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Game.java~
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Game.java~
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/*----------------------------------------------------------------
* Author: Apurva Gandhi
* Email: [email protected]
* Written: 11/16/2018
* Last Updated: 01/12/2018
*
* Minesweeper game. This class implements the game window and most
* of the baisc game logic.
*
**** Extra Credit/features:
* 1. Auto-complete: When a blank cell is revealed, all neighboring cells are also revealed.
* If any of those newly revealed cells are blank, then their neighbors will be revealed too,
* and so on until the neighbors of every newly revealed blank cell are revealed.
* 2. Artistic effort: used beveled edges on the cells. Draws numbers in appropriate colors,
* shows grid lines between boxes, uses images to show mines and flags
* 3. Nice game ending: when the game is won or lost, the game includes a special user-friendly message
* providing the current game-winning or losing status
* It also prints out Victory Royale and Winner winner chicken dinner which is the famous tag
* lines for the current trending game, PUBG, and Fortnite
* 4. Flags: right-clicking on unrevealed cell plants or removes a flag on that cell.
* Left click on a flag does nothing. If the user has put the correct number of flags,
* every flag is on a hidden mine, and no flag is on a cell that is not a mine,
* then the game is considered a win. Flags are shown using an imported image of the Indian flag.
* 5. Game save/restore: user can press' s' key be "save", and 'r' key to be "restore".
* Saves and restores the game. The user can save the game of any difficulty and come back
* later and press 'r' key to restore the saved game
* The help box is also revised with information to save and restore keys for the better user-friendly experience.
* IN ADDITION, if user presses 's' key after winning or losing the game, it will print out
* a message stating that they can not save the game because they have already won or lost.
* When they try to restore a game after trying to save a won or lost game,
* It will show the label which states that they can not restore a game because
* they tried to save already won or lost game last time.
* It will also print out that this is a new game and enjoy the new game
*----------------------------------------------------------------*/
import GUI.*;
/**
* A <i>Game</i> object manages all information about a minesweeper game as it
* is being played and displayed on the screen. This includes information about
* all of the cells (this is stored in a 2-D array of Cell objects), how many
* flags have been planted, how many mines have been deployed, etc. Game extends
* Window, so it can be drawn on the screen. It also extends EventListener so it
* can respond to user interaction.
*/
public class Game extends Window implements EventListener
{
/**
* Number of cells tall the game board will be.
*/
public static final int NUM_ROWS = 20;
/**
* Number of cells wide the game board will be.
*/
public static final int NUM_COLS = 30;
// Example game screen layout:
// +---------------------------------------------------------+
// | M A R G I N = 50 |
// | M + - - - - - - - - - - - - - - - - - - - - - - - + M |
// | A | | A |
// | R | | R |
// | G | Grid of Cells | G |
// | I | | I |
// | N | | N |
// | = | 600 = NUM_COLS * Cell.SIZE wide | = |
// | 50 | by | 50 |
// | | 400 = NUM_ROWS * Cell.SIZE tall | |
// | | | |
// | | | |
// | | | |
// | + - - - - - - - - - - - - - - - - - - - - - - - + |
// | SPACE S SPACE S SPACE |
// | + - - - - - - - + P + - - - + P + - - - - - - - + |
// | | Status | A | Timer | A | Help | |
// | | Box | C | | C | Box | |
// | + - - - - - - - + E + - - - + E + - - - - - - - + |
// | M A R G I N = 50 |
// +-- ------------------------------------------------------+
/**
* Width of the game window, in pixels.
* Equal to 2*MARGIN + GRID_WIDTH
* or 2*MARGIN + 2*SPACE + StatusBox.WIDTH, Timer.WIDTH, HelpBox.WIDTH,
* whichever is larger.
*/
public static final int WIDTH = 700;
/**
* Height of the game window, in pixels.
* Equal to 2*MARGIN + SPACE
* + GRID_HEIGHT
* + max(StatusBox.Height, Timer.HEIGHT, HelpBox.HEIGHT)
*/
public static final int HEIGHT = 600;
/**
* Width of the grid part of the window, in pixels.
* Equal to NUM_COLS * Cell.SIZE.
*/
public static final int GRID_WIDTH = NUM_COLS * Cell.SIZE;
/**
* Height of the grid part of the window, in pixels.
* Equal to NUM_ROWS * Cell.SIZE.
*/
public static final int GRID_HEIGHT = NUM_ROWS * Cell.SIZE;
/**
* Margin around the edges of the canvas.
*/
private static final int MARGIN = 50;
/**
* Space between elements on the canvas.
