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antimine-android's Introduction

Antimine - Minesweeper

Android CI License: GPL v3 GitHub release ktlint crowdin Antimine: no guess minesweeper Downloads

Description

Antimine is a minesweeper-like puzzle game. The objective is to flag the spaces with mines to make the field a safer place without exploding any of them.

You win the game when you've flagged every mine in the minefield. Be careful not to trigger one!

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Contributing

Feel free to contribute with issues, feature requests, pull requests, or translating.

Download

Get it on F-Droid Get it on Google Play

Screenshots

Features

  • Support to Android Wear OS
  • Support to Android Auto
  • No guessing algorithm
  • Multiple themes colors (including dynamic colors and AMOLED)
  • Multiple skins (including the classic)
  • Game Levels: Beginner, Intermediate, Expert, Master, Legend, and Custom
  • Game Statistics
  • Save/Resume state when Quit/Resume game
  • Resume previous saved games
  • Retry failed games
  • Continue after click on a mine
  • 4 different control styles
  • Custom long press duration
  • Optional Question mark
  • Open multiple areas by pressing numbers
  • Game assistant to auto-flag discovered mines
  • Split screen
  • Zoom out

Technical Details

antimine-android's People

Contributors

adripo avatar andriannobella avatar brunodantas avatar djcrashdummy avatar doctormo avatar easyvector avatar farbklex avatar fossabot avatar gboehl avatar laryeuzani avatar linsui avatar lucasnlm avatar mathijs81 avatar osirisinferi avatar santiagojimenezq avatar tradfursten avatar tronfy avatar wbrawner avatar wildorangutan avatar

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antimine-android's Issues

Changing screen orientation resets the game

Its like pressing continue from the menu loading some other previous game or starting a new one, and you cant switch the orientation back to continue.

This might be a symptom of the save/continue system not working correctly and not saving when it should.

Im on v10.0.4 from f-droid. I tried reinstalling, but the issue persisted.

No guessing

Recently played a game on expert level with no guessing turned on and got to a 50/50 chancePhoto

Torus map

Feature request:
Instead of having boundaries where the map ends, the map could wrap around and continue on the other side.
Here is a link to a torus minesweeper variant:
https://mzrg.com/js/mine/torus.html
But instead of this solution, I'd prefer an "infinite" board where one can scroll in all directions, and the board repeats periodically.

Zoom out

Zoom out
sometimes I would like to get a better overview of things
from #57 by @girst

Toggle for long pressing numbered tiles

tl;dr: read the title
I personally don't like having the option to do so, it allows me to just go through and long press all tiles around the edge and complete the game without doing a whole lot. I think a toggle would be nice, despite what was said in issue #96.
If the 'I don't like it' argument isn't enough, another argument would be someone who doesn't want to open some tiles accidentally does because of a misplaced flag. It just gives the answer without needing to think, and that's no fun.

My idea is either allowing toggling this feature on or off, or setting it between opening all surrounding tiles indiscriminately, flagging or opening tiles if all of them are the same type (current behavior), or disabling this feature entirely.

Control schemes only takes effect after restart the game

I noticed that some control schemes don't work as desired, so I set it and close the app. When I resume the game, the control works well as it setted before.


Como inglês não é minha língua nativa, tentarei entrar em mais detalhes em PT-BR mesmo. Eu sempre joguei com os controles padrão, mas percebi que muitos teem dificuldade com os controles, mesmo os alternativos. Fui testando todos, vi que realmente não estavam funcionando bem, até que retornei para o padrão e não conseguia mais colocar bandeiras (segurar). Fechei o aplicativo, reabri e notei que estava normal, daí fui testando os outros formatos e consegui utilizar da forma planejada.

Feature Request question mark flag

Thank you very much, I really like this implementation.
In the gnome mines implementation there is a feature that allows to set flags as well as question mark flags, which is really cool for uncertain situations.

Time runs crazy

On 10.0.4+ the time runs with approximate double speed but somewhat "swing style" (as I would call it in music)
I try to visualize a time line (the + denote the ticks)

--+-+--+-+--+

I since found that this doesn't happen always. But it's not hardware dependant - occurs on the phone as well as in the simulator.

More themes

It would be nice to have colors on the numbers. It would also be nice to have the ability to change themes.

