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main.lua
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main.lua
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local fileparser = require "fileparser"
-- GUI stuff
local display = require "ui.digitaldisplay"
local gmui = require "lib.gmui"
local windows = {
game = require "ui.windows.game",
about = require "ui.windows.about",
scores = require "ui.windows.scores",
scoreentry = require "ui.windows.scoreentry"
}
local topribbon = nil -- top ribbon
local resetb = nil -- reset button
local sweepstyle = gmui.Style:new({ -- custom style for the grid buttons
bt_color = {0.6,0.6,0.6}
})
-- Global variables
_Version = "1.2"
_GridW = 10
_GridH = 10
_Mines = 10
_Mode = "easy"
_Username = "Player"
_Scale = love.graphics.getDPIScale()
-- Settings vars (for use in the new game gui)
_SetMode = _Mode
_SetGridW = _GridW
_SetGridH = _GridH
_SetMines = _Mines
_MaxGridW = 10
_MaxGridH = 10
-- Scoreboard
_Scores = {}
_Scores.easy = {}
_Scores.medium = {}
_Scores.hard = {}
for i=1,10 do
_Scores.easy[i] = {"",999.99}
_Scores.medium[i] = {"",999.99}
_Scores.hard[i] = {"",999.99}
end
-- Fonts
local mainfont = love.graphics.newFont(20)
-- Graphics
local faces = {
love.graphics.newImage("graphics/smileface.png"),
love.graphics.newImage("graphics/oface.png"),
love.graphics.newImage("graphics/deadface.png"),
love.graphics.newImage("graphics/coolface.png"),
love.graphics.newImage("graphics/sleepface.png")
}
for k,v in pairs(faces) do
v:setFilter("nearest")
end
local flagg = love.graphics.newImage("graphics/flag.png"); flagg:setFilter("nearest")
local flagcg = love.graphics.newImage("graphics/flagc.png"); flagcg:setFilter("nearest")
local mineg = love.graphics.newImage("graphics/mine.png"); mineg:setFilter("nearest")
local tileg = love.graphics.newImage("graphics/tile.png"); tileg:setWrap("repeat"); tileg:setFilter("nearest")
local tilegrid = love.graphics.newQuad(0, 0, 24*10, 24*10, 24, 24)
-- Danger number colors
local dangercolors = {
{0,0,1},
{0,0.5,0},
{1,0,0},
{0,0,0.5},
{0.5,0,0},
{0,0.5,0.5},
{1,1,1},
{0.5,0.5,0.5}
}
-- Playfield canvas
local c_playfield = love.graphics.newCanvas(love.graphics.getWidth(),love.graphics.getHeight())
local c_all = love.graphics.newCanvas(love.graphics.getWidth(),love.graphics.getHeight())
-- Playfield tables
local buttons = {}
local minefield = {}
local dangers = {}
local failcoords = {0,0}
-- Local variables
local timer = 0
local minesleft = 0
-- States
local started = false
local gameover = false
local youwin = false
local paused = false
local inwindow = false
local redraw = true
local mouse = {false, false, false}
-- Local functions
local function getMaxGridDimensions()
local _, _, flags = love.window.getMode()
local w, h = love.window.getDesktopDimensions(flags.display)
w = (w / _Scale - 40)
h = (h / _Scale - 80)
_MaxGridW = math.ceil(w/24) - 1
_MaxGridH = math.ceil(h/24) - 3
end
local function setWindowResolution(w, h)
local width = (44 + w*24) * _Scale
local height = (84 + h*24) * _Scale
local _, _, flags = love.window.getMode()
local dw, dh = love.window.getDesktopDimensions(flags.display)
if width > dw or height > dh then
_Scale = 1
topribbon.children.scale.text = _Scale.."x"
width = (44 + w*24) * _Scale
