AeThex-OS/shell/aethex-shell/src-webos/components/games/Minesweeper.tsx

213 lines
6.6 KiB
TypeScript

import { useState, useEffect } from 'react';
import { Flag, RotateCcw, Trophy } from 'lucide-react';
interface Cell {
isMine: boolean;
isRevealed: boolean;
isFlagged: boolean;
neighborMines: number;
}
export function Minesweeper() {
const [board, setBoard] = useState<Cell[][]>([]);
const [gameOver, setGameOver] = useState(false);
const [won, setWon] = useState(false);
const [mineCount, setMineCount] = useState(10);
const [flagCount, setFlagCount] = useState(0);
const [timer, setTimer] = useState(0);
const [isRunning, setIsRunning] = useState(false);
const ROWS = 9;
const COLS = 9;
const MINES = 10;
useEffect(() => {
initGame();
}, []);
useEffect(() => {
let interval: NodeJS.Timeout;
if (isRunning && !gameOver && !won) {
interval = setInterval(() => setTimer(t => t + 1), 1000);
}
return () => clearInterval(interval);
}, [isRunning, gameOver, won]);
const initGame = () => {
const newBoard: Cell[][] = Array(ROWS).fill(null).map(() =>
Array(COLS).fill(null).map(() => ({
isMine: false,
isRevealed: false,
isFlagged: false,
neighborMines: 0,
}))
);
// Place mines
let minesPlaced = 0;
while (minesPlaced < MINES) {
const row = Math.floor(Math.random() * ROWS);
const col = Math.floor(Math.random() * COLS);
if (!newBoard[row][col].isMine) {
newBoard[row][col].isMine = true;
minesPlaced++;
}
}
// Calculate neighbor mines
for (let r = 0; r < ROWS; r++) {
for (let c = 0; c < COLS; c++) {
if (!newBoard[r][c].isMine) {
let count = 0;
for (let dr = -1; dr <= 1; dr++) {
for (let dc = -1; dc <= 1; dc++) {
const nr = r + dr;
const nc = c + dc;
if (nr >= 0 && nr < ROWS && nc >= 0 && nc < COLS && newBoard[nr][nc].isMine) {
count++;
}
}
}
newBoard[r][c].neighborMines = count;
}
}
}
setBoard(newBoard);
setGameOver(false);
setWon(false);
setFlagCount(0);
setMineCount(MINES);
setTimer(0);
setIsRunning(false);
};
const revealCell = (row: number, col: number) => {
if (gameOver || won || board[row][col].isRevealed || board[row][col].isFlagged) return;
if (!isRunning) setIsRunning(true);
const newBoard = [...board.map(r => [...r])];
if (newBoard[row][col].isMine) {
// Game over
for (let r = 0; r < ROWS; r++) {
for (let c = 0; c < COLS; c++) {
if (newBoard[r][c].isMine) newBoard[r][c].isRevealed = true;
}
}
setBoard(newBoard);
setGameOver(true);
setIsRunning(false);
return;
}
const reveal = (r: number, c: number) => {
if (r < 0 || r >= ROWS || c < 0 || c >= COLS) return;
if (newBoard[r][c].isRevealed || newBoard[r][c].isFlagged) return;
newBoard[r][c].isRevealed = true;
if (newBoard[r][c].neighborMines === 0 && !newBoard[r][c].isMine) {
for (let dr = -1; dr <= 1; dr++) {
for (let dc = -1; dc <= 1; dc++) {
reveal(r + dr, c + dc);
}
}
}
};
reveal(row, col);
setBoard(newBoard);
// Check win
let revealedCount = 0;
for (let r = 0; r < ROWS; r++) {
for (let c = 0; c < COLS; c++) {
if (newBoard[r][c].isRevealed) revealedCount++;
}
}
if (revealedCount === ROWS * COLS - MINES) {
setWon(true);
setIsRunning(false);
}
};
const toggleFlag = (e: React.MouseEvent, row: number, col: number) => {
e.preventDefault();
if (gameOver || won || board[row][col].isRevealed) return;
if (!isRunning) setIsRunning(true);
const newBoard = [...board.map(r => [...r])];
newBoard[row][col].isFlagged = !newBoard[row][col].isFlagged;
setBoard(newBoard);
setFlagCount(prev => newBoard[row][col].isFlagged ? prev + 1 : prev - 1);
};
const getCellColor = (cell: Cell) => {
if (!cell.isRevealed) return 'bg-slate-700 hover:bg-slate-600';
if (cell.isMine) return 'bg-red-600';
if (cell.neighborMines === 0) return 'bg-slate-800';
return 'bg-slate-900';
};
const getNumberColor = (num: number) => {
const colors = ['', 'text-blue-400', 'text-green-400', 'text-red-400', 'text-purple-400', 'text-yellow-400', 'text-pink-400', 'text-cyan-400', 'text-white'];
return colors[num] || 'text-white';
};
return (
<div className="h-full bg-slate-950 p-4 flex flex-col items-center justify-center">
<div className="flex items-center gap-4 mb-4">
<div className="flex items-center gap-2 px-3 py-1 bg-slate-800 rounded text-cyan-400 font-mono text-sm">
<Flag className="w-4 h-4" />
{mineCount - flagCount}
</div>
<div className="text-cyan-400 font-mono text-lg">{String(timer).padStart(3, '0')}</div>
<button
onClick={initGame}
className="p-2 bg-cyan-500/20 hover:bg-cyan-500/30 rounded text-cyan-400 transition-colors"
>
<RotateCcw className="w-4 h-4" />
</button>
</div>
{won && (
<div className="mb-3 flex items-center gap-2 px-4 py-2 bg-green-500/20 border border-green-500/50 rounded text-green-400 font-mono text-sm">
<Trophy className="w-4 h-4" />
You Won! Time: {timer}s
</div>
)}
{gameOver && (
<div className="mb-3 px-4 py-2 bg-red-500/20 border border-red-500/50 rounded text-red-400 font-mono text-sm">
Game Over! Try Again
</div>
)}
<div className="inline-grid gap-px bg-cyan-900/20 border border-cyan-500/30 rounded p-1" style={{ gridTemplateColumns: `repeat(${COLS}, 28px)` }}>
{board.map((row, r) =>
row.map((cell, c) => (
<button
key={`${r}-${c}`}
onClick={() => revealCell(r, c)}
onContextMenu={(e) => toggleFlag(e, r, c)}
className={`w-7 h-7 ${getCellColor(cell)} border border-slate-600 flex items-center justify-center text-xs font-bold transition-colors active:scale-95`}
>
{cell.isFlagged && !cell.isRevealed && <Flag className="w-3 h-3 text-yellow-400" />}
{cell.isRevealed && cell.isMine && '💣'}
{cell.isRevealed && !cell.isMine && cell.neighborMines > 0 && (
<span className={getNumberColor(cell.neighborMines)}>{cell.neighborMines}</span>
)}
</button>
))
)}
</div>
<div className="mt-3 text-white/40 text-xs text-center">
Left click to reveal Right click to flag
</div>
</div>
);
}