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optimize.js
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optimize.js
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let boxArr = [];
let gameSize = 10;
let bombs = 8;
let firstClick;
let tmpArr = [];
let win = 0;
let notReveal = true;
const cXY = [[1, -1], [1, 0], [1, 1], [0, 1],
[0, -1], [-1, -1], [-1, 0], [-1, 1]];
//[gamesize, bombs]
const levels = {
noob: [10, 8],
beginner: [12, 14],
impossibru: [25, 500]
}
//ideas...
//use global bit masking
//structure code such that only a stack frame is used at a time
//put a tracker on, so that i know when a function is done..?
//maybe try local tmparr
//maybe think of how stack/queue could somehow help???
//push things to a global hashmap?
const runZeros = (i=0) => {
while (i < tmpArr.length) {
if (!boxArr[tmpArr[i][0]][tmpArr[i][1]].selected())
boxArr[tmpArr[i][0]][tmpArr[i][1]].click();
i++;
}
}
const clickedZero = (x, y, i=0, dx, dy) => {
while (i < 8) {
dx = x + cXY[i][0];
dy = y + cXY[i][1];
if (boxArr[dx] && boxArr[dx][dy]) //if its 0 and unselected
if ((boxArr[dx][dy].num !== "bomb") && !boxArr[dx][dy].selected())
tmpArr.push([dx, dy]);
i++;
}
}
const rand = () => Math.floor(Math.random() * gameSize)
const bombNum = (x, y, i=0, n=0, dx, dy) => {
while (i < 8) {
dx = x + cXY[i][0]
dy = y + cXY[i][1];
if (boxArr[dx] && boxArr[dx][dy] && (boxArr[dx][dy].num === "bomb")) n++;
i++;
}
return n;
}
const assignNums = (x=0, y=0) => {
while (x < boxArr.length) {
y = 0;
while (y < boxArr.length) {
if (!boxArr[x][y].num) boxArr[x][y].num = bombNum(x, y);
y++;
}
x++;
}
}
const assignBombs = (x1, y1, size=bombs, x, y) => {
while (size) {
x = rand();
y = rand();
if ((x !== x1) && (y !== y1)) {
if (!boxArr[x][y].num) {
boxArr[x][y].num = "bomb";
size--;
}
}
}
}
const build = (x=0, y=0) => {
while (x < gameSize) {
boxArr.push([]);
y = 0;
while (y < gameSize) {
boxArr[x].push(new Box(x, y));
y++;
}
x++;
}
}
const start = () => {
container.style.width = `${gameSize * 50}` + `px`;
build();
toggleClicks(true);
firstClick = true;
notReveal = true;
win = 0;
}
const toggleClicks = (b, x=0, y) => {
while (x < boxArr.length) {
y = 0;
while (y < boxArr.length) {
boxArr[x][y].clickSwitch(b);
y++;
}
x++;
}
}
const revealAll = (x=0, y) => {
while (x < boxArr.length) {
y = 0;
while (y < boxArr.length) {
boxArr[x][y].click();
y++;
}
x++;
}
}
function Box (x, y) {
const box = document.createElement('div');
box.className = 'box';
container.appendChild(box);
this.num = 0;
this.clickSwitch = (b) => box.style.pointerEvents = b ? 'auto' : 'none';
this.selected = () => box.className.includes('selected');
this.flag = () => box.className.includes('flagged');
box.oncontextmenu = (e) => {
if (!this.flag()) box.classList.add('flagged');
else box.classList.remove('flagged');
e.preventDefault();
}
this.click = () => {
if (firstClick) {
assignBombs(x, y);
assignNums();
firstClick = false;
}
if (this.num === "bomb" && (notReveal)) {
win--; //incase there is only 1 number and 1 bomb left
alert("BAHAHAHHAH U HAVE LOST. U CAN TRY AGAIN OR RAGEQUIT");
insults.innerText = "HELLO U ARE A LOoO0oo0oSER HAHAHAHAHA";
toggleClicks(false);
}
if (notReveal) win++;
box.classList.add('selected');
box.classList.remove('flagged');
box.innerHTML = this.num ? this.num : '';
if (!this.num && (this.num !== "bomb")) {
clickedZero(x, y);
//maybe put tracker for stack problem
if (tmpArr[0] !== undefined) {
runZeros();
tmpArr = [];
}
}
if (win === (gameSize**2 - bombs)) {
alert("YOU WIN!");
insults.innerText = "U ARE STILL A LOSER"
notReveal = false;
win = 0;
revealAll();
}
}
box.onclick = () => this.click();
}
const invalidInputs = () => {
const box = Number(boxChange.value);
const bomb = Number(bombChange.value);
if (!Number.isInteger(box) || !Number.isInteger(bomb))
return true;
if (bomb && box && (bomb >= (box ** 2))) return true;
return false;
}
const restart = (bool, level) => {
container.innerHTML = '';
boxArr = [];
if (bool) {
gameSize = level[0];
bombs = level[1];
}
else {
gameSize = Number(boxChange.value) || gameSize;
bombs = Number(bombChange.value) || bombs;
}
boxChange.value = '';
bombChange.value = '';
start();
}
reveal.addEventListener('click', () => {
if (win !== (gameSize**2 - bombs))
insults.innerText = "LOL CHEATER HAHAHAHAH";
notReveal = false;
revealAll();
});
replay.addEventListener('click', () => {
if (invalidInputs()) return alert("INVALID INPUT DETECTED, FIX PLZ >:(");
insults.innerText = "mhmmm"
restart(false);
});
noob.addEventListener('click', () => restart(true, levels.noob));
beginner.addEventListener('click', () => restart(true, levels.beginner));
impossibru.addEventListener('click', () => restart(true, levels.impossibru));
start();