height = (84 + h*24) * _Scale
fileparser.saveScale()
getMaxGridDimensions()
end
love.window.setMode(width, height)
topribbon:resize(love.graphics.getWidth(), love.graphics.getHeight())
redraw = true
end
local function isGameHalted()
local halted = false
if paused then halted = true end
if gameover then halted = true end
if youwin then halted = true end
if inwindow then halted = true end
return halted
end
local function setFace()
if gameover then
resetb.icon = faces[3]
elseif youwin then
resetb.icon = faces[4]
elseif paused then
resetb.icon = faces[5]
elseif inwindow and paused then
resetb.icon = faces[5]
else
resetb.icon = faces[1]
end
end
local function setInWindowTrue()
inwindow = true
if not gameover and not youwin and started then
paused = true
end
setFace()
end
local function setInWindowFalse()
inwindow = false
if not gameover and not youwin and started then
paused = false
end
setFace()
end
local function validateParams()
if _Mode ~= "custom" then return end
if _GridH < 6 then _GridH = 6 end
if _GridW < 6 then _GridW = 6 end
if _GridW > _MaxGridW then _GridW = _MaxGridW end
if _GridH > _MaxGridH then _GridH = _MaxGridH end
if _Mines < 1 then
_Mines = 1
end
if _Mines > 999 then
_Mines = 999
end
if _Mines > _GridW * _GridH - 1 then
_Mines = _GridW * _GridH - 1
end
end
local function generateMines(count,avoidy,avoidx)
-- Generate mines
local left = _Mines
minefield = {}
for i=1, _GridH do
table.insert(minefield,{})
for j=1, _GridW do
minefield[i][j] = false
end
end
math.randomseed(os.time())
while left > 0 do
local placex = math.random(1,_GridW)
local placey = math.random(1,_GridH)
local playerpick = false
if placex == avoidx and placey == avoidy then playerpick = true end
if not minefield[placey][placex] and not playerpick then
minefield[placey][placex] = true
left = left - 1
end
end
end
local function generateDangerNumbers()
dangers = {}
for i=1, _GridH do
table.insert(dangers,{})
for j=1, _GridW do
local danger = 0
if minefield[i][j] then dangers[i][j] = 0
else
if minefield[i-1] then if minefield[i-1][j-1] then danger = danger + 1 end end
if minefield[i-1] then if minefield[i-1][j] then danger = danger + 1 end end
if minefield[i-1] then if minefield[i-1][j+1] then danger = danger + 1 end end
if minefield[i][j-1] then danger = danger + 1 end
if minefield[i][j+1] then danger = danger + 1 end
if minefield[i+1] then if minefield[i+1][j-1] then danger = danger + 1 end end
if minefield[i+1] then if minefield[i+1][j] then danger = danger + 1 end end
if minefield[i+1] then if minefield[i+1][j+1] then danger = danger + 1 end end
dangers[i][j] = danger
end
end
end
end
local function deleteButtonsWithMines()
for ky,row in pairs(minefield) do
for kx,cell in pairs(row) do
if minefield[ky][kx] then
if not buttons[ky][kx].flagged then buttons[ky][kx] = nil end
else
if buttons[ky][kx] and buttons[ky][kx].flagged then buttons[ky][kx].icon = flagcg end
end
end
end
end
local function floodEmptySpaces(x, y)
if x>0 and x<_GridW+1 and y>0 and y<_GridH+1 then
if buttons[y][x] and not buttons[y][x].flagged and not minefield[y][x] then
buttons[y][x] = nil
if dangers[y][x] == 0 then
floodEmptySpaces(x+1, y)
floodEmptySpaces(x-1, y)
floodEmptySpaces(x, y-1)
floodEmptySpaces(x, y+1)