Fast-flag mode

A button that toggles whether clicking on cells opens them, or flags them.
from #57 by @girst

  • Add a new option to allow fast-flag.

statistics by difficulty level

It looks likes by now, the statistics are not split into difficulty level.
It should be the case IMHO.

Thanks for the work !

Wrong remaning mines number

Hello

When you resume a previous ongoing game, mines counter displays the total number of mines instead of the hidden remaining mines

Here's a screenshot :
Screenshot_2020-06-30-22-57-39

Spotted with 7.1.4 version

I checked the changelog related to 7.2.0 and 7.2.1 but didn't see any comment about this one

Last F-Droid builds failed ?

Hello,

I got some updated apps the last week with F-Droid but got nothing for Antimine (i was waiting for 7.2.4)

I'm not really aware about how F-Droid really works but i did some checks and here's what i got.

The last successful build is 702021 as you can see here
But the following builds 702031, 702041 and 702061 provide a smaller report with this line : "could not bring up vm 'builder_default'

Do you know what's happening with these builds ?

Long-pressing a (>0) revealed tile ends the game

In all modes, when a tile has been revealed successfully:

  • if tile indicates zero, long-tapping it (flagging it) does nothing
  • (issue) if tile has a non-zero count on it, long-tapping it (flagging it) ends the game (all mines are blasted).

This is a bit problematic, since on a mobile screen you may misplace a flag (misplacing a flag should have no side effects, since placing it on a non-mine non-revealed tile does not end the game by the rules).

Game taps doesnt work

Lineageos 17 on Z3 Compact through FDroid.

I can mové the table, zoom in and out, i can tap on menús and i can even tap on squares with numbers, but when I try to tap on blank squares, both regular and long tap, none works.

Open cell on first click when Click is set to quick flag

If we set control scheme to Double click then single click will place flags. But there is no need to place flag on first cell you trying to open. So on first click we should always open cell. Quick and stupid fix will be to add if in ActionResponse.SwitchMark.

common/src/main/java/dev/lucasnlm/antimine/core/control/GameControl.kt line 297

if (!hasMines) {
    plantMinesExcept(id, true)
    openTile()
    0 //not sure about that 
} else if (isCovered) switchMark()
    1

I'm not that good at kotlin to make a pull request. But change is literaly couple lines of code.

Illogical playfield generated

See this screenshot of a game (note the obviously contradicting numbers in the top left corner):

https://i.postimg.cc/3RbqTR8V/Screenshot-20201229-181104-dev-lucanlm-antimine.jpg
.

I /think/ I got there after hitting a bomb, pressing the retry button and then playing until I reached the state shown.

Level is "Intermediate".

After clicking on the remaining tiles (hit bomb first, then clicked on "Continue"), I get this:

Improvements / Feature requests

Hi, I just stumbled upon this app in fdroid's RFP tracker. If you don't mind, I would like to suggest some improvements/feature requests:

  • chording when single-tapping open square:
    in many implementations, clicking on a opened square that has the exact amount of neighbours flagged, opens all non-flagged neighbouring cells. if the wrong amount of mines are flagged, the current behaviour could still be used.
  • fast-flag mode
    a button that toggles whether clicking on cells opens them, or flags them.
  • zoom out
    sometimes I would like to get a better overview of things

I don't know anything about android programming, so I can't send PRs, but I'll gladly chip in with some beer money in return ;)

edit: oh, and a bug report: when dragging the playfield around, the screen stutters / drops frames (on my nexus 5 w/ lineageos 14.1 / android 7.1)

Trigger Long Press without lifting finger

The standard behavior for long press on Android is to trigger it without lifting your finger. It seems that I have to lift my finger before the long press is registered in the game though, which is a bit confusing and took me a little while to figure out.

Performance

On the new master level I'm experiencing a lot of slow down on my clicks. I'll do 2-4 quick clicks as I've done the calculations in my head and none of the register. I have to go back to click one and wait for it to register which seems to take over a second sometimes. This is frustrating when trying to get a really fast time.

If it helps in using a galaxy s20 ultra

Instant Win

Start a new game, long press any square and you are greeted with "You won!" "All mines were disabled."

Better statistics

Hi! I've really been enjoying Antimine, great work. I have some ideas for making the Statistics feature better:

  • Collect separate stats for different difficulty settings. Maybe there could be a drop-down to choose which difficulty setting to view stats for. For example, "Beginner" would show you total time, average time, etc., only for beginner games. I think this would make statistics more useful.
  • A "shortest time" statistic.