*/
private static final int SPACE = 25;
// A 2-D array of Cell objects to keep track of the board state.
private Cell[][] cells = new Cell[NUM_ROWS][NUM_COLS];
private int numMines = 0; // number of mines deployed
private int numRevealed = 0; // number of cells revealed so far
private int flagMine = 0; //number of flags are on a mine
private int totalFlag = 0; //number of toal flags
// Whether or not the game has been won.
private boolean gameWon = false;
// Whether or not the game has been lost
private boolean gameLost = false;
// Name of the user playing the game.
private String username;
// The difficulty level of the game, used for tracking top scores.
private String difficulty;
// The status box that appears in the top left.
private StatusBox status;
// The timer that appears in the top middle.
private Timer timer;
// The help box that appears in the top right.
private HelpBox help;
/**
* Constructor: Initializes a new game, but does not deploy any mines, plant
* any flags, etc. The difficulty is either "easy", "medium", or "hard", and
* will be used to load the proper top scores file. Name is used as the
* user's name.
*/
public Game(String name, String difficulty)
{
super("Minesweeper!", WIDTH, HEIGHT);
this.username = name;
this.difficulty = difficulty;
// Create the background
setBackgroundColor(Canvas.DARK_GRAY);
// Create a border around the grid
Box border = new Box(MARGIN-1.5, MARGIN-1.5, GRID_WIDTH+3, GRID_HEIGHT+3);
border.setBackgroundColor(null);
border.setBorderColor(Canvas.BLACK);
add(border);
// Create the info boxes
help = new HelpBox(WIDTH - MARGIN - HelpBox.WIDTH,HEIGHT - MARGIN - HelpBox.HEIGHT);
add(help);
timer = new Timer( WIDTH - MARGIN - HelpBox.WIDTH - Timer.WIDTH - SPACE, HEIGHT - MARGIN - HelpBox.HEIGHT);
add(timer);
timer.reset(0.0);
status = new StatusBox(this, (WIDTH - MARGIN - HelpBox.WIDTH - Timer.WIDTH - StatusBox.WIDTH - 2*SPACE), HEIGHT - MARGIN - HelpBox.HEIGHT);
add(status);
//Creates 600 new cells based on the rows and columns
for(int row = 0; row < NUM_ROWS; row++)
{
for(int col = 0; col < NUM_COLS; col++)
{
cells[row][col] = new Cell (MARGIN+Cell.SIZE*col, MARGIN+Cell.SIZE*row);
add(cells[row][col]);
}
}
}
/**
* Get the number of mines that are deployed.
*/
public int getNumMinesDeployed()
{
return numMines;
}
/**
* Get the number of hidden cells remaining to be revealed.
*/
public int getNumCellsRemaining()
{
return NUM_ROWS * NUM_COLS - numRevealed;
}
/**
* Deploy the given number of mines. This gets called once during game
* setup. The game doesn't actually begin officially until the user clicks
* a cell, so the timer should not start yet.
*/
public void deployMines(int mines)
{
//Deployed the Mines randomely to the grid
/**
*It will first select random numbers and make a mine at that
* coordinates, Later it will check if there is a mine at those
*coordinates and if there is not mine, it will plant a mine there.
**/
do
{
int row = StdRandom.uniform(NUM_ROWS);
int col = StdRandom.uniform(NUM_COLS);
if(row >= 0 || row < NUM_ROWS || col < NUM_COLS || col >= 0)
{
if((cells[row][col].isMine() == false))
{
cells[row][col].makeMine();
numMines++;
}
}
}// end of do While
while (numMines < mines);
/**
*Initialies the neighboring mine count by going through
*each cell and checking its out of grid conditions
*and increment its neighbor mine count if there is a mine.
