Talk:Minesweeper game: Difference between revisions

From Rosetta Code
Content added Content deleted
m (differences from behavior of classic game)
(→‎Differences in behavior from classic game: Probably, I didn't analyse it in depth, sorry!)
Line 5: Line 5:


== Differences in behavior from classic game ==
== Differences in behavior from classic game ==
* The clearing criteria seems wrong or ill-defined. In the classic game if you clear a square that has one or more adjacent mines no further clearing happens. If the square has zero adjacent mines a clearing is opened to an edge of non-zero numbers. (The small size of the board and mine probability makes it hard to properly demonstrate the clearing criteria) --[[User:Dgamey|Dgamey]] 09:55, 11 July 2010 (UTC)
The clearing criteria seems wrong or ill-defined. In the classic game if you clear a square that has one or more adjacent mines no further clearing happens. If the square has zero adjacent mines a clearing is opened to an edge of non-zero numbers. (The small size of the board and mine probability makes it hard to properly demonstrate the clearing criteria) --[[User:Dgamey|Dgamey]] 09:55, 11 July 2010 (UTC)

: I must say that I just made up what I thought was the clearing algorithm on games I had played some time ago, and I was probably unconsciously trying to minimise complexity in an already large task. Could we go with this simpler clearing strategy, at risk of impairing the playability of the game? --[[User:Paddy3118|Paddy3118]] 11:01, 11 July 2010 (UTC)

Revision as of 11:01, 11 July 2010

Too long?

It took several hours to write the task description and to code this tasks initial Python solution. I will probably set the sample output to scroll when the page gets too long, but other language examples may well have to be sub-pages.

I freely admit that the task was chosen with an eye to attracting those new to programming :-)
--Paddy3118 10:58, 10 July 2010 (UTC)

Differences in behavior from classic game

The clearing criteria seems wrong or ill-defined. In the classic game if you clear a square that has one or more adjacent mines no further clearing happens. If the square has zero adjacent mines a clearing is opened to an edge of non-zero numbers. (The small size of the board and mine probability makes it hard to properly demonstrate the clearing criteria) --Dgamey 09:55, 11 July 2010 (UTC)

I must say that I just made up what I thought was the clearing algorithm on games I had played some time ago, and I was probably unconsciously trying to minimise complexity in an already large task. Could we go with this simpler clearing strategy, at risk of impairing the playability of the game? --Paddy3118 11:01, 11 July 2010 (UTC)