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* Minesweeper game for Emacs
@ 2017-11-06 12:10 Tino Calancha
  2017-11-06 14:59 ` Stefan Monnier
  2017-11-06 19:58 ` John Wiegley
  0 siblings, 2 replies; 3+ messages in thread
From: Tino Calancha @ 2017-11-06 12:10 UTC (permalink / raw)
  To: Emacs developers; +Cc: Tino Calancha

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Hi,

this is an elisp version of the classical minesweeper game.
Is of any interest to include this in Emacs? Or should go
to ELPA instead?

Thank you
Tino

--8<-----------------------------cut here---------------start------------->8---
;;; mines.el --- Minesweeper game -*- lexical-binding: t -*-

;; Copyright (C) 2017  Tino Calancha

;; Author: Tino Calancha <tino.calancha@gmail.com>
;; Maintainer: Tino Calancha <tino.calancha@gmail.com>
;; Created: 2017-10-28
;; Keywords: games
;; Version: 1.0
;; Package-Requires: ((emacs "24.3") (cl-lib "0.5"))
;; url: https://github.com/calancha/Minesweeper

;; This file is NOT part of GNU Emacs.

;; This program is free software; you can redistribute it and/or modify
;; it under the terms of the GNU General Public License as published by
;; the Free Software Foundation, either version 3 of the License, or
;; (at your option) any later version.

;; This program is distributed in the hope that it will be useful,
;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
;; GNU General Public License for more details.

;; You should have received a copy of the GNU General Public License
;; along with this program.  If not, see <https://www.gnu.org/licenses/>.

;;; Commentary:

;; This is an elisp implementation of the classical minesweeper game.
;; The target is localize all hidden mines (bombs) in a rectangular board
;; without detonating them.  You reveal the content of a cell with the
;; command `mines-dig'.
;;
;; 1. Cells with a bomb contain the character 'x'; if you call `mines-dig'
;;    in these cells then you lost the game.

;; 2. Cells without bomb at distance 1 from any cell with a mine
;;    contain a number: the number of bombs at distance 1 from this cell.
;;    If you reveal the content of this cell, then this number is shown.
;;
;; 3. Cells without a bomb at distance > 1 from any bomb contain '@'.
;;    If you reveal the content of this cell, then '@' is shown and
;;    all adjacent cells are recursively revealed.
;;
;;
;; If you think that an uncovered cell has a mine, you might flag it
;; with `mines-flag-cell'; if you call this command again in the same
;; cell the cell is unflagged.  This is useful to visualize your
;; progress in the game.
;;
;; The game is completed once all mine-free cells are revealed, that is,
;; when the only uncovered cells equals the number of hidden mines.
;;

;;; Code:

(require 'gamegrid)
(require 'cl-lib)
(require 'cookie1) ; For `cookie-shuffle-vector'.


;;; Internal variables.
(defgroup mines nil
   "Play minessweeper."
   :group 'games
   :prefix "mines-")

(defcustom mines-protect-first-move t
   "Non-nil avoid game over in the first cell revealed."
   :type 'boolean
   :version "27.1")

(defcustom mines-mode-hook nil
   "Hook run by mines mode."
   :type 'hook
   :group 'mines
   :version "27.1")

(defvar mines-uncover-cell-char ?.
   "Char to display uncover cells.")

(defvar mines-flagged-cell-char ?!
   "Char to display flagged cells as maybe having a mine.")

(defvar mines-empty-cell-char ?@
   "Char to display a cell without mine nor numbers.")

(defvar mines-empty-cell-mine ?x
   "Char to display a cell with a mine.")

(defvar mines-buffer nil "Buffer where play minesweeper.")
(defvar mines-start-pos 2 "Initial prompt position.")
(defvar mines-number-mines 10 "Number of mines.")
(defvar mines-number-rows 8 "Nmber of rows.")
(defvar mines-number-cols 8 "Number of columns.")
(defvar mines-number-cells (* mines-number-rows mines-number-cols)
   "Number of cells.")