**/
for(int row = 0; row < NUM_ROWS; row++)
{
for (int col = 0;col < NUM_COLS; col++)
{
if(cells[row][col].isMine())
{
//Right to the mine
if (row >= 0 && col < NUM_COLS-1)
{
cells[row][col+1].incrementNeighborMineCount();
}
//Down to the mine
if(col >= 0 && row < NUM_ROWS-1)
{
cells[row+1][col].incrementNeighborMineCount();
}
//Top of the mine
if(col >=0 && row > 0)
{
cells[row-1][col].incrementNeighborMineCount();
}
//Left to the mine
if (row >= 0 && col > 0)
{
cells[row][col-1].incrementNeighborMineCount();
}
//Bottom right corner
if(row < NUM_ROWS-1 && col < NUM_COLS-1)
{
cells[row+1][col+1].incrementNeighborMineCount();
}
//Top left corner
if(row > 0 && col > 0)
{
cells[row-1][col-1].incrementNeighborMineCount();
}
//Bottom left corner
if(row < NUM_ROWS-1 && col > 0)
{
cells[row+1][col-1].incrementNeighborMineCount();
}
//Top right corner
if(row > 0 && col < NUM_COLS-1)
{
cells[row-1][col+1].incrementNeighborMineCount();
}
}//end of outer if condition
} //end of inner for loop
}//end of outer for loop
}//end of deployMines
/**
*revealZeros is called when user clicked a mouse click
*It is recursive function calling itself to rereveal
*all the surrouning cells with no mines. It will
*stop when there are mine surrounding the cells
*and if it goes out of the grid
* @param row the row at which the mouse is clicked.
* @param col the column at which mouse is clicked.
**/
public void revealZeros (int row, int col)
{
//Base Case
if(row < 0 || row > NUM_ROWS-1 || col < 0 || col > NUM_COLS-1 || cells[row][col].isRevealed() || cells[row][col].isMine())
{
return;
}
//General Case
//It will reveal the current cell and increment number
//of cells revealed.
cells[row][col].reveal();
numRevealed++;
//If the current cell is not a mine and surrounding has no mine
//it will call itself recursively
if(cells[row][col].getNeighborMineCount() == 0)
{
///Right
revealZeros(row,col+1);
//Left
revealZeros(row,col-1);
//Bottom
revealZeros(row+1,col);
//Top
revealZeros(row-1,col);
}
}//end of revealZeroes
/**
* Respond to a mouse click. This function will be called each time the user
* clicks on the game window. The x, y parameters indicate the screen
* coordinates where the user has clicked, and the button parameter
* indicates which mouse button was clicked (either "left", "middle", or
* "right"). The function should update the game state according to what the
* user has clicked.
* @param x the x coordinate where the user clicked, in pixels.
* @param y the y coordinate where the user clicked, in pixels.
* @param button either "left", "middle", or "right".
**/
public void mouseClicked(double x, double y, String button)
{
// If game is over, then ignore the mouse click.
if (gameWon || gameLost)
return;
// If the user middle-clicked, ignore it.
if (!button.equals("left") && !button.equals("right"))
return;
// If the user clicked outside of the game grid, ignore it.
if (x < MARGIN || y < MARGIN || x >= MARGIN + GRID_WIDTH || y >= MARGIN + GRID_HEIGHT)
{
return;
}
// Calculate which cell the user clicked.
int row = (int)((y - MARGIN) / Cell.SIZE);
int col = (int)((x - MARGIN) / Cell.SIZE);
//Starts the timer
timer.startCounting();
//when user presses left click
if (button.equals("left"))
{
//Reveals the Cell if not already revealed and there is no flag
if(!cells[row][col].isRevealed() && !cells[row][col].isFlag())
{
//calls the recursive function to reveal current and
//other zeroes
revealZeros(row, col);
}
//If clicked on Mine, and there is a mine and no flag
//it will Reveal all the mines and delare Lost
if(cells[row][col].isMine() && !cells[row][col].isFlag())
{
for(int i = 0; i < NUM_ROWS; i++)
{
for(int j = 0; j < NUM_COLS; j++)
{
//Revelaed the all cells with mines to the screen
cells[i][j].showMine();
}
}
//Stops the timer
timer.stopCounting();
//Decalres the game as lost
gameLost = true;
}
}//end of left click pressed
//when user presses right click
else if(button.equals("right"))
{
/**
*if there is no flag, and cell is not revealed
*it will create a flag and increment total flag count;
**/
if(!(cells[row][col].isFlag()) && !cells[row][col].isRevealed())
{
cells[row][col].plantFlag();
totalFlag++;
/**
*if there is no flag, and cell is not revealed
*if there is mine where flag is planted, flagMine will increment itself by 1
**/
if(cells[row][col].isFlag() && cells[row][col].isMine())
{
flagMine++;
}
}
/**
*if there is a flag, and cell is not revealed
*it will remove a flag and decrement total flag count;
**/
else if(cells[row][col].isFlag() && !cells[row][col].isRevealed())
{
/**
*if there is no flag, and cell is not revealed
*if there is mine where flag is planted, flagMine will decrement itself by 1
**/
if(cells[row][col].isFlag() && cells[row][col].isMine())
{
flagMine--;
}
cells[row][col].unplantFlag();
totalFlag--;
}
/** if all the flags that are on a mine is equal to the
*total mines and there is no other flag else where
*it will declare the game as won.
**/
if(flagMine == numMines && totalFlag == flagMine)
{
for(int i = 0; i < NUM_ROWS; i++)
{
for( int j = 0; j < NUM_COLS; j++)
{
if(cells[i][j].isMine()==false && (cells[row][col].isFlag()==false))
{
gameWon = true;
timer.stopCounting();
}
}//end of inner for loop
}//end of outer for loop
}
}//end of right clicked pressed
//if all the cells without mines are revealed, game will be decalered as win
if(numRevealed == ((NUM_ROWS*NUM_COLS) - numMines))
{
gameWon = true;
timer.stopCounting();
}
//If the game is lost, it will print out userfriendly
//info box stating they lost
if(gameLost == true)
{
Label lost = new Label(350, 25 , "You Lost!");
lost.setFont("SansSerif Bold", 24);
lost.setForegroundColor(Canvas.RED);
lost.setBackgroundColor(Canvas.BLUE);
lost.setBorderColor(Canvas.BLACK);
add(lost);
}
//If the game is won, it will print out userfriendly
//info box stating they Won
if(gameWon == true)
{
Label winner = new Label(305,25 ,"You Won!");
winner.setFont("SansSerif Bold", 20);
winner.setForegroundColor(Canvas.RED);
winner.setBackgroundColor(Canvas.GREEN);
winner.setBorderColor(Canvas.WHITE);
add(winner);
Label PUBGwinner = new Label(125,25 ,"Victory Royale!");
PUBGwinner.setFont("SansSerif Bold", 13);
PUBGwinner.setForegroundColor(Canvas.WHITE);
PUBGwinner.setBackgroundColor(Canvas.BOOK_BLUE);
PUBGwinner.setBorderColor(Canvas.WHITE);
add(PUBGwinner);
Label fortniteWinner = new Label(525,25 ,"Winner Winner Chicken Dinner!");
fortniteWinner.setFont("SansSerif Bold", 13);
fortniteWinner.setForegroundColor(Canvas.YELLOW);
fortniteWinner.setBackgroundColor(Canvas.BLACK);
fortniteWinner.setBorderColor(Canvas.WHITE);
add(fortniteWinner);
}
}//end of mouseClicked
/**
* Respond to key presses. This function will be called each time the user
* presses a key. The parameter indicates the character the user pressed.
* The function should update the game state according to what character the
* user has pressed.
* @param c the character that was typed.
*/
public void keyTyped(char c)
{
// User pressed a key, see what they want to do.
switch (c)
{
case 'q':
case 'Q':
hide(); // user wants to quit
break;
case 's':
case 'S':
save(); // user wants to save
break;
case 'R':
case 'r':
restore(); //user wants to restore
break;
default:
break; // anything else is ignored
}
}
/**
* checks whether user has won or lost and if not
*it will print out all of its current data from cell array
*to the output file which will then be restored if user chooses
*/
public void save()
{
//Declares output file
Out outFile = new Out("out.txt");
//if user have alredy won, it will print a lable that they can not save current game
//it will then print won to the output file and returns
if(gameWon)
{
Label winnerError = new Label(240,575,"You can not Save your game because you already Won!");
winnerError.setFont("SansSerif Bold", 13);
winnerError.setForegroundColor(Canvas.WHITE);
winnerError.setBackgroundColor(Canvas.MAROON);
winnerError.setBorderColor(Canvas.BLACK);
add(winnerError);
outFile.println("won");
return;
}
//otherwise if user is lost, it will print a lable that they can not save current game
//it will then print lost to the output file and returns
else if(gameLost)
{
Label LoserError = new Label(240,575 ,"You can not Save your game because you already Lost!");
LoserError.setFont("SansSerif Bold", 13);
LoserError.setForegroundColor(Canvas.BLACK);
LoserError.setBackgroundColor(Canvas.ORANGE);
LoserError.setBorderColor(Canvas.BLACK);
add(LoserError);
outFile.println("lost");
return;
}
/**
*if user has not won or lost yet,
*it will store all the current data to the output file
*/
else
{
//Current game status
outFile.println("GameOn");
//Number of revealed cells
outFile.println(numRevealed);
//elapsed time of the game
outFile.println(timer.getElapsedSeconds());
for(int i = 0; i < NUM_ROWS; i++)
{
for (int j = 0; j < NUM_COLS; j++)
{
//If there is a flag on the mine
if(cells[i][j].isMine() && !cells[i][j].isRevealed() && cells[i][j].isFlag())
{
outFile.println("hiddenmineFlag" + " " + cells[i][j].getNeighborMineCount());
}