floodEmptySpaces(x+1, y+1)
floodEmptySpaces(x-1, y-1)
floodEmptySpaces(x-1, y+1)
floodEmptySpaces(x+1, y-1)
end
else
return
end
end
end
local function checkWinCondition()
local buttoncount = 0
for ky,row in pairs(buttons) do
for kx,cell in pairs(row) do
buttoncount = buttoncount + 1
end
end
if buttoncount > _Mines then return end -- there are still uncovered tiles that dont have mines
for ky,row in pairs(buttons) do -- make the rest of the tiles flagged
for kx,cell in pairs(row) do
cell.flagged = true
cell.icon = flagg
end
end
minesleft = 0
youwin = true
if _Mode == "custom" then return end
-- check if new score was made
for k,v in ipairs(_Scores[_Mode]) do
if k > 10 then break end
if timer < v[2] then
love.mousereleased(0, 0, 1) -- a quirky solution to a quirky problem
windows.scoreentry.createWindow(timer,k)
break
end
end
end
local function deleteAllWindows()
for k,v in pairs(windows) do
if v.destroyWindow then v.destroyWindow() end
end
end
-- GRID BUTTON FUNCTIONS
local function leftclick(buttonobj)
local x = buttonobj.row
local y = buttonobj.col
if not started then
generateMines(_Mines, y, x)
generateDangerNumbers()
started = true
end
if not buttonobj.flagged then
if minefield[y][x] then
gameover = true
deleteButtonsWithMines()
failcoords = {x-1,y-1}
end
--
if dangers[y][x] == 0 then floodEmptySpaces(x, y)
else buttons[y][x] = nil end
end
if not gameover then checkWinCondition() end
redraw = true
collectgarbage()
end
local function rightclick(buttonobj)
buttonobj.flagged = not buttonobj.flagged
if buttonobj.flagged then buttonobj.icon = flagg; minesleft = minesleft - 1
else buttonobj.icon = nil; minesleft = minesleft + 1 end
redraw = true
end
local function rescalePlus(but)
_Scale = _Scale + 0.5
but.text = _Scale.."x"
setWindowResolution(_GridW,_GridH)
fileparser.saveScale()
getMaxGridDimensions()
end
local function rescaleMinus(but)
_Scale = _Scale - 0.5
if _Scale < 1 then _Scale = 1; return end
but.text = _Scale.."x"
setWindowResolution(_GridW,_GridH)
fileparser.saveScale()
getMaxGridDimensions()
end
local function drawChords(x, y)
if buttons[y][x] and not buttons[y][x].flagged then
love.graphics.draw(tileg, (x * 24) - 2, (y * 24) + 62 - 24)
end
end
local function checkSingleChord(x, y)
if x > 0 and x < _GridW + 1 and y > 0 and y < _GridH + 1 then
if buttons[y][x] and buttons[y][x].flagged then return true end
end
return false
end
local function clearSingleChord(x, y)
if x > 0 and x < _GridW + 1 and y > 0 and y < _GridH + 1 then
if buttons[y][x] then leftclick(buttons[y][x]) end
end
end
local function clearChords(x, y)
if x > 0 and x < _GridW + 1 and y > 0 and y < _GridH + 1 then
local dvalue = dangers[y][x]
local fcount = 0
if dvalue == 0 then return end
if checkSingleChord(x-1, y-1) then fcount = fcount + 1 end
if checkSingleChord(x, y-1) then fcount = fcount + 1 end
if checkSingleChord(x+1, y-1) then fcount = fcount + 1 end
if checkSingleChord(x-1, y) then fcount = fcount + 1 end
if checkSingleChord(x+1, y) then fcount = fcount + 1 end
if checkSingleChord(x-1, y+1) then fcount = fcount + 1 end
if checkSingleChord(x, y+1) then fcount = fcount + 1 end
if checkSingleChord(x+1, y+1) then fcount = fcount + 1 end
if fcount ~= dvalue then return end
clearSingleChord(x-1, y-1)
