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sweeper's Issues

Flags

Ability to mark squares we suspect of containing a mine.

Code cleanup.

Yes I know this needs more structure. Even the CSS.
Gotta go find some best practices.

Show monster list with levels

Copypaste from Mastodon:
I'd suggest to give a list below from monsters level 1 to whatever level max it is, so you know which is 1, which is 2, etc. Since I needed to keep thinking which level monster that was again when I'm adding up stuff.

Don't die on first click

Either wait until the first click to place bombs (so we know where to avoid putting one), or if the first click finds a bomb, move it somewhere else.

Player Health / Monster Levels

Some kind of health structure. Initial implementation could be a simple 'subtract level from health' and if you run out, you dead.

Reveal board

After go boom, show where the rest of the mines were.

Victory

'Victory': No unmined squares remain closed.

Game Over

'Defeat': No health remaining. (Stop accepting clicks after go boom.)

Browser in-page search steals focus from flagging

When Firefox's auto-search (accessibility.typeaheadfind.autostart) is turned on, pressing 'f' to flag a square begins a search and the keyboard focus moves to the search input, interfering with further flagging/unflagging.

Monster images

We have little bombs for the 'classic' track, which can stay on as the level-1 monster image. Need some critters for additional levels. Or maybe killer robots.

Can't see monster count in cleared cells.

Particularly in denser boards it gets very difficult to proceed without seeing how many more minesters are nearby. Since the concept is 'fight them all' it makes sense to be able to get more information from a cell after opening it up.

Auto-clear weak monsters

Classic rules automatically clear around cells that are completely unthreatened. But we can also proceed in safety if the total danger to a cell is less than the player's current level. Ex. player is at level 5 and a cell is bordered by two level-2 monsters. 5 > 4 so even if all the threat is from one source we still know it's safe to click all over the place.

CSS problems

  • Table row height changes when the last is removed - Shrinks down by a pixel or two.
  • Mine image background repeat shows through because opened cells are too large? (Visible at game-over)

Neighboring-squares calculation is wrong.

The adjacent-squares list is miscomputing coordinates.
I started the project late last night and didn't have enough awake to fix the count.
I think it's a concatenation-instead-of-addition bug again.

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