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Minesweeper — Prototype

A Minesweeper game built in Unity as an architecture-focused showcase project. The project demonstrates a strict separation between domain logic, presentation, and infrastructure layers, with modular composition powered by dependency injection through VContainer.

Tech Stack: Unity (uGUI) · VContainer (DI) · UniTask (async) · Unity Input System · TextMeshPro · NUnit (Edit Mode Tests).

Game loop: first click → generate mines → reveal safe area → open/flag cells → win or lose → restart.

Gameplay Demo

Play in browser

What was built

Gameplay

  • Classic Minesweeper rules with fair first-click generation: mines are placed after the first move and never occupy the clicked cell or its neighbours.
  • Flood-fill reveal of connected empty cells, stopping at numbered cells.
  • Flags with a live remaining-flags counter, full mine reveal on loss, win detection, a running timer, and a saved best time.

Cross-platform input

  • A single input pipeline with platform-specific handlers, selected automatically at startup:
    • Desktop: left-click → open, right-click → flag
    • Mobile: tap → open, long-press → flag
  • Restart and Pause shortcuts use Unity Input System, while cell interactions are handled through Unity's uGUI event system.

UI & presentation

  • Main Menu, HUD, and Pause screens follow a Presenter–View split and are driven by the game state.
  • Pooled cell views and an auto-scaling grid that fits any viewport without changing the layout logic.

Running it

  1. Open the project under Minesweeper-Unity/ in Unity.
  2. Open the Bootstrap scene and press Play.

How it works (architecture)

The game is split into small interface-based systems, composed via dependency injection (VContainer). Two composition roots organize the application: BootstrapScope registers infrastructure services and loads the Core scene, while CoreScope registers and initializes the gameplay systems, UI, input, and game assets.

Starting a new game doesn't reload the scene — GameSessionSystem simply replaces the current GameSession with a fresh instance via CreateNewSession().

SystemResponsibilityUnity
GameSystemTop-level app state (MainMenu / Playing / Paused)No — pure C#
GameSessionSystem / GameSessionOwns the current session and its state machineNo — pure C#
MinesGeneratorSafe-zone mine placement and adjacency calculationNo — pure C#
FloodFillerIterative stack-based reveal of connected empty cellsNo — pure C#
RulesSystemCentralized game rules and validationNo — pure C#
RandomProviderDeterministic random source for gameplay and testsNo — pure C#
GameAssetsSystemProvides game configs and prefabsYes
CellInputSystemPointer/tap abstraction and keyboard shortcutsYes
TimerSystem / SaveSystemTimer tracking and best-time persistence via PlayerPrefsYes
UISystemSwitches Main Menu / HUD / Pause presenters and viewsYes

The application flow is split between global state and session state: GameSystem manages the app lifecycle (MainMenu, Playing, Paused), while GameSession owns the Minesweeper lifecycle (WaitingFirstOpen → Playing → Won/Lost). RulesSystem keeps the game rules centralized, validating actions and determining win/loss conditions.

The domain layer (GameSession, RulesSystem, MinesGenerator, FloodFiller, CellData, GridData, Grid<T>) is pure C# and independent from Unity, making it easy to test in isolation. Internal domain types are exposed to EditMode tests through InternalsVisibleTo.

CellInputSystem hides platform differences behind interchangeable pointer handlers: DesktopPointerHandler and MobilePointerHandler implement the same interface (PointerDown, PointerUp, Tick), keeping the rest of the game platform-agnostic.

Tests

The core logic is covered by EditMode unit tests: mine generation and adjacency counts, flood-fill expansion, rules predicates, and the game-session state machine.

