![]() I have never seen this in action, but it would be kind of fun. This takes some cleverness, and isn't done in most variants.Īnother, less common way to resolve ambiguities is to detect when the player knows they are choosing between equally likely possibilities and "collapse the waveform" into the position they decided on. Improvement: Run the solver alongside the generator, making sure that the puzzle has a unique solution. Problem: The player might be forced to guess at some point, making this a sad excuse for a logic puzzle. Improvement: Don't generate any mines in the (up to) eight squares around the first click, either. Problem: The player's first click might reveal a non-zero number, and they will be forced to click randomly until something opens up. Improvement: Delay the generation of the grid until the user clicks on the first square, and don't put any mines in that square. Problem: The player's first click might be a mine. The simplest algorithm is to place all of the mines randomly. There are a couple simple algorithms that you need when executing the player's move, to determine which squares to open up and whether they have lost or won. $('#difficulty li').Generating the grid is simple. It would be great if I can receive some critical comments about the code in general, code structure (mainly JavaScript) and best practices I should have followed. It does not have 2 major features - timer and flagging.I have tried to use the oops while doing this. I created a simple minesweeper game as I am trying to get my hands dirty in JavaScript.
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