Commit Graph

  • e7f8ec11c5 I fixed the flickering! And I have an interior! main Cory 2024-05-21 19:11:03 -0400
  • 33c496ac46 Add assessment Chris Proctor 2024-05-20 16:38:23 -0400
  • 374952d65a This is the FINAL version of what I'm submitting. Cory 2024-05-19 04:06:01 -0400
  • 8e54c5fe12 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!!!! Cory 2024-05-19 02:33:51 -0400
  • 75618c1de1 I got the numbers to show up! Now I just need to add flag functionality and I think we're good? Cory 2024-05-19 00:52:09 -0400
  • f0e166d6bd I somehow uncommented something by accident! I recommented it. Cory 2024-05-18 22:46:21 -0400
  • e615e99e75 I got all of the free spaces to determine the number of mine neighbors they have and change their characters correspondingly. Cory 2024-05-18 22:40:01 -0400
  • 71e22504ab I made everything spawn on turn 1 using the Spawner class. When you press enter, you're told if the space is clear or is a mine, in which case you lose. Next step is to reveal the numbers. Cory 2024-05-18 21:59:57 -0400
  • cb8b28b68c Got it to end if the enter (return) key is used. Cory 2024-05-18 21:07:36 -0400
  • 3334db0c8b Figured out how to spawn a mine and end the game if the cursor is over the mine. We now have to not end the game until the user SELECTS the space the mine is at. I hadn't realized that is_empty only works if display is True? So I moved the game.end() to the mine class. Cory 2024-05-18 21:03:33 -0400
  • cff4129336 Installed retro and got a cursor that moves... Cory 2024-05-18 20:24:36 -0400
  • 6145f70c95 Initial commit cchung 2023-08-25 14:34:58 +0000