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Design Minesweeper

Ashish

Ashish Pratap Singh

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Minesweeper is a classic single-player puzzle game where the player’s objective is to reveal all non-mine cells on a grid without triggering a mine. The game requires logic, deduction, and careful strategy.

Minesweeper

Game Overview

  • The game board is a 2D grid of hidden cells, some of which contain mines.
  • The player interacts with the board by clicking on cells.
  • If the revealed cell contains a mine, the game ends in a loss.
  • If the cell is safe, it reveals a number from 0 to 8 indicating how many of its adjacent cells contain mines.
  • If the number is 0, all adjacent cells are automatically revealed recursively.
  • The player can also flag a cell if they suspect it contains a mine.
  • The game ends in a win when all non-mine cells are revealed.

In this chapter, we’ll explore the low-level design of a Minesweeper game.

Lets start by clarifying the requirements:

1. Clarifying Requirements

Before starting the design, it's important to ask thoughtful questions to uncover hidden assumptions and better define the scope of the system.

Here is an example of how a conversation between the candidate and the interviewer might unfold:

After gathering the details, we can summarize the key system requirements.

1.1 Functional Requirements

  • Support multiple board sizes and difficulty levels (e.g., 9×9 with 10 mines, 16×16 with 40 mines, 30×16 with 99 mines)
  • Ensure the first click is always on a non-mine cell
  • Allow users to reveal a cell or flag/unflag a cell
  • Display the number of adjacent mines for revealed cells
  • Automatically reveal connected empty cells when a zero-adjacent-mine cell is clicked
  • End the game with a "Game Over" if the player clicks on a mine
  • Declare a win if all non-mine cells are revealed
  • Display a timer showing elapsed time

1.2 Non-Functional Requirements

  • Modularity: The system should follow object-oriented design with clearly separated components such as Board, Cell, GameEngine, and Timer
  • Extensibility: The design should allow future features such as scoring, saving game state, themes, or multiplayer mode
  • Testability: The game logic (e.g., mine generation, flood-fill revealing) should be unit-testable
  • Responsiveness: Actions like cell reveals and flag toggles should reflect instantly on the UI or console
  • Maintainability: Code should be easy to understand, extend, and debug
  • Determinism for Testing: Optionally support seeded mine placement to allow consistent behavior during testing

2. Identifying Core Entities

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