How to resolve the algorithm Minesweeper game step by step in the Mathematica/Wolfram Language programming language
How to resolve the algorithm Minesweeper game step by step in the Mathematica/Wolfram Language programming language
Table of Contents
Problem Statement
There is an n by m grid that has a random number (between 10% to 20% of the total number of tiles, though older implementations may use 20%..60% instead) of randomly placed mines that need to be found. Positions in the grid are modified by entering their coordinates where the first coordinate is horizontal in the grid and the second vertical. The top left of the grid is position 1,1; the bottom right is at n,m. The Task is to create a program that allows you to play minesweeper on a 6 by 4 grid, and that assumes all user input is formatted correctly and so checking inputs for correct form may be omitted. You may also omit all GUI parts of the task and work using text input and output. Note: Changes may be made to the method of clearing mines to more closely follow a particular implementation of the game so long as such differences and the implementation that they more accurately follow are described. C.F: wp:Minesweeper (computer game)
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Minesweeper game step by step in the Mathematica/Wolfram Language programming language
This code implements a minesweeper game in Wolfram programming language. It creates a 6x4 grid of cells, each of which can be either a mine (*) or a safe cell (.). The player can click on a cell to reveal it. If the cell is a mine, the player loses. If the cell is safe, the number of adjacent mines is displayed. The player wins if they reveal all of the safe cells without hitting a mine.
Here is a detailed breakdown of the code:
DynamicModule
creates a dynamic module that allows the variables inside it to be updated as the user interacts with the game.reset[]
is a function that resets the game. It generates a new grid of mines and safe cells, and resets the player's score and win status.clear[i_, j_]
is a function that clears a cell. It checks if the cell is a mine. If it is, the player loses. If it is not, the function reveals the number of adjacent mines and recursively clears any adjacent safe cells.checkwin[]
is a function that checks if the player has won. It does this by checking if all of the safe cells have been revealed. If they have, the player wins.reset[];
calls thereset[]
function to reset the game.Panel@Column@{Row@{Dynamic@minecount, "\t", Button["Reset", reset[]]}, Grid[Table[...]]}
creates the user interface for the game. It includes a row with the number of mines remaining and a button to reset the game, and a grid of cells.With[{i = i, j = j}, ... EventHandler[...]
is a function that takes a cell index as input and creates an event handler for that cell. The event handler listens for mouse clicks and calls theclear[]
orcheckwin[]
function when the cell is clicked.Dynamic[win]
displays the win status of the game.
Overall, this code is a well-written and efficient implementation of a minesweeper game in Wolfram programming language.
Source code in the wolfram programming language
DynamicModule[{m = 6, n = 4, minecount, grid, win, reset, clear,
checkwin},
reset[] :=
Module[{minesdata, adjacentmines},
minecount = RandomInteger[Round[{.1, .2} m*n]];
minesdata =
Normal@SparseArray[# -> 1 & /@
RandomSample[Tuples[Range /@ {m, n}], minecount], {m, n}];
adjacentmines =
ArrayPad[
Total[RotateLeft[
ArrayPad[minesdata,
1], #] & /@ {{-1, -1}, {0, -1}, {1, -1}, {-1, 0}, {1,
0}, {-1, 1}, {0, 1}, {1, 1}}], -1];
grid = Array[{If[minesdata[[#1, #2]] == 1, "*",
adjacentmines[[#1, #2]]], ".", 1} &, {m, n}]; win = ""];
clear[i_, j_] :=
If[grid[[i, j, 1]] == "*", win = "You lost.";
grid = grid /. {{n_Integer, "?", _} :> {n, "x", 0}, {"*",
".", _} :> {"*", "*", 0}},
grid[[i, j]] = {grid[[i, j, 1]], grid[[i, j, 1]], 0};
If[grid[[i, j, 2]] == 0, grid[[i, j, 2]] = "";
clear[i + #[[1]],
j + #[[2]]] & /@ {{-1, -1}, {0, -1}, {1, -1}, {-1, 0}, {1,
0}, {-1, 1}, {0, 1}, {1, 1}}]] /;
1 <= i <= m && 1 <= j <= n && grid[[i, j, 2]] == ".";
checkwin[] :=
If[FreeQ[grid, {_Integer, "?", _} | {_, "*", _} | {_Integer,
".", _}], win = "You win.";
grid = grid /. {{"*", ".", _} :> {"*", "?", 1}}];
reset[];
Panel@Column@{Row@{Dynamic@minecount, "\t",
Button["Reset", reset[]]},
Grid[Table[
With[{i = i, j = j},
EventHandler[
Button[Dynamic[grid[[i, j, 2]]], Null, ImageSize -> {17, 17},
Appearance ->
Dynamic[If[grid[[i, j, 3]] == 0, "Pressed",
"DialogBox"]]], {{"MouseClicked", 1} :>
If[win == "", clear[i, j]; checkwin[]], {"MouseClicked",
2} :> If[win == "",
Switch[grid[[i, j, 2]], ".", grid[[i, j, 2]] = "?";
minecount--, "?", grid[[i, j, 2]] = "."; minecount++];
checkwin[]]}]], {i, 1, m}, {j, 1, n}], Spacings -> {0, 0}],
Dynamic[win]}]
You may also check:How to resolve the algorithm Count occurrences of a substring step by step in the Logtalk programming language
You may also check:How to resolve the algorithm Morse code step by step in the Liberty BASIC programming language
You may also check:How to resolve the algorithm Left factorials step by step in the Lambdatalk programming language
You may also check:How to resolve the algorithm String case step by step in the Simula programming language
You may also check:How to resolve the algorithm Rep-string step by step in the V (Vlang) programming language