Future improvements

  • Difficulty settings: Beginner/Intermediate/Expert presets, plus a settings screen for configuring grid size and mine count instead of relying on a single baked-in GridConfig.
  • Quick reveal: clicking a revealed number with the required adjacent flags automatically opens its remaining neighbours.
  • File-based save system: replace PlayerPrefs with file-based saves and persist game snapshots, allowing unfinished games to be resumed after restarting the app.
  • Game feel: add reveal and explosion animations instead of instant sprite swaps, along with basic sound effects.
  • Input testing: extend test coverage with PlayMode/integration tests for the mobile drag/hold input path.

About

A Minesweeper game built to showcase layered architecture in Unity

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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GitHub - dumchevdev/minesweeper-prototype: A Minesweeper game built to showcase layered architecture in Unity · GitHub
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Minesweeper — Prototype

A Minesweeper game built in Unity as an architecture-focused showcase project. The project demonstrates a strict separation between domain logic, presentation, and infrastructure layers, with modular composition powered by dependency injection through VContainer.

Tech Stack: Unity (uGUI) · VContainer (DI) · UniTask (async) · Unity Input System · TextMeshPro · NUnit (Edit Mode Tests).

Game loop: first click → generate mines → reveal safe area → open/flag cells → win or lose → restart.

Gameplay Demo

Play in browser

What was built

Gameplay

  • Classic Minesweeper rules with fair first-click generation: mines are placed after the first move and never occupy the clicked cell or its neighbours.
  • Flood-fill reveal of connected empty cells, stopping at numbered cells.
  • Flags with a live remaining-flags counter, full mine reveal on loss, win detection, a running timer, and a saved best time.

Cross-platform input

  • A single input pipeline with platform-specific handlers, selected automatically at startup:
    • Desktop: left-click → open, right-click → flag
    • Mobile: tap → open, long-press → flag
  • Restart and Pause shortcuts use Unity Input System, while cell interactions are handled through Unity's uGUI event system.

UI & presentation

  • Main Menu, HUD, and Pause screens follow a Presenter–View split and are driven by the game state.
  • Pooled cell views and an auto-scaling grid that fits any viewport without changing the layout logic.

Running it

  1. Open the project under Minesweeper-Unity/ in Unity.
  2. Open the Bootstrap scene and press Play.

How it works (architecture)

The game is split into small interface-based systems, composed via dependency injection (VContainer). Two composition roots organize the application: BootstrapScope registers infrastructure services and loads the Core scene, while CoreScope registers and initializes the gameplay systems, UI, input, and game assets.

Starting a new game doesn't reload the scene — GameSessionSystem simply replaces the current GameSession with a fresh instance via CreateNewSession().

SystemResponsibilityUnity
GameSystemTop-level app state (MainMenu / Playing / Paused)No — pure C#
GameSessionSystem / GameSessionOwns the current session and its state machineNo — pure C#
MinesGeneratorSafe-zone mine placement and adjacency calculationNo — pure C#
FloodFillerIterative stack-based reveal of connected empty cellsNo — pure C#
RulesSystemCentralized game rules and validationNo — pure C#
RandomProviderDeterministic random source for gameplay and testsNo — pure C#
GameAssetsSystemProvides game configs and prefabsYes
CellInputSystemPointer/tap abstraction and keyboard shortcutsYes
TimerSystem / SaveSystemTimer tracking and best-time persistence via PlayerPrefsYes
UISystemSwitches Main Menu / HUD / Pause presenters and viewsYes

The application flow is split between global state and session state: GameSystem manages the app lifecycle (MainMenu, Playing, Paused), while GameSession owns the Minesweeper lifecycle (WaitingFirstOpen → Playing → Won/Lost). RulesSystem keeps the game rules centralized, validating actions and determining win/loss conditions.

The domain layer (GameSession, RulesSystem, MinesGenerator, FloodFiller, CellData, GridData, Grid<T>) is pure C# and independent from Unity, making it easy to test in isolation. Internal domain types are exposed to EditMode tests through InternalsVisibleTo.

CellInputSystem hides platform differences behind interchangeable pointer handlers: DesktopPointerHandler and MobilePointerHandler implement the same interface (PointerDown, PointerUp, Tick), keeping the rest of the game platform-agnostic.

