Talk:Minesweeper game: Difference between revisions

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:: The classic clearing criterion is to only auto-reveal cells if they have no mines in the neighbors at all. It's pretty trivial to do this given that you need to calculate that figure anyway for display on the cell, and you can just call the clearing function (safely) recursively. (It gets slightly tricker with a very large grid since it's possible to get into problems with recursion depth, if that's something your language implementation imposes a cap on, but that's a refinement really.) –[[User:Dkf|Donal Fellows]] 11:37, 11 July 2010 (UTC)
:: The classic clearing criterion is to only auto-reveal cells if they have no mines in the neighbors at all. It's pretty trivial to do this given that you need to calculate that figure anyway for display on the cell, and you can just call the clearing function (safely) recursively. (It gets slightly tricker with a very large grid since it's possible to get into problems with recursion depth, if that's something your language implementation imposes a cap on, but that's a refinement really.) –[[User:Dkf|Donal Fellows]] 11:37, 11 July 2010 (UTC)

:: Why must it be recursive clearing? Not all languages support recursion. Even for the large grid in a classic game 16 x 30 it wouldn't too bad. --[[User:Dgamey|Dgamey]] 13:27, 11 July 2010 (UTC)