(defcustom mines-difficulty-level 'easy
   "Level of difficulty.
If `easy' we have 8 columns x 8 columns and 10 mines.
If `medium' we have 16 columns x 16 columns and 40 mines.
If `hard' we have 30 columns x 16 columns and 99 mines.
If `custom' then ask user for these numbers."
   :type '(choice (const :tag "Easy" easy)
                  (const :tag "Medium" medium)
                  (const :tag "Hard" hard)
                  (const :tag "Custom" custom))
   :group 'games
   :set (lambda (sym val)
          (if (not (eq val 'custom))
              (set sym val)
            (setq mines-number-cols (read-number "Number of columns: ")
                  mines-number-rows (read-number "Number of rows: ")
                  mines-number-mines (read-number "Number of mines: "))
            (set sym val)))
   :version "27.1")

(defvar mines-grid (make-vector mines-number-cells nil)
   "Game configuration.")

(defvar mines-state (make-vector mines-number-cells nil)
   "Game state.")

(defvar mines-mine-positions nil "Mine positions.")
(defvar mines-gap-positions nil "Empty cell positions.")
(defvar mines-init-time nil "Initial time of the game.")
(defvar mines-end-time nil "End time of the game.")
(defvar mines-undone-neighbours nil
   "List of uncovered neighbours for the current cell.")

(defvar-local mines-game-over nil
   "Non-nil if the game in current buffer has ended.")

(defmacro mines-init (cond1 cond2 cond3 cond4 &rest body)
   (declare (debug (form form form form &rest body)))
   `(progn
      (cond (,cond1
             (setq mines-number-cols 8
                   mines-number-rows 8
                   mines-number-mines 10
                   mines-difficulty-level 'easy))
            (,cond2
             (setq mines-number-cols 16
                   mines-number-rows 16
                   mines-number-mines 40
                   mines-difficulty-level 'medium))
            (,cond3
             (setq mines-number-cols 30
                   mines-number-rows 16
                   mines-number-mines 99
                   mines-difficulty-level 'hard))
            (,cond4 (setq mines-difficulty-level 'custom) ,@body))
      (setq mines-number-cells (* mines-number-rows mines-number-cols))))


;;; Moving.
(defun mines-index-2-matrix (idx)
   "Translate 1-D array index into 2-D matrix indices."
   (let* ((col (% idx mines-number-cols))
          (row (/ idx mines-number-cols)))
     (list row col)))

(defun mines-matrix-2-index (row col)
   "Translate 2-D matrix indices into 1-D array index."
   (+ col (* row mines-number-cols)))

(defun mines-get-neighbours (idx)
   "Return cell neighbour indices for cell at IDX."
   (let* ((row-col (mines-index-2-matrix idx))
          (row (car row-col))
          (col (cadr row-col))
          res)
     (cl-flet ((add-fn (to-row)
                       (or (= row to-row) (push (list to-row col) res))
                       (and (< col (1- mines-number-cols))
                            (push (list to-row (1+ col)) res))
                       (or (zerop col) (push (list to-row (1- col)) res))))
       (progn
         (add-fn row) ; Horizontal neighburs.
         (unless (zerop row) (add-fn (1- row))) ; Up neighbours.
         (when (< row (1- mines-number-rows)) ; Below neighbours.
           (add-fn (1+ row)))))
     (mapcar (lambda (x) (mines-matrix-2-index (car x) (cadr x))) res)))

(defun mines-goto (idx)
   "Move to cell at IDX."
   (goto-char 1)
   (let ((cidx (mines-current-pos)))
     (ignore-errors
       (while (not (= cidx idx))
         (goto-char (next-single-property-change (point) 'idx))
         (setq cidx (mines-current-pos)))
       (goto-char (1+ (point))))))

(defun mines-go-right ()
   "Move 1 cell to the right."
   (interactive)
   (if (= (point) (point-max))
       (progn
         (forward-line -1)
         (goto-char (1+ (point))))
     (let* ((idx (mines-current-pos))
            (row-col (mines-index-2-matrix idx))
            (row (car row-col))
            (col (cadr row-col)))
       (if (= col (1- mines-number-cols))
           (mines-goto (apply #'mines-matrix-2-index (list row 0)))
         (mines-goto (1+ (mines-current-pos)))))))

(defun mines-go-left ()
   "Move 1 cell to the left."
   (interactive)
   (if (= (point) (point-max))
       (goto-char (1- (point)))
     (let* ((idx (mines-current-pos))
            (row-col (mines-index-2-matrix idx))
            (row (car row-col))
            (col (cadr row-col)))
       (if (zerop col)
           (mines-goto (apply #'mines-matrix-2-index
                              (list row (1- mines-number-cols))))
         (mines-goto (1- (mines-current-pos)))))))

