Indeed. Back in about 2010 or so when I made a Minecraft Redstone Simulator[1], I initially prototyped using a <table> for the display of the "grid".
Just making the cells change colour as a mouse was clicked and dragged over the cells (to draw) was very laggy. After which I switched to canvas which worked really well.
At the time I was a very inexperienced developer but looking back now it was very obvious a table with cell approach wouldn't be performant.
No, Lynx doesn't support JavaScript. I think to get something close you'd have to do a page refresh (e.g. <meta http-equiv="refresh" content="1">) and set the check box states-server side to emulate 'animation' in this way.
Right. But that still isn't enough for minesweeper, where a cell can be: covered, marked, uncovered with no mines next to it, uncovered with one mine next to it, uncovered with two mines next to it… etc until uncovered with eight mines next to it.
So except if you limit the game to having no cells with more then one neighbors with a mine, it won't work.
When I saw the link title on HN I immediately thought of the idea of implementing Conway's game of life using a grid of checkboxes. It is actually there. Neat!
What I appreciate is keyboard navigation on demos, from any demo to Marquee even gradually transition from previous to next one without refreshing the whole scene.
This is cool, but I wish the Game of Life let you change the pattern by manually toggling check boxes with your mouse. Right now, if you pause the game and change which boxes are checked, they'll revert to the previous state once the game is resumed.
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[ 3.5 ms ] story [ 96.7 ms ] threadJust making the cells change colour as a mouse was clicked and dragged over the cells (to draw) was very laggy. After which I switched to canvas which worked really well.
At the time I was a very inexperienced developer but looking back now it was very obvious a table with cell approach wouldn't be performant.
[1]: https://mordritch.com/mc_rss/
could be used as a captcha style roadblock!
https://www.bryanbraun.com/2020/06/06/checkboxland/
Must be one of my favorite projects in a long while. Such a mad/brilliant idea, and the aestethic is remarkable for such an odd thing as a checkbox.
Many thanks to the poster.
So except if you limit the game to having no cells with more then one neighbors with a mine, it won't work.
• All squares start off as unchecked boxes.
• Marked squares are partially-checked boxes.
• Revealed bombs (e.g. player lost, show the board) are fully checked.
• Uncovered squares are deleted, and a number is placed in the space as simple text.
You could absolutely argue the last point is cheating, but, meh, I feel it's within the spirit of the idea.
(Undecided on whether to use disabled checkboxes to mark the perimeter of the playing field; I'd have to try it and see what felt right.)
This is good too.
Instead I spent a few minutes trying to navigate my bedroom by checkbox camera. It didn't go well, but kudos to the author just the same.
With that last shout and a wild look in his eye he ran madly out of the lab, hurrying back to his office.