Create your own minesweeper game
Minesweeper
Welcome to this tutorial on building your very own Minesweeper game using the LÖVE framework and Lua programming language. Minesweeper is a classic puzzle game that challenges players to clear a grid of hidden mines using logic and deduction. By the end of this tutorial, you will have a fully functional Minesweeper game and a deeper understanding of game development concepts.
In this step-by-step guide, we will cover everything from setting up your development environment to implementing game mechanics such as grid creation, bomb placement, and user interactions. Whether you are a beginner or an experienced developer, this tutorial will provide you with the knowledge and skills needed to create a fun and engaging game.
Let’s dive in and start building our Minesweeper game!
getting started – requirement ö– categories:
- programming date: “2021-03-18T09:37:36Z” description: minesweeper implementation with love2d in lua draft: true resources:
- name: step1 src: images/header.png
- name: step1 src: images/1.png
- name: step2 src: images/2.png
- name: step3 src: images/3.png tags:
- love
- love2d
- lua
- game
- minesweeper
- game development title: Create your own minesweeper game
Minesweeper
Welcome to this tutorial on building your very own Minesweeper game using the LÖVE framework and Lua programming language. Minesweeper is a classic puzzle game that challenges players to clear a grid of hidden mines using logic and deduction. By the end of this tutorial, you will have a fully functional Minesweeper game and a deeper understanding of game development concepts.
In this step-by-step guide, we will cover everything from setting up your development environment to implementing game mechanics such as grid creation, bomb placement, and user interactions. Whether you are a beginner or an experienced developer, this tutorial will provide you with the knowledge and skills needed to create a fun and engaging game.
Let’s dive in and start building our Minesweeper game!
Getting started
- LÖVE Framework
- your favorite text editor
Grid Creation
In this section, we will start by creating our Minesweeper grid. The grid is the main playing field where the game takes place. It consists of a matrix of cells, each of which can either contain a mine or be empty. We will use a two-dimensional array to represent this grid in our code.
Here is a step-by-step guide to creating the grid:
- Initialize the Grid: First, we need to initialize the grid with empty cells. We will create a function to generate a grid of a specified size.
function createGrid(rows, cols)
local grid = {}
for i = 1, rows do
grid[i] = {}
for j = 1, cols do
grid[i][j] = { isMine = false, isRevealed = false, isFlagged = false, adjacentMines = 0 }
end
end
return grid
end
Next we will create a function to draw the grid infomation into our canvas
function update()
-- draw grid
for row = 1, MINE_ROWS do
for col = 1, MINE_COLS do
drawGrid(row, col) -- we will create a function to draw a grid on row,col
drawMines(row, col) -- draw an exploded mine
drawUnopenedBox(row, col) -- we will create a function to draw an unopened mine
drawOpenedBox(row, col) -- show the number of mines on its surounding
drawFlagged(row, col) -- if not opened an the user choose to flag the box as mine, we will display a little flag
end
end
end
to
2. **Place Mines**:
Next, we will randomly place mines in the grid. We will create a function to place a specified number of mines.
```lua
function placeMines(grid, numMines)
local rows = #grid
local cols = #grid[1]
local placedMines = 0
while placedMines < numMines do
local row = math.random(1, rows)
local col = math.random(1, cols)
if not grid[row][col].isMine then
grid[row][col].isMine = true
placedMines = placedMines + 1
end
end
end
- Calculate Adjacent Mines: After placing the mines, we need to calculate the number of adjacent mines for each cell. This information is crucial for the player to make informed decisions.
function calculateAdjacentMines(grid)
local rows = #grid
local cols = #grid[1]
for i = 1, rows do
for j = 1, cols do
if not grid[i][j].isMine then
local count = 0
for x = -1, 1 do
for y = -1, 1 do
local ni = i + x
local nj = j + y
if ni > 0 and ni <= rows and nj > 0 and nj <= cols and grid[ni][nj].isMine then
count = count + 1
end
end
end
grid[i][j].adjacentMines = count
end
end
end
end
- Putting It All Together: Finally, we will create a function to initialize the entire grid, place the mines, and calculate the adjacent mines.
function initializeGame(rows, cols, numMines)
local grid = createGrid(rows, cols)
placeMines(grid, numMines)
calculateAdjacentMines(grid)
return grid
end
By following these steps, we have successfully created the grid for our Minesweeper game. In the next sections, we will implement the game mechanics such as revealing cells, placing flags, and handling win/loss conditions.
Let’s move on to the next part of our tutorial!
placing bomb
placing number
clearing tiles
adding flag
winning
wrap up