clearSingleChord(x, y-1)
clearSingleChord(x+1, y-1)
clearSingleChord(x-1, y)
clearSingleChord(x+1, y)
clearSingleChord(x-1, y+1)
clearSingleChord(x, y+1)
clearSingleChord(x+1, y+1)
redraw = true
end
end
-- GAME SETTINGS LOCAL FUNCTIONS
local function resetGame()
buttons = {}
collectgarbage()
for y=1,_GridH do
table.insert(buttons,{})
for x=1,_GridW do
local tmpbutt = gmui.Button:new({
xpos = x*24,
ypos = (y*24) + 40,
w = 20,
h = 20,
func = leftclick,
altfunc = rightclick,
style = sweepstyle,
row = x,
col = y,
flagged = false
})
table.insert(buttons[y],tmpbutt)
end
end
minefield = {}
dangers = {}
gameover = false
youwin = false
started = false
paused = false
redraw = true
minesleft = _Mines
timer = 0
mouse = {false, false, false}
resetb.icon = faces[1]
end
local function startNewGame()
_Mode = _SetMode
if _Mode == "easy" then
_GridW = 10
_GridH = 10
_Mines = 10
elseif _Mode == "medium" then
_GridW = 16
_GridH = 16
_Mines = 40
elseif _Mode == "hard" then
_GridW = 30
_GridH = 16
_Mines = 99
elseif _Mode == "custom" then
_GridW = _SetGridW
_GridH = _SetGridH
_Mines = _SetMines
end
validateParams()
fileparser.saveScale()
fileparser.saveSettings()
fileparser.saveScores(_Mode)
setWindowResolution(_GridW, _GridH)
resetGame()
tilegrid = love.graphics.newQuad(0, 0, 24*_GridW, 24*_GridH, 24, 24)
c_playfield = love.graphics.newCanvas(love.graphics.getWidth(),love.graphics.getHeight()); c_playfield:setFilter("nearest")
c_all = love.graphics.newCanvas(love.graphics.getWidth(),love.graphics.getHeight()); c_all:setFilter("nearest")
resetb.x = love.graphics.getWidth()/2/_Scale - 15 -- Move the reset button to the center
topribbon.children.scale.xpos = love.graphics.getWidth()/_Scale-38
topribbon.children.scale.x = love.graphics.getWidth()/_Scale-34
redraw = true -- redraw the playfield
end
local function createUiElements()
-- Add window events
for k,w in pairs(windows) do
if k == "game" then
w.addEvent('newgame',startNewGame)
end
if k == "scoreentry" then
w.addEvent('destroy',function(spot)
fileparser.saveScores(_Mode)
fileparser.saveSettings()
windows.scores.createWindow(spot)
end)
w.addEvent('create',setInWindowTrue)
else
w.addEvent('destroy',setInWindowFalse)
w.addEvent('create',setInWindowTrue)
end
end
resetb = gmui.Button:new { -- Reset button
xpos = love.graphics.getWidth()/2 - 15,
ypos = 26,
w = 30,
h = 30,
icon = faces[1],
func = resetGame,
style = sweepstyle
}
topribbon = gmui.Panel:new { -- Top ribbon
xpos = 2,
ypos = 2,
w = love.graphics.getWidth()-4,
h = 16,
anchor = "top",
border = "in",
children = {
game = gmui.Button:new { -- New game button
xpos = 0,
ypos = 0,
w = 40,
h = 14,
text = "Game",
func = function() deleteAllWindows(); windows.game.createWindow() end
},
scores = gmui.Button:new { -- Scores button
xpos = 44,
ypos = 0,
w = 42,
h = 14,
text = "Scores",
func = function() deleteAllWindows(); windows.scores.createWindow(1) end
},
about = gmui.Button:new { -- About button
xpos = 90,
ypos = 0,
w = 40,
h = 14,
text = "About",
func = function() deleteAllWindows(); windows.about.createWindow() end
},
scale = gmui.Button:new {
xpos = love.graphics.getWidth() / _Scale - 32,
ypos = 0,
w = 30,
h = 14,
text = _Scale.."x",
func = rescalePlus,
altfunc = rescaleMinus
}
}
} -- top ribbon end
