├── .gitignore ├── .vscode ├── extensions.json ├── launch.json └── settings.json ├── Assets ├── Scenes.meta ├── Scenes │ ├── Minesweeper.unity │ └── Minesweeper.unity.meta ├── Scripts.meta ├── Scripts │ ├── Board.cs │ ├── Board.cs.meta │ ├── Cell.cs │ ├── Cell.cs.meta │ ├── CellGrid.cs │ ├── CellGrid.cs.meta │ ├── Game.cs │ └── Game.cs.meta ├── Sprites.meta ├── Sprites │ ├── Tile1.png │ ├── Tile1.png.meta │ ├── Tile2.png │ ├── Tile2.png.meta │ ├── Tile3.png │ ├── Tile3.png.meta │ ├── Tile4.png │ ├── Tile4.png.meta │ ├── Tile5.png │ ├── Tile5.png.meta │ ├── Tile6.png │ ├── Tile6.png.meta │ ├── Tile7.png │ ├── Tile7.png.meta │ ├── Tile8.png │ ├── Tile8.png.meta │ ├── TileEmpty.png │ ├── TileEmpty.png.meta │ ├── TileExploded.png │ ├── TileExploded.png.meta │ ├── TileFlag.png │ ├── TileFlag.png.meta │ ├── TileMine.png │ ├── TileMine.png.meta │ ├── TileUnknown.png │ └── TileUnknown.png.meta ├── Tiles.meta └── Tiles │ ├── Tile1.asset │ ├── Tile1.asset.meta │ ├── Tile2.asset │ ├── Tile2.asset.meta │ ├── Tile3.asset │ ├── Tile3.asset.meta │ ├── Tile4.asset │ ├── Tile4.asset.meta │ ├── Tile5.asset │ ├── Tile5.asset.meta │ ├── Tile6.asset │ ├── Tile6.asset.meta │ ├── Tile7.asset │ ├── Tile7.asset.meta │ ├── Tile8.asset │ ├── Tile8.asset.meta │ ├── TileEmpty.asset │ ├── TileEmpty.asset.meta │ ├── TileExploded.asset │ ├── TileExploded.asset.meta │ ├── TileFlag.asset │ ├── TileFlag.asset.meta │ ├── TileMine.asset │ ├── TileMine.asset.meta │ ├── TileUnknown.asset │ ├── TileUnknown.asset.meta │ ├── Tiles.prefab │ └── Tiles.prefab.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── TimelineSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── Sprites.psd /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | 63 | # Crashlytics generated file 64 | crashlytics-build.properties 65 | 66 | # Packed Addressables 67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 68 | 69 | # Temporary auto-generated Android Assets 70 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 71 | /[Aa]ssets/[Ss]treamingAssets/aa/* 72 | -------------------------------------------------------------------------------- /.vscode/extensions.json: -------------------------------------------------------------------------------- 1 | { 2 | "recommendations": [ 3 | "visualstudiotoolsforunity.vstuc" 4 | ] 5 | } -------------------------------------------------------------------------------- /.vscode/launch.json: -------------------------------------------------------------------------------- 1 | { 2 | "version": "0.2.0", 3 | "configurations": [ 4 | { 5 | "name": "Attach to Unity", 6 | "type": "vstuc", 7 | "request": "attach" 8 | } 9 | ] 10 | } -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": { 3 | "**/.DS_Store": true, 4 | "**/.git": true, 5 | "**/.vs": true, 6 | "**/.gitmodules": true, 7 | "**/.vsconfig": true, 8 | "**/*.booproj": true, 9 | "**/*.pidb": true, 10 | 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userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bdb73ddc43d01154a8df28d9980622a0 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Board.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Tilemaps; 3 | 4 | [RequireComponent(typeof(Tilemap))] 5 | public class Board : MonoBehaviour 6 | { 7 | public Tilemap tilemap { get; private set; } 8 | 9 | public Tile tileUnknown; 10 | public Tile tileEmpty; 11 | public Tile tileMine; 12 | public Tile tileExploded; 13 | public Tile tileFlag; 14 | public Tile tileNum1; 15 | public Tile tileNum2; 16 | public Tile tileNum3; 17 | public Tile tileNum4; 18 | public Tile tileNum5; 19 | public Tile tileNum6; 20 | public Tile tileNum7; 21 | public Tile tileNum8; 22 | 23 | private void Awake() 24 | { 25 | tilemap = GetComponent(); 26 | } 27 | 28 | public void Draw(CellGrid grid) 29 | { 30 | int width = grid.Width; 31 | int height = grid.Height; 32 | 33 | for (int x = 0; x < width; x++) 34 | { 35 | for (int y = 0; y < height; y++) 36 | { 37 | Cell cell = grid[x, y]; 38 | tilemap.SetTile(cell.position, GetTile(cell)); 39 | } 40 | } 41 | } 42 | 43 | private Tile GetTile(Cell cell) 44 | { 45 | if (cell.revealed) { 46 | return GetRevealedTile(cell); 47 | } else if (cell.flagged) { 48 | return tileFlag; 49 | } else if (cell.chorded) { 50 | return tileEmpty; 51 | } else { 52 | return tileUnknown; 53 | } 54 | } 55 | 56 | private Tile GetRevealedTile(Cell cell) 57 | { 58 | switch (cell.type) 59 | { 60 | case Cell.Type.Empty: return tileEmpty; 61 | case Cell.Type.Mine: return cell.exploded ? tileExploded : tileMine; 62 | case Cell.Type.Number: return GetNumberTile(cell); 63 | default: return null; 64 | } 65 | } 66 | 67 | private Tile GetNumberTile(Cell cell) 68 | { 69 | switch (cell.number) 70 | { 71 | case 1: return tileNum1; 72 | case 2: return tileNum2; 73 | case 3: return tileNum3; 74 | case 4: return tileNum4; 75 | case 5: return tileNum5; 76 | case 6: return tileNum6; 77 | case 7: return tileNum7; 78 | case 8: return tileNum8; 79 | default: return null; 80 | } 81 | } 82 | 83 | } 84 | -------------------------------------------------------------------------------- /Assets/Scripts/Board.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c6d743f64d1ec2a4dbcfbabdf7348c4b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Cell.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Cell 4 | { 5 | public enum Type 6 | { 7 | Empty, 8 | Mine, 9 | Number, 10 | } 11 | 12 | public Vector3Int position; 13 | public Type type; 14 | public int number; 15 | public bool revealed; 16 | public bool flagged; 17 | public bool exploded; 18 | public bool chorded; 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Scripts/Cell.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 981f4bb8ce121684a8d4893a788ec82f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/CellGrid.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class CellGrid 4 | { 5 | private readonly Cell[,] cells; 6 | 7 | public int Width => cells.GetLength(0); 8 | public int Height => cells.GetLength(1); 9 | 10 | public Cell this[int x, int y] => cells[x, y]; 11 | 12 | public CellGrid(int width, int height) 13 | { 14 | cells = new Cell[width, height]; 15 | 16 | for (int x = 0; x < width; x++) 17 | { 18 | for (int y = 0; y < height; y++) 19 | { 20 | cells[x, y] = new Cell 21 | { 22 | position = new Vector3Int(x, y, 0), 23 | type = Cell.Type.Empty 24 | }; 25 | } 26 | } 27 | } 28 | 29 | public void GenerateMines(Cell startingCell, int amount) 30 | { 31 | int width = Width; 32 | int height = Height; 33 | 34 | for (int i = 0; i < amount; i++) 35 | { 36 | int x = Random.Range(0, width); 37 | int y = Random.Range(0, height); 38 | 39 | Cell cell = cells[x, y]; 40 | 41 | while (cell.type == Cell.Type.Mine || IsAdjacent(startingCell, cell)) 42 | { 43 | x++; 44 | 45 | if (x >= width) 46 | { 47 | x = 0; 48 | y++; 49 | 50 | if (y >= height) { 51 | y = 0; 52 | } 53 | } 54 | 55 | cell = cells[x, y]; 56 | } 57 | 58 | cell.type = Cell.Type.Mine; 59 | } 60 | } 61 | 62 | public void GenerateNumbers() 63 | { 64 | int width = Width; 65 | int height = Height; 66 | 67 | for (int x = 0; x < width; x++) 68 | { 69 | for (int y = 0; y < height; y++) 70 | { 71 | Cell cell = cells[x, y]; 72 | 73 | if (cell.type == Cell.Type.Mine) { 74 | continue; 75 | } 76 | 77 | cell.number = CountAdjacentMines(cell); 78 | cell.type = cell.number > 0 ? Cell.Type.Number : Cell.Type.Empty; 79 | } 80 | } 81 | } 82 | 83 | public int CountAdjacentMines(Cell cell) 84 | { 85 | int count = 0; 86 | 87 | for (int adjacentX = -1; adjacentX <= 1; adjacentX++) 88 | { 89 | for (int adjacentY = -1; adjacentY <= 1; adjacentY++) 90 | { 91 | if (adjacentX == 0 && adjacentY == 0) { 92 | continue; 93 | } 94 | 95 | int x = cell.position.x + adjacentX; 96 | int y = cell.position.y + adjacentY; 97 | 98 | if (TryGetCell(x, y, out Cell adjacent) && adjacent.type == Cell.Type.Mine) { 99 | count++; 100 | } 101 | } 102 | } 103 | 104 | return count; 105 | } 106 | 107 | public int