(defun mines-go-down ()
   "Move to the cell under the current one."
   (interactive)
   (if (= (point) (point-max))
       (goto-char mines-start-pos)
     (let* ((idx (mines-current-pos))
            (row-col (mines-index-2-matrix idx))
            (row (car row-col))
            (col (cadr row-col)))
       (if (= row (1- mines-number-rows))
           (mines-goto (apply #'mines-matrix-2-index (list 0 col)))
         (mines-goto (apply #'mines-matrix-2-index (list (1+ row) col)))))))

(defun mines-go-up ()
   "Move to the cell over the current one."
   (interactive)
   (if (= (point) (point-max))
       (progn
         (forward-line -1)
         (goto-char (1+ (point))))
     (let* ((idx (mines-current-pos))
            (row-col (mines-index-2-matrix idx))
            (row (car row-col))
            (col (cadr row-col)))
       (if (zerop row)
           (mines-goto (apply #'mines-matrix-2-index (list (1- mines-number-rows) col)))
         (mines-goto (apply #'mines-matrix-2-index (list (1- row) col)))))))


;;; Main Functions.

(defun mines--find-pos (elt vec)
   (let ((pos 0) res)
     (while (setq pos
                  (cl-position-if
                   (lambda (x)
                     (cond ((null elt)
                            ;; Check if the cell is empty or flagged.
                            (or (null x) (eq mines-flagged-cell-char x)))
                           (t (eq elt x))))
                   vec :start pos))
       (push pos res)
       (cl-incf pos))
     (nreverse res)))

(defun mines-start ()
   "Set mine positions for a new game."
   ;; Erase vector.
   (setq mines-grid (make-vector mines-number-cells nil))
   (setq mines-state (make-vector mines-number-cells nil))
   (let ((numbers (append
                   (cookie-shuffle-vector
                    (vconcat (number-sequence 0 (1- mines-number-cells)))) nil)))
     (dotimes (_ mines-number-mines)
       (aset mines-grid (pop numbers) t))
     (setq mines-mine-positions (mines--find-pos t mines-grid))))

(defun mines--near-bombs (i j)
   (let ((numb 0))
     ;; Horizontal neighbours.
     (when (> j 0)
       (and (aref mines-grid (mines-matrix-2-index i (1- j))) (cl-incf numb)))
     (when (< j (1- mines-number-cols))
       (and (aref mines-grid (mines-matrix-2-index i (1+ j))) (cl-incf numb)))
     ;; Previous row neighbours.
     (when (> i 0)
       (and (aref mines-grid (mines-matrix-2-index (1- i) j)) (cl-incf numb))
       (when (> j 0)
         (and (aref mines-grid (mines-matrix-2-index (1- i) (1- j))) (cl-incf numb)))
       (when (< j (1- mines-number-cols))
         (and (aref mines-grid (mines-matrix-2-index (1- i) (1+ j))) (cl-incf numb))))
     ;; Next row neighbours.
     (when (< i (1- mines-number-rows))
       (and (aref mines-grid (mines-matrix-2-index (1+ i) j)) (cl-incf numb))
       (when (> j 0)
         (and (aref mines-grid (mines-matrix-2-index (1+ i) (1- j))) (cl-incf numb)))
       (when (< j (1- mines-number-cols))
         (and (aref mines-grid (mines-matrix-2-index (1+ i) (1+ j))) (cl-incf numb))))
     numb))

(defun mines-set-numbers ()
   "Set numbers for cells adjacent to cells with bombs."
   (let ((tmp-grid (copy-sequence mines-grid)))
     (dotimes (i mines-number-rows)
       (dotimes (j mines-number-cols)
         (let ((idx (mines-matrix-2-index i j)))
           (unless (aref mines-grid idx)
             (let ((numb (mines--near-bombs i j)))
               (unless (zerop numb) (aset tmp-grid idx numb)))))))
     (setq mines-grid tmp-grid)))

(defun mines-list-game-conditions ()
   "Return number of rows, columns and mines for current game."
   (interactive)
   (when (mines-mines-mode-p)
     (let ((rows mines-number-rows)
           (cols mines-number-cols)
           (mines mines-number-mines))
       (message "%d rows x %d columns with %d mines"
                rows cols mines)
       (list rows cols mines))))