end
-- CALLBACK FUNCTIONS
function love.load(args)
getMaxGridDimensions()
fileparser.loadScale()
fileparser.loadSettings()
fileparser.loadScores("easy")
fileparser.loadScores("medium")
fileparser.loadScores("hard")
-- Parse arguments
if #args > 0 then
_SetMode = "custom"
_SetGridW = tonumber(args[1])
if args[2] then _SetGridH = tonumber(args[2])
else _SetGridH = _SetGridW end
if args[3] then _SetMines = tonumber(args[3])
else _SetMines = math.max(_SetGridW, _SetGridH) end
end
createUiElements()
startNewGame()
end
function love.update(dt)
if timer < 999 and not isGameHalted() and started then timer = timer + dt end
if inwindow then
for k,w in pairs(windows) do
if w.update then w.update(dt) end
end
end
end
function love.draw()
c_all:renderTo(function()
love.graphics.clear(0,0,0)
resetb:draw() -- Draw reset button
-- Draw number displays
display.draw(minesleft,3,love.graphics.getWidth() / 2 / _Scale - 94,20)
display.draw(math.floor(timer),3,love.graphics.getWidth() / 2 / _Scale + 30,20)
-- Draw background tiles
love.graphics.draw(tileg, tilegrid, 22, 62)
if not paused then
if redraw then -- Redraw playfield
-- Draw on playfield canvas
c_playfield:renderTo(function()
love.graphics.clear(0,0,0,0)
-- Draw buttons (covered tiles)
for ky,row in pairs(buttons) do
for kx,cell in pairs(row) do
cell:draw()
end
end
-- Draw danger numbers
for ky,row in pairs(dangers) do
for kx,cell in pairs(row) do
if cell > 0 and not buttons[ky][kx] then
love.graphics.setColor(dangercolors[cell])
love.graphics.printf(cell,mainfont,kx*24 + 4,ky*24+39, 24)
end
end
end
-- Draw game over state
if gameover then
-- Draw fail position
love.graphics.setColor(1,0,0)
love.graphics.rectangle("fill",failcoords[1]*24+22,failcoords[2]*24+62,24,24)
love.graphics.setColor(1,1,1)
-- Draw mines
for ky,row in pairs(minefield) do
for kx,cell in pairs(row) do
if cell then
if not buttons[ky][kx] then love.graphics.draw(mineg,kx*24+1,ky*24+41) end
end
end
end
end
end)
redraw = false
end
love.graphics.setColor(1,1,1)
love.graphics.draw(c_playfield) -- Draw playfield
-- Draw only the clicked button on the field
for ky,row in pairs(buttons) do
for kx,cell in pairs(row) do
if cell.clicked then cell:draw(); break end
end
end
if ((mouse[1] and mouse[2]) or mouse[3]) and not isGameHalted() then
local mx, my = love.mouse.getPosition()
if mx / _Scale > 22 and mx / _Scale < 22 + 24 * _GridW then
if my / _Scale > 62 and my / _Scale < 62 + 24 * _GridH then
mx = mx / _Scale
my = my / _Scale
local gx = math.floor((mx - 22) / 24) + 1
local gy = math.floor((my - 62) / 24) + 1
if not buttons[gy][gx] and dangers[gy][gx] > 0 then
if gy > 1 then
drawChords(gx,gy-1)
if gx < _GridW then drawChords(gx+1,gy-1) end
if gx > 1 then drawChords(gx-1,gy-1) end
end
if gx < _GridW then drawChords(gx+1,gy) end
if gx > 1 then drawChords(gx-1,gy) end
if gy < _GridH then
drawChords(gx,gy+1)
if gx < _GridW then drawChords(gx+1,gy+1) end
if gx > 1 then drawChords(gx-1,gy+1) end
end
end
end
end
end
end
topribbon:draw() -- Draw top ribbon
-- Draw windows
if inwindow then
for k,w in pairs(windows) do
if w.draw then w.draw() end
end
end
end)
love.graphics.draw(c_all,0,0,0,_Scale,_Scale)
end
function love.keypressed(key, scancode, isrepeat)
if inwindow then
