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338 lines
9.1 KiB
Dart
338 lines
9.1 KiB
Dart
// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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import 'dart:math';
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import 'package:flutter/gestures.dart';
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import 'package:flutter/material.dart';
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import 'package:flutter/painting.dart';
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import 'package:flutter/rendering.dart';
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import 'package:flutter/services.dart';
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// Classic minesweeper-inspired game. The mouse controls are standard
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// except for left + right combo which is not implemented. For touch,
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// the duration of the pointer determines probing versus flagging.
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//
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// There are only 3 classes to understand. MineDiggerApp, which is
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// contains all the logic and two classes that describe the mines:
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// CoveredMineNode and ExposedMineNode, none of them holding state.
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// Colors for each mine count (0-8):
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const List<Color> textColors = const <Color>[
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const Color(0xFF555555),
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const Color(0xFF0094FF), // blue
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const Color(0xFF13A023), // green
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const Color(0xFFDA1414), // red
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const Color(0xFF1E2347), // black
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const Color(0xFF7F0037), // dark red
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const Color(0xFF000000),
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const Color(0xFF000000),
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const Color(0xFF000000),
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];
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final List<TextStyle> textStyles = textColors.map((color) {
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return new TextStyle(color: color, fontWeight: bold, textAlign: TextAlign.center);
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}).toList();
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enum CellState { covered, exploded, cleared, flagged, shown }
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class MineDigger extends StatefulComponent {
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MineDiggerState createState() => new MineDiggerState();
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}
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class MineDiggerState extends State<MineDigger> {
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static const int rows = 9;
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static const int cols = 9;
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static const int totalMineCount = 11;
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bool alive;
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bool hasWon;
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int detectedCount;
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// |cells| keeps track of the positions of the mines.
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List<List<bool>> cells;
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// |uiState| keeps track of the visible player progess.
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List<List<CellState>> uiState;
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void initState() {
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super.initState();
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resetGame();
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}
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void resetGame() {
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alive = true;
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hasWon = false;
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detectedCount = 0;
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// Initialize matrices.
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cells = new List<List>.generate(rows, (int row) {
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return new List<bool>.filled(cols, false);
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});
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uiState = new List<List>.generate(rows, (int row) {
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return new List<CellState>.filled(cols, CellState.covered);
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});
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// Place the mines.
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Random random = new Random();
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int minesRemaining = totalMineCount;
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while (minesRemaining > 0) {
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int pos = random.nextInt(rows * cols);
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int row = pos ~/ rows;
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int col = pos % cols;
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if (!cells[row][col]) {
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cells[row][col] = true;
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minesRemaining--;
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}
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}
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}
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PointerEventListener _pointerDownHandlerFor(int posX, int posY) {
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return (PointerInputEvent event) {
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if (event.buttons == 1) {
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probe(posX, posY);
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} else if (event.buttons == 2) {
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flag(posX, posY);
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}
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};
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}
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Widget buildBoard() {
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bool hasCoveredCell = false;
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List<Row> flexRows = <Row>[];
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for (int iy = 0; iy < rows; iy++) {
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List<Widget> row = <Widget>[];
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for (int ix = 0; ix < cols; ix++) {
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CellState state = uiState[iy][ix];
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int count = mineCount(ix, iy);
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if (!alive) {
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if (state != CellState.exploded)
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state = cells[iy][ix] ? CellState.shown : state;
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}
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if (state == CellState.covered || state == CellState.flagged) {
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row.add(new GestureDetector(
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onTap: () {
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if (state == CellState.covered)
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probe(ix, iy);
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},
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onLongPress: () {
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userFeedback.performHapticFeedback(HapticFeedbackType.LONG_PRESS);
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flag(ix, iy);
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},
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child: new Listener(
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onPointerDown: _pointerDownHandlerFor(ix, iy),
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child: new CoveredMineNode(
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flagged: state == CellState.flagged,
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posX: ix,
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posY: iy
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)
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)
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));
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if (state == CellState.covered) {
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// Mutating |hasCoveredCell| here is hacky, but convenient, same
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// goes for mutating |hasWon| below.
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hasCoveredCell = true;
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}
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} else {
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row.add(new ExposedMineNode(
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state: state,
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count: count
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));
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}
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}
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flexRows.add(
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new Row(
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row,
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justifyContent: FlexJustifyContent.center,
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key: new ValueKey<int>(iy)
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)
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);
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}
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if (!hasCoveredCell) {
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// all cells uncovered. Are all mines flagged?
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if ((detectedCount == totalMineCount) && alive) {
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hasWon = true;
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}
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}
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return new Container(
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padding: new EdgeDims.all(10.0),
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margin: new EdgeDims.all(10.0),
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decoration: new BoxDecoration(backgroundColor: const Color(0xFF6B6B6B)),
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child: new Column(flexRows)
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);
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}
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Widget buildToolBar(BuildContext context) {
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String toolbarCaption = hasWon ?
