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Minesweeper

by Chris J. Shull

To run

  1. open ./dist/index.html

or

  1. npm install
  2. npm run serve
  3. open http://localhost:3000

or

  1. npm install
  2. npm run build
  3. open ./dist/index.html

Tested on

  • macOS / Safari 9.1.2 (also VoiceOver tested)
  • iOS 9.3.5 (iPhone) / Safari (also VoiceOver tested)
  • macOS / Chrome 52.0.2743.116
  • macOS / Firefox 48.0.2

Approach:

This didn't seem like a task that begged for a big MVC framework, which intrigued me for two reasons: 1) I could try out some new (to me) build tools, and 2) I could play with some modern JS concepts that have been floating around in my head.

I started with Rollup because it looked interesting, but eventually added Gulp for non-JS related build tasks. I'm also particular to SASS and Autoprefixer so got those running too.

Runtime wise I wanted to stay very vanilla, but decided to bring in jQuery for DOM manipulation ergonomics.

While coding I set myself a few goals:

  • Localizable, and RTL-ready
  • Keyboard playable
  • Accessible (screen reader support, proper color contrast, etc)
  • Flexible layout
  • Mobile support

While I started prototyping with a plain <table>, I ended up not using table layout because inner-cell layout is so persnickety. At that point Safari did not to recognize the element semantics anymore (for accessibility), so I switched to <div>s with ARIA.

Misc. notes:

  • You can test RTL layout you running document.documentElement.dir = "rtl" in the JS console.

  • To use the keyboard controls you can:

    • hit tab twice, or
    • click the grid labels or your first cell.
  • Once the board is focused, you can press:

    • arrow keys to move around
    • enter or space to "click" a cell
  • While the game currently doesn't expose the settings in the UI, the logic is not fixed to any particular dimensions or mine count.

  • Instead of text color in the cells, I used used background color because I felt it was more readable.

  • Using an emoji for the mine is fun, but could lead to cross-platform issues. Would likely want to replace that. (Fun fact though: VoiceOver speaks "bomb" quite nicely.)

  • I love recursive reveal fades for tiled games like this. But depth-first recursion works nicely for cycle-avoidance, so I based the animation on distance from the original target.