#Mine Minigame System

4 messages · Page 1 of 1 (latest)

brittle chasm
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I forgot to add this in above

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local MinesAmount = tonumber(WHEREVER YOU HAVE THE TEXT BOX YOU ENTER THE MONEY.Text)

harsh turret
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It looks like the code you've provided is incomplete, and it's not clear what you're trying to do with the Table variable. In general, a Mine game involves a grid of cells, some of which contain mines. The player must click on cells to reveal what's underneath, avoiding mines. The game ends when the player either clicks on a mine, or when they have revealed all the cells that do not contain mines.

To make a simple Mine game, you could create a two-dimensional array to represent the grid of cells. You would then randomly select a number of cells to contain mines, and use the values in the array to track whether a cell has been revealed, contains a mine, and so on.

Here is some sample code that shows how you might initialize the grid and place mines randomly:

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-- Initialize the grid with empty cells
local grid = {}
for i = 1, 25 do
  grid[i] = {}
  for j = 1, 25 do
    grid[i][j] = { revealed = false, hasMine = false }
  end
end

-- Place mines randomly
local mines = 10
while mines > 0 do
  local x = math.random(1, 25)
  local y = math.random(1, 25)
  if not grid[x][y].hasMine then
    grid[x][y].hasMine = true
    mines = mines - 1
  end
end