On Tue, Feb 14, 2023 at 7:26 PM [email protected] <[email protected]>
wrote:

> To make a long story short, one of the features I incorporated was that no
> mine can be present in any cell surrounding initial click. In essence, the
> cell you click will always be a zero. This is how Microsoft’s version works
> as well.
>

Neat! I never knew that.

If you set up the minefield prior to clicking, you need to do some checks
> on initial click and move mines around.
> By waiting for the user to click, it ensures we can do the minefield
> generation all in one go, which is just a bit simpler.
>

I figured the behaviour was so weird there had to be a good reason. While
it may be more complicated to move the mines around after the initial
click, it might be worth it to avoid giving the user a long hiccup in game
play.


> Re: the Flag. I’ve gone back and forth on it. Myself and a few others were
> having trouble distinguishing an ASCII character from the surrounding
> numbers at a quick glance.
> Personally I found the checkerboard a bit more readable. Better yet would
> be an inverted ASCII but I haven’t managed to work on that yet.
>

Yes. An inverted capital 'P' was exactly what I was thinking of. The top of
the capital P in the Model 100 font touches the edge of the character cell,
so it won't look quite as nice as the AsciiPixels flag, but I think it'll
be darn close. Alternately, if you're going outside the standard ASCII
range, consider GRPH + M which types what I think is supposed to be
"Mailbox with Flag Up".

Make sure to check out what happens when you click a number cell, and it
> has the appropriate number of flags around it.
>

Yes! That works great. Do you already have plans to implement the other
half of the behaviour, where one clicks on a number which is equal to the
count of surrounding flags and unknown spaces? All the unknown squares must
be mines, so they can be automatically flagged.

—b9

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