Tests

The core logic is covered by EditMode unit tests: mine generation and adjacency counts, flood-fill expansion, rules predicates, and the game-session state machine.

Future improvements

  • Difficulty settings: Beginner/Intermediate/Expert presets, plus a settings screen for configuring grid size and mine count instead of relying on a single baked-in GridConfig.
  • Quick reveal: clicking a revealed number with the required adjacent flags automatically opens its remaining neighbours.
  • File-based save system: replace PlayerPrefs with file-based saves and persist game snapshots, allowing unfinished games to be resumed after restarting the app.
  • Game feel: add reveal and explosion animations instead of instant sprite swaps, along with basic sound effects.
  • Input testing: extend test coverage with PlayMode/integration tests for the mobile drag/hold input path.

About

A Minesweeper game built to showcase layered architecture in Unity

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - dumchevdev/minesweeper-prototype: A Minesweeper game built to showcase layered architecture in Unity · GitHub
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Minesweeper — Prototype

A Minesweeper game built in Unity as an architecture-focused showcase project. The project demonstrates a strict separation between domain logic, presentation, and infrastructure layers, with modular composition powered by dependency injection through VContainer.

Tech Stack: Unity (uGUI) · VContainer (DI) · UniTask (async) · Unity Input System · TextMeshPro · NUnit (Edit Mode Tests).

Game loop: first click → generate mines → reveal safe area → open/flag cells → win or lose → restart.

Gameplay Demo

Play in browser

What was built

Gameplay

  • Classic Minesweeper rules with fair first-click generation: mines are placed after the first move and never occupy the clicked cell or its neighbours.
  • Flood-fill reveal of connected empty cells, stopping at numbered cells.
  • Flags with a live remaining-flags counter, full mine reveal on loss, win detection, a running timer, and a saved best time.

Cross-platform input

  • A single input pipeline with platform-specific handlers, selected automatically at startup:
    • Desktop: left-click → open, right-click → flag
    • Mobile: tap → open, long-press → flag
  • Restart and Pause shortcuts use Unity Input System, while cell interactions are handled through Unity's uGUI event system.

UI & presentation

  • Main Menu, HUD, and Pause screens follow a Presenter–View split and are driven by the game state.
  • Pooled cell views and an auto-scaling grid that fits any viewport without changing the layout logic.

Running it

  1. Open the project under Minesweeper-Unity/ in Unity.
  2. Open the Bootstrap scene and press Play.

How it works (architecture)

The game is split into small interface-based systems, composed via dependency injection (VContainer). Two composition roots organize the application: BootstrapScope registers infrastructure services and loads the Core scene, while CoreScope registers and initializes the gameplay systems, UI, input, and game assets.

Starting a new game doesn't reload the scene — GameSessionSystem simply replaces the current GameSession with a fresh instance via CreateNewSession().

SystemResponsibilityUnity
GameSystemTop-level app state (MainMenu / Playing / Paused)No — pure C#
GameSessionSystem / GameSessionOwns the current session and its state machineNo — pure C#
MinesGeneratorSafe-zone mine placement and adjacency calculationNo — pure C#
FloodFillerIterative stack-based reveal of connected empty cellsNo — pure C#
RulesSystemCentralized game rules and validationNo — pure C#
RandomProviderDeterministic random source for gameplay and testsNo — pure C#
GameAssetsSystemProvides game configs and prefabsYes
CellInputSystemPointer/tap abstraction and keyboard shortcutsYes
TimerSystem / SaveSystemTimer tracking and best-time persistence via PlayerPrefsYes
UISystemSwitches Main Menu / HUD / Pause presenters and viewsYes

The application flow is split between global state and session state: GameSystem manages the app lifecycle (MainMenu, Playing, Paused), while GameSession owns the Minesweeper lifecycle (WaitingFirstOpen → Playing → Won/Lost). RulesSystem keeps the game rules centralized, validating actions and determining win/loss conditions.

