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A library for handling Minesweeper game logic, that can run on embedded hardware

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libminesweeper

A library for handling Minesweeper game logic, that can run on embedded hardware. Its goals are to be as efficient as possible memory- and processing power wise. It's written in "SDCC compatible C99", which pretty much means that it's C99 without inline variable declarations.

Building

Clone the repo and run make in the folder, and you'll get the binary libminesweeper.a. Link the binary and include include/minesweeper.h in your projects. You can also check out the reference implentations below. Those repos include this repo as a git submodule and automatically builds it as part of their build chain. You can also simply copy the implementation file and headers you need directly into your project.

Usage

First, we should include the library headers:

#include <minesweeper.h>

Let's set up a game. You can have as many games as you want, if you for example want to implement multiplayer. First, you need to supply the library with a memory location where it can put game data. The minimum required length of this buffer can be retrieved from the function minesweeper_minimum_buffer_size(unsigned width, unsigned height).

To initialize a game in this buffer, call minesweeper_init(unsigned width, unsigned height, float mine_density, uint8_t *buffer), where mine density is a float value between 0 and 1. If 1, all tiles will contain a mine, and if 0, no tiles will contain a mine. The game starts to get unplayable around a density of 0.5.

Note: due to optimizations, not all tiles will actually have mines with a density of 1.0, since during generation, if a tile is seleted that already has a mine, it will be ignored. This means that the actual mine count will usually be a bit less than (width * height * mine_density)

unsigned width = 20;
unsigned height = 10;
uint8_t *game_buffer = malloc(mineseeper_minimum_buffer_size(width, height));

srand(time(NULL)); // Let's make the game less predictable
struct minesweeper_game *game = minesweeper_init(width, height, 0.1, game_buffer);

You don't need to free the pointer returned from minesweeper_init(). It points to somewhere within the buffer created above, so to invalidate a game you simply free the game buffer.

Next, let's move the cursor around and open a tile.

minesweeper_set_cursor(game, 0, 0);
minesweeper_move_cursor(game, RIGHT, false);
minesweeper_open_tile(game, game->selected_tile);

Using the cursor functionality is no requirement. It exists to help handling common movement logic for keypress-based sweeping. It's also possible to modify tiles directly, if for example making a mouse based sweeper:

struct minesweeper_tile *tile = minesweeper_get_tile_at(game, x, y);
minesweeper_open_tile(game, tile);

To render tiles correctly in your UI, you can find the state of a tile by doing the following:

struct minesweeper_tile *tile = minesweeper_get_tile_at(game, x, y);
bool has_mine = tile->has_mine;

A tile has the following properties:

  • adjacent_mine_count: The number of mines in the tiles surrounding this tile. This corresponds to the number that minesweepers normally draw on an opened tile.
  • has_flag
  • has_mine
  • is_opened

Handling callbacks

You can register a callback handler to be informed by the library whenever a tile updates. This allows you to update your UI by only redrawing updated tiles. A void *user_info is passed to your update function (same pointer that you set to game->user_info which you can use to pass any data to the callback.

void tile_updated(struct minesweeper_game *game, struct minesweeper_tile *tile, void *user_info) {
	// Redraw tile in your UI
}

game->tile_update_callback = &tile_updated;

Check out the reference implementations for more examples on how to render a game. All available functions are documented in minesweeper.h.

C++ API

There is a header to use the library from C++, in an object-oriented manner. Here are the same examples, using minesweeper.hpp:

#include <minesweeper.hpp>

Minesweeper::Game game = Minesweeper::Game(width, height, 0.3);
game.setCursor(0, 0);
game.moveCursor(RIGHT, false);

auto tile = game.selectedTile();
tile.open();
bool hasMine = tile.hasMine();

game.tileUpdateCallback = [](Minesweeper::Game& game, Minesweeper::Tile& tile) {
	// Redraw tile in your UI
};

Testing

Run make run-c-tests to run the unit tests. It might be a good idea to run the tests with your preferred compiler, to catch anything I might've missed. Please add an issue if any tests don't pass!

Similarly, use make run-cpp-tests for C++, projects, or make run-all-tests for both.

Reference implementations:

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A library for handling Minesweeper game logic, that can run on embedded hardware

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