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'Awesome!!' : alive ?
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'Mine Digger [$detectedCount-$totalMineCount]': 'Kaboom! [press here]';
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return new ToolBar(
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// FIXME: Strange to have the toolbar be tapable.
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center: new Listener(
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onPointerDown: handleToolbarPointerDown,
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child: new Text(toolbarCaption, style: Theme.of(context).text.title)
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)
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);
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}
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Widget build(BuildContext context) {
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// We build the board before we build the toolbar because we compute the win state during build step.
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Widget board = buildBoard();
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return new Title(
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title: 'Mine Digger',
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child: new Scaffold(
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toolBar: buildToolBar(context),
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body: new Container(
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child: new Center(child: board),
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decoration: new BoxDecoration(backgroundColor: Colors.grey[50])
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)
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)
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);
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}
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void handleToolbarPointerDown(PointerInputEvent event) {
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setState(() {
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resetGame();
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});
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}
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// User action. The user uncovers the cell which can cause losing the game.
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void probe(int x, int y) {
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if (!alive)
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return;
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if (uiState[y][x] == CellState.flagged)
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return;
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setState(() {
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// Allowed to probe.
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if (cells[y][x]) {
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// Probed on a mine --> dead!!
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uiState[y][x] = CellState.exploded;
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alive = false;
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} else {
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// No mine, uncover nearby if possible.
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cull(x, y);
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}
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});
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}
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// User action. The user is sure a mine is at this location.
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void flag(int x, int y) {
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setState(() {
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if (uiState[y][x] == CellState.flagged) {
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uiState[y][x] = CellState.covered;
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--detectedCount;
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} else {
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uiState[y][x] = CellState.flagged;
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++detectedCount;
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}
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});
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}
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// Recursively uncovers cells whose totalMineCount is zero.
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void cull(int x, int y) {
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if (!inBoard(x, y))
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return;
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if (uiState[y][x] == CellState.cleared)
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return;
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uiState[y][x] = CellState.cleared;
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if (mineCount(x, y) > 0)
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return;
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cull(x - 1, y);
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cull(x + 1, y);
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cull(x, y - 1);
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cull(x, y + 1 );
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cull(x - 1, y - 1);
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cull(x + 1, y + 1);
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cull(x + 1, y - 1);
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cull(x - 1, y + 1);
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}
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int mineCount(int x, int y) {
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int count = 0;
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count += bombs(x - 1, y);
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count += bombs(x + 1, y);
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count += bombs(x, y - 1);
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count += bombs(x, y + 1 );
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count += bombs(x - 1, y - 1);
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count += bombs(x + 1, y + 1);
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count += bombs(x + 1, y - 1);
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count += bombs(x - 1, y + 1);
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return count;
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}
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int bombs(int x, int y) => inBoard(x, y) && cells[y][x] ? 1 : 0;
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bool inBoard(int x, int y) => x >= 0 && x < cols && y >= 0 && y < rows;
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}
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Widget buildCell(Widget child) {
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return new Container(
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padding: new EdgeDims.all(1.0),
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height: 27.0, width: 27.0,
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decoration: new BoxDecoration(backgroundColor: const Color(0xFFC0C0C0)),
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margin: new EdgeDims.all(2.0),
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child: child
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);
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}
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Widget buildInnerCell(Widget child) {
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return new Container(
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padding: new EdgeDims.all(1.0),
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margin: new EdgeDims.all(3.0),
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height: 17.0, width: 17.0,
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child: child
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);
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}
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class CoveredMineNode extends StatelessComponent {
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CoveredMineNode({ this.flagged, this.posX, this.posY });
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final bool flagged;
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final int posX;
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final int posY;
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Widget build(BuildContext context) {
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Widget text;
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if (flagged)
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text = buildInnerCell(new StyledText(elements : [textStyles[5], '\u2691']));
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Container inner = new Container(
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margin: new EdgeDims.all(2.0),
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height: 17.0, width: 17.0,
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decoration: new BoxDecoration(backgroundColor: const Color(0xFFD9D9D9)),
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child: text
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);
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return buildCell(inner);
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}
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}
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class ExposedMineNode extends StatelessComponent {
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ExposedMineNode({ this.state, this.count });
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final CellState state;
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final int count;
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Widget build(BuildContext context) {
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StyledText text;
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if (state == CellState.cleared) {
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// Uncovered cell with nearby mine count.
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if (count != 0)
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text = new StyledText(elements : [textStyles[count], '$count']);
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} else {
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// Exploded mine or shown mine for 'game over'.
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int color = state == CellState.exploded ? 3 : 0;
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text = new StyledText(elements : [textStyles[color], '\u2600']);
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}
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return buildCell(buildInnerCell(text));
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}
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}
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void main() {
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runApp(new MineDigger());
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}
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