The domain layer (GameSession, RulesSystem, MinesGenerator, FloodFiller, CellData, GridData, Grid<T>) is pure C# and independent from Unity, making it easy to test in isolation. Internal domain types are exposed to EditMode tests through InternalsVisibleTo.

CellInputSystem hides platform differences behind interchangeable pointer handlers: DesktopPointerHandler and MobilePointerHandler implement the same interface (PointerDown, PointerUp, Tick), keeping the rest of the game platform-agnostic.

Tests

The core logic is covered by EditMode unit tests: mine generation and adjacency counts, flood-fill expansion, rules predicates, and the game-session state machine.

Future improvements

  • Difficulty settings: Beginner/Intermediate/Expert presets, plus a settings screen for configuring grid size and mine count instead of relying on a single baked-in GridConfig.
  • Quick reveal: clicking a revealed number with the required adjacent flags automatically opens its remaining neighbours.
  • File-based save system: replace PlayerPrefs with file-based saves and persist game snapshots, allowing unfinished games to be resumed after restarting the app.
  • Game feel: add reveal and explosion animations instead of instant sprite swaps, along with basic sound effects.
  • Input testing: extend test coverage with PlayMode/integration tests for the mobile drag/hold input path.

About

A Minesweeper game built to showcase layered architecture in Unity

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - dumchevdev/minesweeper-prototype: A Minesweeper game built to showcase layered architecture in Unity · GitHub
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Minesweeper — Prototype

A Minesweeper game built in Unity as an architecture-focused showcase project. The project demonstrates a strict separation between domain logic, presentation, and infrastructure layers, with modular composition powered by dependency injection through VContainer.

Tech Stack: Unity (uGUI) · VContainer (DI) · UniTask (async) · Unity Input System · TextMeshPro · NUnit (Edit Mode Tests).

Game loop: first click → generate mines → reveal safe area → open/flag cells → win or lose → restart.

Gameplay Demo

Play in browser

What was built

Gameplay

  • Classic Minesweeper rules with fair first-click generation: mines are placed after the first move and never occupy the clicked cell or its neighbours.
  • Flood-fill reveal of connected empty cells, stopping at numbered cells.
  • Flags with a live remaining-flags counter, full mine reveal on loss, win detection, a running timer, and a saved best time.

Cross-platform input

  • A single input pipeline with platform-specific handlers, selected automatically at startup:
    • Desktop: left-click → open, right-click → flag
    • Mobile: tap → open, long-press → flag
  • Restart and Pause shortcuts use Unity Input System, while cell interactions are handled through Unity's uGUI event system.

UI & presentation

  • Main Menu, HUD, and Pause screens follow a Presenter–View split and are driven by the game state.
  • Pooled cell views and an auto-scaling grid that fits any viewport without changing the layout logic.

Running it

  1. Open the project under Minesweeper-Unity/ in Unity.
  2. Open the Bootstrap scene and press Play.

How it works (architecture)

The game is split into small interface-based systems, composed via dependency injection (VContainer). Two composition roots organize the application: BootstrapScope registers infrastructure services and loads the Core scene, while CoreScope registers and initializes the gameplay systems, UI, input, and game assets.

Starting a new game doesn't reload the scene — GameSessionSystem simply replaces the current GameSession with a fresh instance via CreateNewSession().