CountAdjacentFlags(Cell cell) 108 | { 109 | int count = 0; 110 | 111 | for (int adjacentX = -1; adjacentX <= 1; adjacentX++) 112 | { 113 | for (int adjacentY = -1; adjacentY <= 1; adjacentY++) 114 | { 115 | if (adjacentX == 0 && adjacentY == 0) { 116 | continue; 117 | } 118 | 119 | int x = cell.position.x + adjacentX; 120 | int y = cell.position.y + adjacentY; 121 | 122 | if (TryGetCell(x, y, out Cell adjacent) && !adjacent.revealed && adjacent.flagged) { 123 | count++; 124 | } 125 | } 126 | } 127 | 128 | return count; 129 | } 130 | 131 | public Cell GetCell(int x, int y) 132 | { 133 | if (InBounds(x, y)) { 134 | return cells[x, y]; 135 | } else { 136 | return null; 137 | } 138 | } 139 | 140 | public bool TryGetCell(int x, int y, out Cell cell) 141 | { 142 | cell = GetCell(x, y); 143 | return cell != null; 144 | } 145 | 146 | public bool InBounds(int x, int y) 147 | { 148 | return x >= 0 && x < Width && y >= 0 && y < Height; 149 | } 150 | 151 | public bool IsAdjacent(Cell a, Cell b) 152 | { 153 | return Mathf.Abs(a.position.x - b.position.x) <= 1 && 154 | Mathf.Abs(a.position.y - b.position.y) <= 1; 155 | } 156 | 157 | } 158 | -------------------------------------------------------------------------------- /Assets/Scripts/CellGrid.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9aee5ad7b08c1f54a82b835c366f868f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Game.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | 4 | [DefaultExecutionOrder(-1)] 5 | public class Game : MonoBehaviour 6 | { 7 | public int width = 16; 8 | public int height = 16; 9 | public int mineCount = 32; 10 | 11 | private Board board; 12 | private CellGrid grid; 13 | private bool gameover; 14 | private bool generated; 15 | 16 | private void OnValidate() 17 | { 18 | mineCount = Mathf.Clamp(mineCount, 0, width * height); 19 | } 20 | 21 | private void Awake() 22 | { 23 | Application.targetFrameRate = 60; 24 | board = GetComponentInChildren(); 25 | } 26 | 27 | private void Start() 28 | { 29 | NewGame(); 30 | } 31 | 32 | private void NewGame() 33 | { 34 | StopAllCoroutines(); 35 | 36 | Camera.main.transform.position = new Vector3(width / 2f, height / 2f, -10f); 37 | 38 | gameover = false; 39 | generated = false; 40 | 41 | grid = new CellGrid(width, height); 42 | board.Draw(grid); 43 | } 44 | 45 | private void Update() 46 | { 47 | if (Input.GetKeyDown(KeyCode.N) || Input.GetKeyDown(KeyCode.R) || Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.Space)) 48 | { 49 | NewGame(); 50 | return; 51 | } 52 | 53 | if (!gameover) 54 | { 55 | if (Input.GetMouseButtonDown(0)) { 56 | Reveal(); 57 | } else if (Input.GetMouseButtonDown(1)) { 58 | Flag(); 59 | } else if (Input.GetMouseButton(2)) { 60 | Chord(); 61 | } else if (Input.GetMouseButtonUp(2)) { 62 | Unchord(); 63 | } 64 | } 65 | } 66 | 67 | private void Reveal() 68 | { 69 | if (TryGetCellAtMousePosition(out Cell cell)) 70 | { 71 | if (!generated) 72 | { 73 | grid.GenerateMines(cell, mineCount); 74 | grid.GenerateNumbers(); 75 | generated = true; 76 | } 77 | 78 | Reveal(cell); 79 | } 80 | } 81 | 82 | private void Reveal(Cell cell) 83 | { 84 | if (cell.revealed) return; 85 | if (cell.flagged) return; 86 | 87 | switch (cell.type) 88 | { 89 | case Cell.Type.Mine: 90 | Explode(cell); 91 | break; 92 | 93 | case Cell.Type.Empty: 94 | StartCoroutine(Flood(cell)); 95 | CheckWinCondition(); 96 | break; 97 | 98 | default: 99 | cell.revealed = true; 100 | CheckWinCondition(); 101 | break; 102 | } 103 | 104 | board.Draw(grid); 105 | } 106 | 107 | private IEnumerator Flood(Cell cell) 108 | { 109 | if (gameover) yield break; 110 | if (cell.revealed) yield break; 111 | if (cell.type == Cell.Type.Mine) yield break; 112 | 113 | cell.revealed = true; 114 | board.Draw(grid); 115 | 116 | yield return null; 117 | 118 | if (cell.type == Cell.Type.Empty) 119 | { 120 | if (grid.TryGetCell(cell.position.x - 1, cell.position.y, out Cell left)) { 121 | StartCoroutine(Flood(left)); 122 | } 123 | if (grid.TryGetCell(cell.position.x + 1, cell.position.y, out Cell right)) { 124 | StartCoroutine(Flood(right)); 125 | } 126 | if (grid.TryGetCell(cell.position.x, cell.position.y - 1, out Cell down)) { 127 | StartCoroutine(Flood(down)); 128 | } 129 | if (grid.TryGetCell(cell.position.x, cell.position.y + 1, out Cell up)) { 130 | StartCoroutine(Flood(up)); 131 | } 132 | } 133 | } 134 | 135 | private void Flag() 136 | { 137 | if (!TryGetCellAtMousePosition(out Cell cell)) return; 138 | if (cell.revealed) return; 139 | 140 | cell.flagged = !cell.flagged; 141 | board.Draw(grid); 142 | } 143 | 144 | private void Chord() 145 | { 146 | // unchord previous cells 147 | for (int x = 0; x < width; x++) 148 | { 149 | for (int y = 0; y < height; y++) 150 | { 151 | grid[x, y].chorded = false; 152 | } 153 | } 154 | 155 | // chord new cells 156 | if (TryGetCellAtMousePosition(out Cell chord)) 157 | { 158 | for (int adjacentX = -1; adjacentX <= 1; adjacentX++) 159 | { 160 | for (int adjacentY = -1; adjacentY <= 1; adjacentY++) 161 | { 162 | int x = chord.position.x + adjacentX; 163 | int y = chord.position.y + adjacentY; 164 | 165 | if (grid.TryGetCell(x, y, out Cell cell)) { 166 | cell.chorded = !cell.revealed && !cell.flagged; 167 | } 168 | } 169 | } 170 | } 171 | 172 | board.Draw(grid); 173 | } 174 | 175 | private void Unchord() 176 | { 177 | for (int x = 0; x < width; x++) 178 | { 179 | for (int y = 0; y < height; y++) 180 | { 181 | Cell cell = grid[x, y]; 182 | 183 | if (cell.chorded) { 184 | Unchord(cell); 185 | } 186 | } 187 | } 188 | 189 | board.Draw(grid); 190 | } 191 | 192 | private void Unchord(Cell chord) 193 | { 194 | chord.chorded = false; 195 | 196 | for (int adjacentX = -1; adjacentX <= 1; adjacentX++) 197 | { 198 | for (int adjacentY = -1; adjacentY <= 1; adjacentY++) 199 | { 200 | if (adjacentX == 0 && adjacentY == 0) { 201 | continue; 202 | } 203 | 204 | int x = chord.position.x + adjacentX; 205 | int y = chord.position.y + adjacentY; 206 | 207 | if (grid.TryGetCell(x, y, out Cell cell)) 208 | { 209 | if (cell.revealed && cell.type == Cell.Type.Number) 210 | { 211 | if (grid.CountAdjacentFlags(cell) >= cell.number) 212 | { 213 | Reveal(chord); 214 | return; 215 | } 216 | } 217 | } 218 | } 219 | } 220 | } 221 | 222 | private void Explode(Cell cell) 223 | { 224 | gameover = true; 225 | 226 | // Set the mine as exploded 227 | cell.exploded = true; 228 | cell.revealed = true; 229 | 230 | // Reveal all other mines 231 | for (int x = 0; x < width; x++) 232 | { 233 | for (int y = 0; y < height; y++) 234 | { 235 | cell = grid[x, y]; 236 | 237 | if (cell.type == Cell.Type.Mine) { 238 | cell.revealed = true; 239 | } 240 | } 241 | } 242 | } 243 | 244 | private void CheckWinCondition() 245 | { 246 | for (int x = 0; x < width; x++) 247 | { 248 | for (int y = 0; y < height; y++) 249 | { 250 | Cell cell = grid[x, y]; 251 | 252 | // All non-mine cells must be revealed to have won 253 | if (cell.type != Cell.Type.Mine && !cell.revealed) { 254 | 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"m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Minesweeper (2D) 2 | 3 | > Minesweeper is a single-player puzzle game that originated in the 1960s. The objective of the game is to clear a rectangular board containing hidden "mines" or bombs without detonating any of them, with help from clues about the number of neighboring mines in each field. 4 | 5 | - **Topics**: Algorithms, Data Structures 6 | - **Version**: Unity 2020.3 (LTS) 7 | - [**Download**](https://github.com/zigurous/unity-minesweeper-tutorial/archive/refs/heads/main.zip) 8 | - [**Watch Video**](https://youtu.be/HBrF8LJ0Hfg) 9 | -------------------------------------------------------------------------------- /Sprites.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zigurous/unity-minesweeper-tutorial/997cb0e1c1be3f1945b3d0d8fe71370d0f3affb9/Sprites.psd --------------------------------------------------------------------------------