(defun mines--insert (elt idx &optional props null-str flag-or-unflag)
   (let* ((face nil)
          (str (cond ((null elt)
                      (if (null null-str)
                          (format " %c " mines-uncover-cell-char)
                        ;; Uncover all its uncovered neighbours.
                        (save-excursion
                          (dolist (x (mines-get-neighbours idx))
                            (mines-goto x)
                            (unless (get-text-property (point) 'done)
                              (push x mines-undone-neighbours))))
                        (format " %s " null-str)))
                     ((eq flag-or-unflag 'unflag)
                      (format " %c " mines-uncover-cell-char))
                     ((and (memq 'flag props) (eq flag-or-unflag 'flag))
                      (setq face 'warning)
                      (format " %c " mines-flagged-cell-char))
                     ((integerp elt) (format " %d " elt))
                     (t (format " %c " mines-empty-cell-mine))))
          (pos (point))
          (inhibit-read-only t))
     (if face
         (insert (propertize str 'font-lock-face face))
       (insert str))
     (when (= (cadr (mines-index-2-matrix idx)) (1- mines-number-cols))
       (backward-delete-char 1)
       (insert "\n"))
     (add-text-properties pos (point) props)
     (goto-char (1+ (point)))))

(defun mines-show ()
   "Display the board for a new game."
   (with-current-buffer (or (and (buffer-live-p mines-buffer) mines-buffer)
                            (setq mines-buffer (get-buffer-create "*Mines*")))
     (read-only-mode 1)
     (setq mines-game-over nil)
     (let ((inhibit-read-only t))
       (erase-buffer)
       (unless (derived-mode-p 'mines-mode)
         (mines-mode))
       (dotimes (i mines-number-rows)
         (dotimes (j mines-number-cols)
           (let* ((idx (+ (* i mines-number-cols) j))
                  (elt (aref mines-state idx))
                  (pos (point)))
             (mines--insert elt idx)
             (put-text-property pos (point) 'idx idx)
             (when (= j (1- mines-number-cols))
               (delete-char -1)
               (insert "\n"))
             (put-text-property (1- (point)) (point) 'idx idx))))))
   (display-buffer mines-buffer '(display-buffer-same-window))
   (set-window-point (get-buffer-window mines-buffer) mines-start-pos))

(defun mines-current-pos ()
   "Return the index of the cell at point."
   (get-text-property (point) 'idx))

(defun mines--show-all ()
   "Show all mines after game over."
   (dolist (to mines-mine-positions)
     (save-excursion
       (mines-goto to)
       ;; Drop all flags before show the mines; that drop the flag faces.
       (when (eq (following-char) mines-flagged-cell-char)
         (mines--update-cell to mines-uncover-cell-char 'unflag))
       (mines-dig 'show-mines))))

(defun mines-game-over ()
   "Offer play a new game after uncover a bomb."
   (let ((inhibit-read-only t))
     (put-text-property (point) (1+ (point)) 'face 'error)
     (mines--show-all)
     (if (yes-or-no-p "Game over! Play again? ")
         (mines)
       (setq mines-game-over t))))

(defun mines-game-completed ()
   (setq mines-end-time (current-time))
   (let* ((score (time-to-seconds
                  (time-subtract mines-end-time mines-init-time)))
          (elapsed-time (format-seconds "%Y, %D, %H, %M, %z%S"
                                        score)))
     ;; save score
     (gamegrid-add-score (format "mines-rows-%d-cols-%d-mines-%d-scores"
                                 mines-number-rows
                                 mines-number-cols
                                 mines-number-mines)
                         score)
     (message (format "Well done %s, you have completed it in %s!"
                      user-login-name elapsed-time))))

(defun mines-flag-cell ()
   "Flag current cell as having a mine.
If called again then unflag it."
   (interactive)
   (let* ((idx (mines-current-pos))
          (done (get-text-property (point) 'done))
          (flagged (get-text-property (point) 'flag)))
     (unless idx (user-error "Wrong position!"))
     (unless done
       (cond (flagged
              (mines--update-cell idx mines-uncover-cell-char 'unflag))
             (t (mines--update-cell idx mines-flagged-cell-char 'flag))))))