SystemResponsibilityUnity
GameSystemTop-level app state (MainMenu / Playing / Paused)No — pure C#
GameSessionSystem / GameSessionOwns the current session and its state machineNo — pure C#
MinesGeneratorSafe-zone mine placement and adjacency calculationNo — pure C#
FloodFillerIterative stack-based reveal of connected empty cellsNo — pure C#
RulesSystemCentralized game rules and validationNo — pure C#
RandomProviderDeterministic random source for gameplay and testsNo — pure C#
GameAssetsSystemProvides game configs and prefabsYes
CellInputSystemPointer/tap abstraction and keyboard shortcutsYes
TimerSystem / SaveSystemTimer tracking and best-time persistence via PlayerPrefsYes
UISystemSwitches Main Menu / HUD / Pause presenters and viewsYes

The application flow is split between global state and session state: GameSystem manages the app lifecycle (MainMenu, Playing, Paused), while GameSession owns the Minesweeper lifecycle (WaitingFirstOpen → Playing → Won/Lost). RulesSystem keeps the game rules centralized, validating actions and determining win/loss conditions.

The domain layer (GameSession, RulesSystem, MinesGenerator, FloodFiller, CellData, GridData, Grid<T>) is pure C# and independent from Unity, making it easy to test in isolation. Internal domain types are exposed to EditMode tests through InternalsVisibleTo.

CellInputSystem hides platform differences behind interchangeable pointer handlers: DesktopPointerHandler and MobilePointerHandler implement the same interface (PointerDown, PointerUp, Tick), keeping the rest of the game platform-agnostic.

Tests

The core logic is covered by EditMode unit tests: mine generation and adjacency counts, flood-fill expansion, rules predicates, and the game-session state machine.

Future improvements

  • Difficulty settings: Beginner/Intermediate/Expert presets, plus a settings screen for configuring grid size and mine count instead of relying on a single baked-in GridConfig.
  • Quick reveal: clicking a revealed number with the required adjacent flags automatically opens its remaining neighbours.
  • File-based save system: replace PlayerPrefs with file-based saves and persist game snapshots, allowing unfinished games to be resumed after restarting the app.
  • Game feel: add reveal and explosion animations instead of instant sprite swaps, along with basic sound effects.
  • Input testing: extend test coverage with PlayMode/integration tests for the mobile drag/hold input path.

About

A Minesweeper game built to showcase layered architecture in Unity

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' GitHub - dumchevdev/minesweeper-prototype: A Minesweeper game built to showcase layered architecture in Unity · GitHub
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Minesweeper — Prototype

A Minesweeper game built in Unity as an architecture-focused showcase project. The project demonstrates a strict separation between domain logic, presentation, and infrastructure layers, with modular composition powered by dependency injection through VContainer.

Tech Stack: Unity (uGUI) · VContainer (DI) · UniTask (async) · Unity Input System · TextMeshPro · NUnit (Edit Mode Tests).

Game loop: first click → generate mines → reveal safe area → open/flag cells → win or lose → restart.

Gameplay Demo

Play in browser

What was built

Gameplay

  • Classic Minesweeper rules with fair first-click generation: mines are placed after the first move and never occupy the clicked cell or its neighbours.
  • Flood-fill reveal of connected empty cells, stopping at numbered cells.
  • Flags with a live remaining-flags counter, full mine reveal on loss, win detection, a running timer, and a saved best time.

Cross-platform input

  • A single input pipeline with platform-specific handlers, selected automatically at startup:
    • Desktop: left-click → open, right-click → flag
    • Mobile: tap → open, long-press → flag
  • Restart and Pause shortcuts use Unity Input System, while cell interactions are handled through Unity's uGUI event system.

UI & presentation

  • Main Menu, HUD, and Pause screens follow a Presenter–View split and are driven by the game state.
  • Pooled cell views and an auto-scaling grid that fits any viewport without changing the layout logic.

Running it

  1. Open the project under Minesweeper-Unity/ in Unity.
  2. Open the Bootstrap scene and press Play.

How it works (architecture)

The game is split into small interface-based systems, composed via dependency injection (VContainer). Two composition roots organize the application: BootstrapScope registers infrastructure services and loads the Core scene, while CoreScope registers and initializes the gameplay systems, UI, input, and game assets.

Starting a new game doesn't reload the scene — GameSessionSystem simply replaces the current GameSession with a fresh instance via CreateNewSession().

