Okay... I don't know why it doesn't work when

the mines can be hidden, so I have a janky
workaround. You might have to try moving the
cursor multiple times but at least now it actually
works. Next step, add flagging!!!!
This commit is contained in:
Cory 2024-05-19 02:33:51 -04:00
parent 75618c1de1
commit 8e54c5fe12
9 changed files with 50 additions and 36 deletions

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@ -26,4 +26,8 @@ class Cursor:
if game.is_empty(new_position):
self.position = new_position
game.log("The cursor is at " + str(self.position))
for i in range(10):
game.log("mine"+str(i) + " is located at " + str(game.get_agent_by_name("mine"+str(i)).position))
def hide(self):
pass

View File

@ -17,21 +17,25 @@ class FreeSpace:
def handle_keystroke(self, keystroke, game):
if keystroke.name in ("KEY_ENTER"):
if not game.is_empty(self.position):
board_width,board_height = game.board_size
for i in range(board_width):
for j in range(board_height):
try:
game.get_agent_by_name("freespace"+str(i)+str(j)).show()
except:
pass
self.reveal(game)
for i in range(board_width):
for j in range(board_height):
try:
game.get_agent_by_name("freespace"+str(i)+str(j)).hide()
except:
pass
if self.revealed == False:
board_width,board_height = game.board_size
for i in range(10):
game.get_agent_by_name("mine"+str(i)).show()
for i in range(board_width):
for j in range(board_height):
try:
game.get_agent_by_name("freespace"+str(i)+str(j)).show()
except:
pass
self.reveal(game)
for i in range(board_width):
for j in range(board_height):
try:
game.get_agent_by_name("freespace"+str(i)+str(j)).hide()
except:
pass
for i in range(10):
game.get_agent_by_name("mine"+str(i)).hide()
def hide(self):
if self.revealed == False:
@ -87,7 +91,6 @@ class FreeSpace:
self.character = str(self.neighbors)
def reveal(self,game):
game.log("Revealing " + str(self.position))
self.revealed = True
if self.neighbors == 0:
if game.on_board((self.width + 1,self.height)):
@ -121,4 +124,4 @@ class FreeSpace:
if game.on_board((self.width - 1,self.height - 1)):
if len(game.get_agents_by_position()[(self.width - 1,self.height - 1)]) != 0:
if not game.get_agents_by_position()[(self.width - 1,self.height - 1)][0].revealed:
game.get_agents_by_position()[(self.width - 1,self.height - 1)][0].reveal(game)
game.get_agents_by_position()[(self.width - 1,self.height - 1)][0].reveal(game)

18
mine.py
View File

@ -4,7 +4,7 @@
# This module defines a mine agent class. It ends the game if enter is pressed while the cursor is over it.
class Mine:
character = '_'
character = ''
revealed = True
def __init__(self, position):
@ -12,12 +12,18 @@ class Mine:
def handle_keystroke(self, keystroke, game):
if keystroke.name in ("KEY_ENTER"):
if not game.is_empty(self.position):
game.log("You hit a mine at " + str(self.position) + ".")
if game.get_agent_by_name("cursor").position == self.position:
game.log("You hit a mine! Game over.")
game.end()
def play_turn(self, game):
if (not game.is_empty(self.position)):
self.display = False
elif game.is_empty(self.position):
self.display = True
def hide(self):
self.display = False
pass
def name_me(self, named):
self.name = named
@ -25,8 +31,8 @@ class Mine:
def check_neighbors(self,game):
pass
def reveal():
def reveal(self):
pass
def show():
def show(self):
pass

View File

@ -4,10 +4,9 @@
# This class implements a simple minesweeper game on a 9x9 grid.
from retro.game import Game
from spawner import Spawner
from spawner import Spawner
board_size = (9, 9)
spawner = Spawner(board_size)
# spawner = AsteroidSpawner(board_size)
game = Game([spawner], {"score": 0}, board_size=board_size,debug=True)
game.play()

View File

@ -18,21 +18,22 @@ class Spawner:
def play_turn(self, game):
# On the first turn we will spawn everything.
if game.turn_number == 1:
# First spawn free spaces everywhere
for i in range(self.board_width):
for j in range(self.board_height):
free_space = FreeSpace((i,j))
free_space.name_me("freespace"+str(i)+str(j))
game.add_agent(free_space)
# Then spawn 10 mines
# First spawn 10 mines
for i in range(10):
mine = Mine(((randint(0, self.board_width - 1)),(randint(0, self.board_height - 1))))
mine.name_me("mine"+str(i))
while not game.is_empty(mine.position):
mine = Mine(((randint(0, self.board_width - 1)),(randint(0, self.board_height - 1))))
mine.name_me("mine"+str(i))
game.log(str(mine.name) + " is located at " + str(mine.position))
# If there is a free space where a mine is going to be, remove the free space and then add the mine.
if not game.is_empty(mine.position):
game.remove_agent(game.get_agents_by_position()[mine.position][0])
game.add_agent(mine)
# Then spawn free spaces everywhere
for i in range(self.board_width):
for j in range(self.board_height):
if game.is_empty((i,j)):
free_space = FreeSpace((i,j))
free_space.name_me("freespace"+str(i)+str(j))
game.add_agent(free_space)
# Now ask all free spaces to keep track of their neighbors that are mines
# and all of the mines and free spaces to hide themselves.
for i in range(self.board_width):
@ -41,4 +42,5 @@ class Spawner:
game.get_agents_by_position()[(i,j)][0].check_neighbors(game)
game.get_agents_by_position()[(i,j)][0].hide()
# Now create a cursor.
game.add_agent(Cursor((self.board_width - 1, self.board_height - 1)))
cursor = Cursor((self.board_width - 1, self.board_height - 1))
game.add_agent(cursor)