![]() ![]() ![]() The complete code is also available on my Github account. For any queries, feel free to comment below. We hope that this tutorial on creating our own Minesweeper game was understandable as well as fun. # If selecting a cell with atleast 1 mine in neighboring cells # If landing on a cell with 0 mines in neighboring cells If r n or val n or val n or val n or val < 1: # Track of number of mines already set up No effort is needed to handle this case, as all we need to do is alter the displaying value. ShowMines could call blockMoves, instead of duplicating that code. ![]() In various places you're casting cells index to Button, even though cells is already of type Button. Without this information, the recursion will continue perpetually.Īfter all the cells with zero value and their neighbours are displayed, we can move on to the last scenario. In Play, you're using both btn and (Button)cells index, even though they both refer to the same button. The role of vis to keep track of already visited cells during recursion. # Recursive calls for the neighbouring cellsįor this particular concept of the game, a new data structure is used, namely, vis. It is needed to update every move of the player as well as the conclusion of the game. Game Loop is a very crucial part of the game. In this exercise you have to create some code that counts the number of mines adjacent to a given empty square and replaces that square with the count. These values are to be hidden from the player, therefore they are stored in numbers variable. # Function for setting up the other grid values ![]()
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