SystemResponsibilityUnity
GameSystemTop-level app state (MainMenu / Playing / Paused)No — pure C#
GameSessionSystem / GameSessionOwns the current session and its state machineNo — pure C#
MinesGeneratorSafe-zone mine placement and adjacency calculationNo — pure C#
FloodFillerIterative stack-based reveal of connected empty cellsNo — pure C#
RulesSystemCentralized game rules and validationNo — pure C#
RandomProviderDeterministic random source for gameplay and testsNo — pure C#
GameAssetsSystemProvides game configs and prefabsYes
CellInputSystemPointer/tap abstraction and keyboard shortcutsYes
TimerSystem / SaveSystemTimer tracking and best-time persistence via PlayerPrefsYes
UISystemSwitches Main Menu / HUD / Pause presenters and viewsYes

The application flow is split between global state and session state: GameSystem manages the app lifecycle (MainMenu, Playing, Paused), while GameSession owns the Minesweeper lifecycle (WaitingFirstOpen → Playing → Won/Lost). RulesSystem keeps the game rules centralized, validating actions and determining win/loss conditions.

The domain layer (GameSession, RulesSystem, MinesGenerator, FloodFiller, CellData, GridData, Grid<T>) is pure C# and independent from Unity, making it easy to test in isolation. Internal domain types are exposed to EditMode tests through InternalsVisibleTo.

CellInputSystem hides platform differences behind interchangeable pointer handlers: DesktopPointerHandler and MobilePointerHandler implement the same interface (PointerDown, PointerUp, Tick), keeping the rest of the game platform-agnostic.

Tests

The core logic is covered by EditMode unit tests: mine generation and adjacency counts, flood-fill expansion, rules predicates, and the game-session state machine.

Future improvements

  • Difficulty settings: Beginner/Intermediate/Expert presets, plus a settings screen for configuring grid size and mine count instead of relying on a single baked-in GridConfig.
  • Quick reveal: clicking a revealed number with the required adjacent flags automatically opens its remaining neighbours.
  • File-based save system: replace PlayerPrefs with file-based saves and persist game snapshots, allowing unfinished games to be resumed after restarting the app.
  • Game feel: add reveal and explosion animations instead of instant sprite swaps, along with basic sound effects.
  • Input testing: extend test coverage with PlayMode/integration tests for the mobile drag/hold input path.

About

A Minesweeper game built to showcase layered architecture in Unity

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - dumchevdev/minesweeper-prototype: A Minesweeper game built to showcase layered architecture in Unity · GitHub
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Minesweeper — Prototype

A Minesweeper game built in Unity as an architecture-focused showcase project. The project demonstrates a strict separation between domain logic, presentation, and infrastructure layers, with modular composition powered by dependency injection through VContainer.

Tech Stack: Unity (uGUI) · VContainer (DI) · UniTask (async) · Unity Input System · TextMeshPro · NUnit (Edit Mode Tests).

Game loop: first click → generate mines → reveal safe area → open/flag cells → win or lose → restart.

Gameplay Demo

Play in browser

What was built

Gameplay

  • Classic Minesweeper rules with fair first-click generation: mines are placed after the first move and never occupy the clicked cell or its neighbours.
  • Flood-fill reveal of connected empty cells, stopping at numbered cells.
  • Flags with a live remaining-flags counter, full mine reveal on loss, win detection, a running timer, and a saved best time.

Cross-platform input

  • A single input pipeline with platform-specific handlers, selected automatically at startup:
    • Desktop: left-click → open, right-click → flag
    • Mobile: tap → open, long-press → flag
  • Restart and Pause shortcuts use Unity Input System, while cell interactions are handled through Unity's uGUI event system.

UI & presentation

  • Main Menu, HUD, and Pause screens follow a Presenter–View split and are driven by the game state.
  • Pooled cell views and an auto-scaling grid that fits any viewport without changing the layout logic.

