|
||||
body {
|
||||
grid-template-columns: 1fr 2fr;
|
||||
grid-template-rows: 1fr 3fr;
|
||||
max-height: none;
|
||||
}
|
||||
#gameDiv {
|
||||
grid-column: 1 / 3;
|
||||
grid-row: 1 / 2;
|
||||
margin: 15px auto;
|
||||
|
||||
}
|
||||
#leftPane {
|
||||
grid-column: 1 / 3;
|
||||
grid-row: 2 / 3;
|
||||
float: center;
|
||||
margin: 10px auto 0px auto;
|
||||
min-width: 60%;
|
||||
height: 600px;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/* Temporary */
|
||||
img {
|
||||
padding-left: 10px;
|
||||
padding-right: 10px;
|
||||
padding-top: 4px;
|
||||
padding-bottom: 4px;
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,39 @@
|
|||
// Felix Albrigtsen
|
||||
|
||||
var timerInterval = undefined;
|
||||
var timer_hasCheated = false;
|
||||
var timer_running = false;
|
||||
var timer_ms = 0;
|
||||
|
||||
function startTimer() {
|
||||
if (timer_running) { return; }
|
||||
timer_ms = 0;
|
||||
timer_running = true;
|
||||
timerInterval = setInterval(timerTick, 10);
|
||||
}
|
||||
|
||||
function stopTimer() {
|
||||
if (!timer_running) { return; }
|
||||
timer_running = false;
|
||||
clearInterval(timerInterval);
|
||||
timerInterval = undefined;
|
||||
}
|
||||
|
||||
function timerTick() {
|
||||
timer_ms++;
|
||||
var t_centisecond = (timer_ms % 100);
|
||||
var t_second = ((timer_ms - t_centisecond) % (100*60))/100;
|
||||
var t_minute = (timer_ms - (t_second*100) - t_centisecond) / (100*60);
|
||||
|
||||
t_centisecond = ("00" + t_centisecond).substr(-2, 2);
|
||||
t_second = ("00" + t_second).substr(-2, 2);
|
||||
t_minute = ("00" + t_minute).substr(-2, 2);
|
||||
|
||||
document.getElementById("timerText").innerHTML = t_minute + ":" + t_second + ":" + t_centisecond;
|
||||
|
||||
if (timer_hasCheated) {
|
||||
document.getElementById("timerText").style.color = "red";
|
||||
} else {
|
||||
document.getElementById("timerText").style.color = "green";
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue