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Show HN: Zsweep – Play Minesweeper using only Vim motions
- oug-t 9mo agoPlay at: https://zsweep.com https://zsweep.com
- rajeshvar 9mo agonice!
- oug-t 9mo agoHi HN, I’m the creator of zsweep. It’s a keyboard-centric Minesweeper clone where you play entirely using Vim motions (h, j, k, l to move; w/b to skip words; etc.). The Backstory: I wanted to build a project to get my hands dirty with Svelte 5 and the new Runes system. I also wanted a way to practice Vim muscle memory that wasn't just typing code. Tech Stack: Frontend: Svelte 5 (Runes) + SvelteKit Styling: Tailwind CSS State: Custom Finite State Machine (FSM) for the game logic The Challenge: One of the hardest parts was getting the "chording" logic right (where you clear multiple squares at once) while keeping the keyboard navigation feeling instant and "vim-like." It’s open source, so if you’re curious about how Svelte 5 handles game state, feel free to poke around the code: https://github.com/oug-t/zsweep https://github.com/oug-t/zsweep I’d love to hear your feedback on the controls or any edge cases you find!
- lasgawe 9mo agoThis is nice! love this
- oug-t 9mo agoThanks!!!
- deleted 9mo ago[deleted]
- kej 9mo agoThis is a fun idea and the implementation works pretty well. The only complaint I have is that enter for clearing feels awkward in conjunction with hjkl movement; maybe add (d)elete and (f)lag as alternatives to enter and space to keep everything on the home row without requiring stretching?
- oug-t 9mo agoThat makes a lot of sense, I will try to find alternative for clearing as well! Now I mainly use `space` key for both chording and flagging. It's the old muscle memory I inherited from playing the classic minesweeper game. One good thing about using the space is that, thumb is always available in vim motions, where other fingers are on the home row. Thanks for the advise!!
- unformedelta 9mo agoThis was fun! It would feel a little more intuitive if w/b worked on groups of unrevealed tiles instead of just moving 1 space when you were already on an unrevealed tile. i.e. unrevealed = words, revealed = spaces. That way, you could also use them to meaningfully navigate around unrevealed groups better than using h/l. I also found myself missing "e" to go to the end of a word, apparently I use it more often than "w". I really appreciated the attention to detail though, I was delighted when I realized that gg/G/0/$ all worked as expected.
- oug-t 9mo agoThat makes a lot of sense regarding `w/b`. I struggled a bit defining a word in the game cells. I'll add `e` (end of word) support in the next push, too. Thank a lot for the feedback!
- 1313ed01 9mo agoIt is common in traditional roguelikes to support vi keys as an alternative to arrow keys. I use that all the time when playing Brogue. Have a great vi keys muscle memory now thanks to that, but I use Emacs and only rarely vi, so it's not doing me much good.
- zahrevsky 9mo agoToo bad it doesn't display the keyboard on mobile :-(
- oug-t 9mo agoYes, I will try to implement the mobile support for zsweep. I opened an issue on the repo regarding this, thanks for the feedback.
- alejoar 9mo agoRemember to exclude vimium from the site!
- oug-t 9mo agoYes!!!
- sodacanner 9mo agoVery useful as someone who's trying to use Vim motions more often, thanks!
- oug-t 9mo agoThank you!!! I will try to integrate more advanced motions inside the game!!
- QuadmasterXLII 9mo agoFor reference, here are the supported motions: case '0': return { type: 'ZERO' }; case '_': return { type: 'START_ROW' }; // --- SEARCH --- case '/': return { type: 'START_SEARCH' }; case 'n': return { type: 'NEXT_MATCH' }; case 'N': return { type: 'PREV_MATCH' }; // --- MOVEMENT (WASD Removed) --- case 'h': case 'ArrowLeft': return { type: 'MOVE_CURSOR', dx: -1, dy: 0 }; case 'j': case 'ArrowDown': return { type: 'MOVE_CURSOR', dx: 0, dy: 1 }; case 'k': case 'ArrowUp': return { type: 'MOVE_CURSOR', dx: 0, dy: -1 }; case 'l': case 'ArrowRight': return { type: 'MOVE_CURSOR', dx: 1, dy: 0 }; // --- SKIPS --- case 'w': return { type: 'NEXT_UNREVEALED' }; case 'b': return { type: 'PREV_UNREVEALED' }; // --- ACTIONS --- case 'i': case 'Enter': return { type: 'REVEAL' }; case ' ': return { type: 'SMART' }; case 'f': return { type: 'FLAG' }; // --- ADVANCED MOTIONS --- case '$': return { type: 'MOVE_CURSOR', dx: 999, dy: 0 }; case 'G': return { type: 'GO_BOTTOM' }; case 'g': return { type: 'GO_TOP' }; No macros or block select yet, still fun! probably for the best that /mine doesn't work yet
- apetrov 9mo agoH/L/M - would be helpful (High/Low/Medium) Escape as finish a game is pretty annoying (that's what you press after 'i') f1/2/3.. would be nice to - go to the next number in the row open all unflagged around current cell would be useful
- johnhamlin 9mo agoLove games like this. I used Vim Snake to make the muscle memory for hjkl finally stick in my brain. (I wish you could disable the insert mode toggling -- it's cute but didn't help when I was trying to break the habit of moving my finger up to press W or Up Arrow and remember that everything is in a straight line.) https://vimsnake.com https://vimsnake.com
- oug-t 9mo agoThank you!! I will add an issue for this!
- TheGRS 9mo agoVery nice, only feedback I have rn is you should keep the board state displayed after you hit a mine. I like to look around the board to see what I missed after making a mistake.
- oug-t 9mo agoYes, after game loss, it should display all the mines and wrong flags marked. I opened an issue regarding to this, Thank you for the advise!!
- oug-t 9mo agoThanks all for the feedback and upvotes! Motivated by the response, I just pushed a cleanup of the repo to make it easier to build and run locally. I am now opening issues for the specific requests mentioned here--like adding the `e` motion, improving `w/b` logic, and preserving the board state when game over. Thank you again, PRs are very welcome!! Repo: https://github.com/oug-t/zsweep https://github.com/oug-t/zsweep
- schmooser 9mo agoReaching RET to open a block is too far from the home row, very unpleasant. C-m (Control-M) is much better and supported by both vim and Emacs.
- oug-t 9mo agoThanks for the advice!! I will try to fix this
- shagie 9mo agoA friend of mine back in college was a minesweeper addict - he'd play it all the time on the computer lab staff machine (where he worked) when it was quiet but the manager eventually took all the games off all the machines. https://github.com/rwestlund/freesweep https://github.com/rwestlund/freesweep was the result. As he was learning how to program at the time, he decided to undertake writing minesweeper that he could play from a telnet session from the library or one of the vt100 terminals in the lab. And yes, he also had difficulty with the chording logic. He called it "super click" (that code is in clear.c). Part of the initial challenge was since he was taking this as his first project and before really reading the K&R everything was a one dimensional array (>.<) and there was a lot of multiplication and addition (and division and modulus). Movement code is in play.c
- oug-t 9mo agoThat is a interesting story! I will definitely checkout play.c for reference.