(defun mines--update-cell (idx elt &optional flag-or-unflag)
   (if (zerop idx)
       (goto-char 1)
     (goto-char (previous-single-property-change (point) 'idx)))
   (let ((to (or (next-single-property-change (point) 'idx) (point-max)))
         (prop (append (text-properties-at (point))
                       (if flag-or-unflag
                           `(flag ,(eq flag-or-unflag 'flag))
                         '(done t))))
         (inhibit-read-only t))
     (when (eq flag-or-unflag 'unflag)
       (setq prop `(idx ,idx)))
     ;; If unflagging, then remove additional text properties.
     (when (eq flag-or-unflag 'unflag)
       (remove-text-properties (point) to '(font-lock-face flag)))
     (delete-region (point) to)
     (mines--insert elt idx prop (string mines-empty-cell-char) flag-or-unflag)
     (unless flag-or-unflag (aset mines-state idx '@))
     (mines-goto idx)))

(defun mines-dig (&optional show-mines)
   "Reveal the content of the cell at point."
   (interactive)
   (when (mines-mines-mode-p)
     (if mines-game-over
         (user-error "Current game is over.  Try `%s' to start a new one."
                     (substitute-command-keys "\\[mines\]"))
       (skip-chars-forward "[:blank:]") ; Set point in the center of the cell.
       (cl-labels ((uncover-fn
                    ()
                    (let ((idx (mines-current-pos))
                          (inhibit-read-only t)
                          (done (get-text-property (point) 'done)))
                      (cond ((null idx) (user-error "Wrong position!"))
                            (done nil) ; Already updated.
                            (t
                             (let ((elt (aref mines-grid idx)))
                               ;; Don't end the game in the first trial when
                               ;; `mines-protect-first-move' is non-nil.
                               (when (and (eq elt t) mines-protect-first-move (mines-first-move-p))
                                 (let ((ok-pos (cl-position-if-not (lambda (x) (eq t x)) mines-grid)))
                                   (message "Avoided game over in the first move")
                                   ;; Update mine positions.
                                   (setf (nth (cl-position idx mines-mine-positions)
                                              mines-mine-positions) ok-pos)
                                   ;; We must update `mines-grid' further: the neighbour cells
                                   ;; to IDX must show now a lower number of near bombs; the
                                   ;; cells near the new position of the bomb must increase their
                                   ;; numbers.
                                   (setq mines-grid (make-vector mines-number-cells nil))
                                   ;; Add the mine positions.
                                   (dolist (pos mines-mine-positions)
                                     (aset mines-grid pos t))
                                   ;; Update the numbers on neighbour cells.
                                   (mines-set-numbers)
                                   ;; Update current element.
                                   (setq elt (aref mines-grid idx))))
                               ;; If the cell is flagged ask for confirmation.
                               (if (and (not show-mines) (eq (following-char) mines-flagged-cell-char))
                                   (if (yes-or-no-p "This cell is flagged as having a bomb.  Uncover it? ")
                                       (progn ; Unflag first.
                                         (mines--update-cell idx mines-uncover-cell-char 'unflag)
                                         (mines--update-cell idx elt))
                                     (message "OK, canceled"))
                                 (mines--update-cell idx elt))
                               ;; Check for end of game.
                               (cond ((and (not show-mines) (eq elt t))
                                      ;; We lost the game; show all the mines.
                                      (mines-game-over))
                                     (t
                                      (when (and (not show-mines) (mines-end-p))
                                        (mines-game-completed))))))))))
         (uncover-fn)
         (when mines-undone-neighbours
           (while mines-undone-neighbours
             (let ((to (pop mines-undone-neighbours)))
               (save-excursion
                 (mines-goto to)
                 (uncover-fn)))))))))

;;;###autoload
(defun mines (&optional arg)
   "Play the minesweeper game.
Called with a prefix prompt for the difficulty level.

The target of the game is discover which cells contain mines.
You reveal the content of the mine at point with \\[mines-dig\].
1. If you look at one cell containing a mine you lost.

2. A cell without a mine having N neighbour cells containing mines
    shows N when you look at it.

3. A cell without a mine and without neighbour cells having mines
    shows the character `@' when you look at it; all adjacent cells
    are recursively revealed.

For instance, following is a possible configuration:

@ @ @ @ @
1 2 2 1 @
1 x x 1 @
1 2 2 1 @
@ @ @ @ @

You can move between cells using the arrow keys, or using vi
or emacs keystrokes (↑↓→←) = (kjlh) = (pnfb).