for k,w in pairs(windows) do
if w.keypressed then w.keypressed(key, scancode, isrepeat) end
end
end
end
function love.keyreleased(key, scancode, isrepeat)
if not inwindow and not paused then
if key == "f2" then resetb:func() end
end
if inwindow then
for k,w in pairs(windows) do
if w.keyreleased then w.keyreleased(key, scancode, isrepeat) end
end
end
end
function love.mousepressed(x, y, button, istouch, presses)
x = x / _Scale
y = y / _Scale
if not isGameHalted() and started then
mouse[button] = true
end
-- Playefield pressed logic
if not isGameHalted() then
if x > 20 and x < 24 * _GridW + 20 and y > 60 and y < 24 * _GridH + 60 then
if button == 1 then resetb.icon = faces[2] end -- Set main button to :o face
for ky,row in pairs(buttons) do
for kx,cell in pairs(row) do
cell:mousepressed(x, y, button, istouch, presses)
end
end
end
end
-- Reset button pressed logic
if not inwindow then
resetb:mousepressed(x, y, button, istouch, presses)
end
-- Window pressed logic
local onwindow = false
if inwindow then
for k,w in pairs(windows) do
if w.mousepressed then
if w.mousepressed(x, y, button, istouch, presses) then onwindow = true end
end
end
end
-- Ribbon pressed logic
if not windows.scoreentry.isWindowOpen() and not onwindow then topribbon:mousepressed(x, y, button, istouch, presses) end
end
function love.mousereleased(x, y, button, istouch, presses)
x = x / _Scale
y = y / _Scale
if not isGameHalted() and started then
local gx = math.floor((x - 22) / 24) + 1
local gy = math.floor((y - 62) / 24) + 1
if button == 1 then
if mouse[2] then
clearChords(gx, gy)
end
end
if button == 2 then
if mouse[1] then
clearChords(gx, gy)
end
end
if button == 3 then
clearChords(gx, gy)
end
mouse[button] = false
end
-- Playefield released logic
if not isGameHalted() then
for ky,row in pairs(buttons) do
for kx,cell in pairs(row) do
cell:mousereleased(x, y, button, istouch, presses)
end
end
end
-- Reset button released logic
if not inwindow then
resetb:mousereleased(x, y, button, istouch, presses)
setFace()
end
-- Window released logic
local onwindow = false
if inwindow then
for k,w in pairs(windows) do
if w.mousereleased then
if w.mousereleased(x, y, button, istouch, presses) then onwindow = true end
end
end
end
-- Ribbon released logic
if not windows.scoreentry.isWindowOpen() and not onwindow then topribbon:mousereleased(x, y, button, istouch, presses) end
end
function love.mousemoved(mx, my, dx, dy, istouch)
mx = mx / _Scale
my = my / _Scale
-- Playfield mmoved logic
if mx > 20 and mx < 24 * _GridW + 20 and my > 60 and my < 24 * _GridH + 60 then
if not isGameHalted() then
for ky,row in pairs(buttons) do
for kx,cell in pairs(row) do
if cell.mousemoved then cell:mousemoved(mx, my, dx, dy, istouch) end
end
end
end
end
-- Rest of mmoved logic
topribbon:mousemoved(mx, my, dx, dy, istouch)
if not inwindow then
resetb:mousemoved(mx, my, dx, dy, istouch)
return
end
-- Window mmoved logic
if inwindow then
for k,w in pairs(windows) do
if w.mousemoved then w.mousemoved(mx, my, dx, dy, istouch) end
end
end
end
function love.focus(focus)
if started and not gameover and not youwin then
paused = not focus
if paused then resetb.icon = faces[5]
else resetb.icon = faces[1] end
end
end
love.textinput = windows.scoreentry.textinput