Running it

  1. Open the project under Minesweeper-Unity/ in Unity.
  2. Open the Bootstrap scene and press Play.

How it works (architecture)

The game is split into small interface-based systems, composed via dependency injection (VContainer). Two composition roots organize the application: BootstrapScope registers infrastructure services and loads the Core scene, while CoreScope registers and initializes the gameplay systems, UI, input, and game assets.

Starting a new game doesn't reload the scene — GameSessionSystem simply replaces the current GameSession with a fresh instance via CreateNewSession().

SystemResponsibilityUnity
GameSystemTop-level app state (MainMenu / Playing / Paused)No — pure C#
GameSessionSystem / GameSessionOwns the current session and its state machineNo — pure C#
MinesGeneratorSafe-zone mine placement and adjacency calculationNo — pure C#
FloodFillerIterative stack-based reveal of connected empty cellsNo — pure C#
RulesSystemCentralized game rules and validationNo — pure C#
RandomProviderDeterministic random source for gameplay and testsNo — pure C#
GameAssetsSystemProvides game configs and prefabsYes
CellInputSystemPointer/tap abstraction and keyboard shortcutsYes
TimerSystem / SaveSystemTimer tracking and best-time persistence via PlayerPrefsYes
UISystemSwitches Main Menu / HUD / Pause presenters and viewsYes

The application flow is split between global state and session state: GameSystem manages the app lifecycle (MainMenu, Playing, Paused), while GameSession owns the Minesweeper lifecycle (WaitingFirstOpen → Playing → Won/Lost). RulesSystem keeps the game rules centralized, validating actions and determining win/loss conditions.

The domain layer (GameSession, RulesSystem, MinesGenerator, FloodFiller, CellData, GridData, Grid<T>) is pure C# and independent from Unity, making it easy to test in isolation. Internal domain types are exposed to EditMode tests through InternalsVisibleTo.

CellInputSystem hides platform differences behind interchangeable pointer handlers: DesktopPointerHandler and MobilePointerHandler implement the same interface (PointerDown, PointerUp, Tick), keeping the rest of the game platform-agnostic.

Tests

The core logic is covered by EditMode unit tests: mine generation and adjacency counts, flood-fill expansion, rules predicates, and the game-session state machine.

Future improvements

  • Difficulty settings: Beginner/Intermediate/Expert presets, plus a settings screen for configuring grid size and mine count instead of relying on a single baked-in GridConfig.
  • Quick reveal: clicking a revealed number with the required adjacent flags automatically opens its remaining neighbours.
  • File-based save system: replace PlayerPrefs with file-based saves and persist game snapshots, allowing unfinished games to be resumed after restarting the app.
  • Game feel: add reveal and explosion animations instead of instant sprite swaps, along with basic sound effects.
  • Input testing: extend test coverage with PlayMode/integration tests for the mobile drag/hold input path.

About

A Minesweeper game built to showcase layered architecture in Unity

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - dumchevdev/minesweeper-prototype: A Minesweeper game built to showcase layered architecture in Unity · GitHub
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Minesweeper — Prototype

A Minesweeper game built in Unity as an architecture-focused showcase project. The project demonstrates a strict separation between domain logic, presentation, and infrastructure layers, with modular composition powered by dependency injection through VContainer.

Tech Stack: Unity (uGUI) · VContainer (DI) · UniTask (async) · Unity Input System · TextMeshPro · NUnit (Edit Mode Tests).

Game loop: first click → generate mines → reveal safe area → open/flag cells → win or lose → restart.

Gameplay Demo

Play in browser

What was built

Gameplay

  • Classic Minesweeper rules with fair first-click generation: mines are placed after the first move and never occupy the clicked cell or its neighbours.
  • Flood-fill reveal of connected empty cells, stopping at numbered cells.
  • Flags with a live remaining-flags counter, full mine reveal on loss, win detection, a running timer, and a saved best time.

