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Update app.py
Browse filesAdded a snippet that describes the app's action. Updated app.py with new code.
app.py
CHANGED
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import gradio as gr
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import random
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# === Game Configuration ===
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BOARD_WIDTH = 10
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BOARD_HEIGHT = 10
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NUM_MINES = 15
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# === Global Game State ===
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game_state = {
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"board": [],
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"game_over": False,
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"win": False
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}
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# === Board Initialization ===
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def initialize_board(width, height, num_mines):
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board = [[{'mine': False, 'revealed': False, 'flagged': False, 'adjacent': 0}
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for _ in range(width)] for _ in range(height)]
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# Random mine placement
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mines = set()
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while len(mines) < num_mines:
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r = random.randint(0, height - 1)
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c = random.randint(0, width - 1)
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if not board[r][c]['mine']:
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board[r][c]['mine'] = True
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mines.add((r, c))
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# Increment adjacent mine counts
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for i in range(max(0, r - 1), min(height, r + 2)):
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for j in range(max(0, c - 1), min(width, c + 2)):
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if (i, j) != (r, c):
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board[i][j]['adjacent'] += 1
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return board
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# === Flood Fill Reveal Logic ===
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def reveal_tile(board, row, col):
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if board[row][col]['revealed'] or board[row][col]['flagged']:
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return
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board[row][col]['revealed'] = True
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# Reveal neighboring tiles recursively if no adjacent mines
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if board[row][col]['adjacent'] == 0 and not board[row][col]['mine']:
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for i in range(max(0, row - 1), min(len(board), row + 2)):
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for j in range(max(0, col - 1), min(len(board[0]), col + 2)):
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if not board[i][j]['revealed']:
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reveal_tile(board, i, j)
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# === Flagging ===
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def toggle_flag(board, row, col):
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if not board[row][col]['revealed']:
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board[row][col]['flagged'] = not board[row][col]['flagged']
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# === Win Condition ===
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def check_win(board):
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for row in board:
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for tile in row:
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if not tile['mine'] and not tile['revealed']:
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return False
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return True
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# === Display Conversion ===
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def cell_display(cell):
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if cell['flagged']:
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return "🚩"
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if not cell['revealed']:
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return ""
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if cell['mine']:
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return "💣"
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return str(cell['adjacent']) if cell['adjacent'] > 0 else ""
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def update_display():
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return [[cell_display(cell) for cell in row] for row in game_state["board"]]
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# === User Action Handler ===
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def handle_click(x, y, action):
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if game_state["game_over"]:
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return update_display(), "Game over! Please reset."
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if not (0 <= x < BOARD_WIDTH and 0 <= y < BOARD_HEIGHT):
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return update_display(), "Invalid coordinates."
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board = game_state["board"]
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if action == "Reveal":
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if board[y][x]['mine']:
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board[y][x]['revealed'] = True
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game_state["game_over"] = True
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return update_display(), "💥 You hit a mine! Game over."
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else:
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reveal_tile(board, y, x)
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elif action == "Flag":
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toggle_flag(board, y, x)
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if check_win(board):
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game_state["game_over"] = True
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game_state["win"] = True
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return update_display(), "🎉 Congratulations! You won!"
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return update_display(), "Continue playing..."
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# === Game Reset ===
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def reset_game():
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game_state["board"] = initialize_board(BOARD_WIDTH, BOARD_HEIGHT, NUM_MINES)
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game_state["game_over"] = False
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game_state["win"] = False
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return update_display(), "Game reset!"
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# === Gradio UI ===
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with gr.Blocks() as demo:
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gr.Markdown("## 🧨 Minesweeper")
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gr.Markdown("Reveal tiles and flag the mines. Good luck!")
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status = gr.Textbox(label="Game Status", value="Game initialized!", interactive=False)
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board_display = gr.Dataframe(value=update_display(), interactive=False, headers=None)
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with gr.Row():
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x_input = gr.Number(label="X (Column)", value=0, precision=0)
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y_input = gr.Number(label="Y (Row)", value=0, precision=0)
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action = gr.Radio(["Reveal", "Flag"], value="Reveal", label="Action")
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with gr.Row():
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move_btn = gr.Button("Make Move")
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reset_btn = gr.Button("Reset Game")
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move_btn.click(fn=handle_click, inputs=[x_input, y_input, action], outputs=[board_display, status])
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reset_btn.click(fn=reset_game, outputs=[board_display, status])
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# Initialize game on startup
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reset_game()
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demo.launch()
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