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View Code? Open in Web Editor NEWMinesweeper RPG
Minesweeper RPG
I've seen projects that you can browse to and play directly from GitHub. Like this game. Is that what Pages are for?
Ability to mark squares we suspect of containing a mine.
Yes I know this needs more structure. Even the CSS.
Gotta go find some best practices.
and mess up the monster backgrounds, too
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.
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.
Some kind of health structure. Initial implementation could be a simple 'subtract level from health' and if you run out, you dead.
After go boom, show where the rest of the mines were.
'Victory': No unmined squares remain closed.
'Defeat': No health remaining. (Stop accepting clicks after go boom.)
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.
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.
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.
Double-clicking a mine count in classic Minesweeper would automatically open adjacent cells if there were enough flags set - does this feature make sense in RPG mode?
I like the system here.
This looks strange when we can't ^yet^ see the mine counts around mined cells.
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.
Don't include defeated monsters in empty cells' danger calculation.
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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