//if there is flag on the unrevealed cells which are not mine
else if(!cells[i][j].isMine() && !cells[i][j].isRevealed() && cells[i][j].isFlag())
{
outFile.println("onlyFlag" + " " + cells[i][j].getNeighborMineCount());
}
//if there is a hidden mine on the unrevealed cell
else if (cells[i][j].isMine() && !cells[i][j].isRevealed())
{
outFile.println("hiddenmine" + " " + cells[i][j].getNeighborMineCount());
}
//if cell is revealed and there is not a mine
else if (cells[i][j].isRevealed() && !cells[i][j].isMine())
{
outFile.println("revealed" + " " + cells[i][j].getNeighborMineCount());
}
//other wise all the remaining cells which are not revealed yet
else
{
outFile.println("notRevealed" + " " + cells[i][j].getNeighborMineCount());
}
}//end of inner for loop
}//end of outer for loop
}
}// end of save
/**
* checks whether user has won or lost in the last game and if not
*it will print in all of last game's current data from output file
*to the game and sets the variables according to the last game
**/
public void restore()
{
//Open the input file
In inFile = new In("out.txt");
//Creates variable to store the read In data
String cellStatus = "";//will read the cell status
int neighborMineCount = 0;//read in the neighbor mine counts
String gameStatus = "";//it will read in the game status
//reads the game Status
gameStatus = inFile.readString();
//if the game status is won or lost, it will print a lable that they ca not restore a game and play
//new game
if(gameStatus.equals("won") || gameStatus.equals("lost"))
{
Label restoreError = new Label(350,25 ,"You can not restore your game because you already Lost or Won in the last Game and still tried to save the game!");
restoreError.setFont("SansSerif Bold", 10);
restoreError.setForegroundColor(Canvas.BLACK);
restoreError.setBackgroundColor(Canvas.ORANGE);
restoreError.setBorderColor(Canvas.BLACK);
add(restoreError);
Label newGame = new Label(240,575,"Please enjoy your new Game!");
newGame.setFont("SansSerif Bold", 10);
newGame.setForegroundColor(Canvas.BLACK);
newGame.setBackgroundColor(Canvas.ORANGE);
newGame.setBorderColor(Canvas.BLACK);
add(newGame);
}
//If the user is not won or lost in last game and tried to save the game
//if will restore the previous saved version
else
{
//intialize the numRevealed cells from saved version
numRevealed = inFile.readInt();
//resets the timer to zero
timer.reset(inFile.readInt());
for(int i = 0; i < NUM_ROWS; i++)
{
for(int j = 0; j < NUM_COLS; j++)
{
//reads the each cells status
cellStatus = inFile.readString();
//if the cell has hidden mine, it will plant a mine and not reveal
if(cellStatus.equals("hiddenmine"))
{
cells[i][j].isMine = true;
cells[i][j].isRevealed = false;
}
//if the cell is revealed, it reveal that cell
else if(cellStatus.equals("revealed"))
{
cells[i][j].isMine = false;
cells[i][j].isRevealed = true;
}
//if the cell is not revealed, it will not plan or reveal that cell
else if(cellStatus.equals("notRevealed"))
{
cells[i][j].isMine = false;
cells[i][j].isRevealed = false;
}
//if there is a flag and hidden mine on that cell, it
//will plan a mine and a flag and not reveal that cell
else if(cellStatus.equals("hiddenmineFlag"))
{
cells[i][j].isFlag = true;
cells[i][j].isMine = true;
cells[i][j].isRevealed = false;
}
//if there is only flag, it will plant a flag and not reveal a cell
else if(cellStatus.equals("onlyFlag"))
{
cells[i][j].isFlag = true;
cells[i][j].isMine = false;
cells[i][j].isRevealed = false;
}
//reads the neibhor mines
neighborMineCount = inFile.readInt();
//sets the neighborMinecounts
cells[i][j].setNeighborMineCount(neighborMineCount);
//reads the remaining line
inFile.readLine();
}//end of inner for loop
}//end of outer for loop
}
}//end of restore
/**
* Paint the background for this window on the canvas. Don't call this
* directly, it is called by the GUI system automatically. This function
* should draw something on the canvas, if you like. Or the background can
* be blank.
* @param canvas the canvas on which to draw.
*/
public void repaintWindowBackground(GUI.Canvas canvas)
{
}//end of repaintWindowBackground
}//end of Game