Thanks again!

Code Improvement

If you find a code that can be improved (or a bug), feel free to open a PR.

Can't be build in F-Droid due to binaries

Your app fails to build on F-Droid:

2021-04-06 09:05:25,015 ERROR: Found shared library at gdx/libs/armeabi/libgdx.so
2021-04-06 09:05:25,015 ERROR: Found shared library at gdx/libs/x86_64/libgdx.so
2021-04-06 09:05:25,016 ERROR: Found shared library at gdx/libs/armeabi-v7a/libgdx.so
2021-04-06 09:05:25,016 ERROR: Found shared library at gdx/libs/x86/libgdx.so
2021-04-06 09:05:25,016 ERROR: Found shared library at gdx/libs/arm64-v8a/libgdx.so

https://monitor.f-droid.org/builds/log/dev.lucanlm.antimine/1000001

Is there a way to build it without those?

Enable opening tiles by tapping numbers

In windows's minesweeper you can click with both left and right mouse buttons on a number tile and if it was surrounded by the same amount of mines its number was, it would openthe remaining surrounding tiles, whether the mines were correctly marked or not (in this case you would lose the game). There are other minesweeper clones that allow for this by simply tapping a number tile on android.

Getting unknown installation error on fdroid

I'm using Google pixel 3, red moon disabled, and getting an unknown installation error from fdroid when installing antimine. This used to work and I can no longer install older builds either.

I downloaded the same app from the play store and it worked correctly. Is the one from the play store coming from the same author?

Allow panning beyond edge

It is not equally easy for me to reach all parts of the screen with my thumb. If you could move the game so that there's more gray edge after the grid ends, I could bring also the edges and corners to my good reachability zone.

add possibility to replay a game

just a little idea which came in my mind while testing your nice app:

some people maybe like to replay the one particular game which blew up at the end, because of wrong guesses... or they liked the layout or whatever.

Bugs with the black theme

I tried all the themes, only find a bug with the black one. There's something specific with it.
When I scroll down, it breaks the text and images.

Another bug with themes:
My brother find another bug that I can't reproduce, I don't know if it's specific to PlayStore version (as I use the F-Droid), but for some reason, if he closes the app, it returns to the default theme

WhatsApp Image 2020-10-31 at 13 37 30

Auto-flag is not really working

Since there is no description on the feature, what I was expecting is that open squares with a number that have exactly that many unopened neighbours would get flags placed around them. An example of a state that was reached without placing any flags manually, with the feature enabled:

Seems like it works randomly, but not very often. In the end it's not really helpful at all, in complex cases I still have to switch to flags and manually place them.

"Controls" setting ignored in custom sized games

I'd just like to say, this is a very lovely game, done beautifully.

However, I prefer the double click to open tile, but this setting does not seem to work in "Custom" difficulty.

Here's how it repros for me:

  1. start a normal game
  2. set control to double click, works ok
  3. start a custom game (say, 8x16, 30 mines)
  4. check control, still at double click
  5. but single click will open, instead of flag now...

In fact, changing control to "flag-first" will also do nothing, and game will keep playing with "Standard" controls.

Previous games menu leads to a crash

Hello,

First, thank you for this nice app !

i recently updated to 7.1.1 and encountered a bug.
When i try to reach the previous games, the app crashes. (Android 6.0.1)

Since 7.1.4 is now out but not available on F-Droid yet, you might have already fixed this one.
In that case, this ticket can be closed.

Gestures (drag, pinch) are way too sensitive

The new GL based UI looks really slick! But notice how in the following screen recording (the white dot is my finger position) the gestures are moving further than I'm moving my finger(s). This makes using the gestures accurately pretty much impossible.

In the first part, i'm trying to pan around the playfield. I'm expecting that I'm dragging the cell under my finger around, but the playfield moves faster than I move my finger. This seems to happen at all zoom levels.

In the second part, I'm trying to zoom in and out. again, notice how a very small finger movement results in a huge zoom change (big enough that I can pretty much only zoom out all the way, or zoom in all the way). My expectation is again that the cells under my fingers stay under my fingers.

out.mp4

reproducible on all 10.x versions, this is 10.1.4-fdroid on a nexus 5.

Chording on single tap

Currently (on f-droid version) double tap does chording as described in #57. I'd like the option to do it on single tap to play the game as fast as possible on a touch screen.

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