You can flag a cell as having a mine with \\[mines-flag-cell\]; if you
call this command again, the cell is unflagged."
   (interactive
    (let* ((prefix current-prefix-arg)
           (choice (and prefix
                        (read-multiple-choice "Choose difficulty level: "
                                              '((?e "Easy" "8 columns x 8 rows and 10 mines")
                                                (?m "Medium" "16 columns x 16 rows and 40 mines")
                                                (?h "Hard" "30 columns x 16 rows and 99 mines")
                                                (?c "Custom" "C columns x R rows and M mines"))))))
      (when choice
        (mines-init (eq ?e (car choice))
                    (eq ?m (car choice))
                    (eq ?h (car choice))
                    (eq ?c (car choice))
                    (setq mines-number-cols (read-number "Number of columns: ")
                          mines-number-rows (read-number "Number of rows: ")
                          mines-number-mines (read-number "Number of mines: "))))
      (list prefix)))
   (unless arg
     (mines-init (eq mines-difficulty-level 'easy)
                 (eq mines-difficulty-level 'medium)
                 (eq mines-difficulty-level 'hard)
                 t))
   (setq mines-init-time (current-time))
   (mines-start)
   (mines-set-numbers)
   (mines-show))

(define-derived-mode mines-mode special-mode "mines"
   (let ((map mines-mode-map))
     (define-key map [right] 'mines-go-right)
     (define-key map "f" 'mines-go-right)
     (define-key map "l" 'mines-go-right)
     (define-key map [left] 'mines-go-left)
     (define-key map "b" 'mines-go-left)
     (define-key map "h" 'mines-go-left)
     (define-key map "p" 'mines-go-up)
     (define-key map "k" 'mines-go-up)
     (define-key map [up] 'mines-go-up)
     (define-key map [down] 'mines-go-down)
     (define-key map "n" 'mines-go-down)
     (define-key map "j" 'mines-go-down)
     (define-key map "x" 'mines-dig)
     (define-key map "c" 'mines-dig)
     ;; (define-key map "a" 'mines-flag-cell)
     (define-key map "1" 'mines-flag-cell)
     (define-key map "m" 'mines-flag-cell)
     (define-key map "r" 'mines))
   "Major mode for playing Minesweeper.")


;;; Predicates

(defun mines-mines-mode-p ()
   "Return non-nil if the current buffer is in `mines-mode'."
   (derived-mode-p 'mines-mode))

(defun mines-end-p ()
   "Return non-nil when the game is completed."
   (equal mines-mine-positions (mines--find-pos nil mines-state)))

(defun mines-first-move-p ()
   "Return non-nil if any cell has been revealed yet."
   (cl-every 'null mines-state))


(provide 'mines)
;;; mines.el ends here

--8<-----------------------------cut here---------------end--------------->8---

^ permalink raw reply	[flat|nested] 3+ messages in thread

* Re: Minesweeper game for Emacs
  2017-11-06 12:10 Minesweeper game for Emacs Tino Calancha
@ 2017-11-06 14:59 ` Stefan Monnier
  2017-11-06 19:58 ` John Wiegley
  1 sibling, 0 replies; 3+ messages in thread
From: Stefan Monnier @ 2017-11-06 14:59 UTC (permalink / raw)
  To: emacs-devel

> this is an elisp version of the classical minesweeper game.

Finally!

> Is of any interest to include this in Emacs? Or should go
> to ELPA instead?

GNU ELPA,


        Stefan




^ permalink raw reply	[flat|nested] 3+ messages in thread

* Re: Minesweeper game for Emacs
  2017-11-06 12:10 Minesweeper game for Emacs Tino Calancha
  2017-11-06 14:59 ` Stefan Monnier
@ 2017-11-06 19:58 ` John Wiegley
  1 sibling, 0 replies; 3+ messages in thread
From: John Wiegley @ 2017-11-06 19:58 UTC (permalink / raw)
  To: Tino Calancha; +Cc: Tino Calancha, Emacs developers

>>>>> "TC" == Tino Calancha <calancha@gmail.com> writes:

TC> this is an elisp version of the classical minesweeper game.
TC> Is of any interest to include this in Emacs? Or should go
TC> to ELPA instead?

There's also https://bitbucket.org/zck/minesweeper.el

-- 
John Wiegley                  GPG fingerprint = 4710 CF98 AF9B 327B B80F
http://newartisans.com                          60E1 46C4 BD1A 7AC1 4BA2



^ permalink raw reply	[flat|nested] 3+ messages in thread

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2017-11-06 12:10 Minesweeper game for Emacs Tino Calancha
2017-11-06 14:59 ` Stefan Monnier
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