Cross-platform input

  • A single input pipeline with platform-specific handlers, selected automatically at startup:
    • Desktop: left-click → open, right-click → flag
    • Mobile: tap → open, long-press → flag
  • Restart and Pause shortcuts use Unity Input System, while cell interactions are handled through Unity's uGUI event system.

UI & presentation

  • Main Menu, HUD, and Pause screens follow a Presenter–View split and are driven by the game state.
  • Pooled cell views and an auto-scaling grid that fits any viewport without changing the layout logic.

Running it

  1. Open the project under Minesweeper-Unity/ in Unity.
  2. Open the Bootstrap scene and press Play.

How it works (architecture)

The game is split into small interface-based systems, composed via dependency injection (VContainer). Two composition roots organize the application: BootstrapScope registers infrastructure services and loads the Core scene, while CoreScope registers and initializes the gameplay systems, UI, input, and game assets.

Starting a new game doesn't reload the scene — GameSessionSystem simply replaces the current GameSession with a fresh instance via CreateNewSession().

SystemResponsibilityUnity
GameSystemTop-level app state (MainMenu / Playing / Paused)No — pure C#
GameSessionSystem / GameSessionOwns the current session and its state machineNo — pure C#
MinesGeneratorSafe-zone mine placement and adjacency calculationNo — pure C#
FloodFillerIterative stack-based reveal of connected empty cellsNo — pure C#
RulesSystemCentralized game rules and validationNo — pure C#
RandomProviderDeterministic random source for gameplay and testsNo — pure C#
GameAssetsSystemProvides game configs and prefabsYes
CellInputSystemPointer/tap abstraction and keyboard shortcutsYes
TimerSystem / SaveSystemTimer tracking and best-time persistence via PlayerPrefsYes
UISystemSwitches Main Menu / HUD / Pause presenters and viewsYes

The application flow is split between global state and session state: GameSystem manages the app lifecycle (MainMenu, Playing, Paused), while GameSession owns the Minesweeper lifecycle (WaitingFirstOpen → Playing → Won/Lost). RulesSystem keeps the game rules centralized, validating actions and determining win/loss conditions.

The domain layer (GameSession, RulesSystem, MinesGenerator, FloodFiller, CellData, GridData, Grid<T>) is pure C# and independent from Unity, making it easy to test in isolation. Internal domain types are exposed to EditMode tests through InternalsVisibleTo.

CellInputSystem hides platform differences behind interchangeable pointer handlers: DesktopPointerHandler and MobilePointerHandler implement the same interface (PointerDown, PointerUp, Tick), keeping the rest of the game platform-agnostic.

Tests

The core logic is covered by EditMode unit tests: mine generation and adjacency counts, flood-fill expansion, rules predicates, and the game-session state machine.

Future improvements

  • Difficulty settings: Beginner/Intermediate/Expert presets, plus a settings screen for configuring grid size and mine count instead of relying on a single baked-in GridConfig.
  • Quick reveal: clicking a revealed number with the required adjacent flags automatically opens its remaining neighbours.
  • File-based save system: replace PlayerPrefs with file-based saves and persist game snapshots, allowing unfinished games to be resumed after restarting the app.
  • Game feel: add reveal and explosion animations instead of instant sprite swaps, along with basic sound effects.
  • Input testing: extend test coverage with PlayMode/integration tests for the mobile drag/hold input path.

About

A Minesweeper game built to showcase layered architecture in Unity

Topics

Resources

Stars

0 stars

Watchers

0 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); GitHub - dumchevdev/minesweeper-prototype: A Minesweeper game built to showcase layered architecture in Unity · GitHub
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Minesweeper — Prototype

A Minesweeper game built in Unity as an architecture-focused showcase project. The project demonstrates a strict separation between domain logic, presentation, and infrastructure layers, with modular composition powered by dependency injection through VContainer.

Tech Stack: Unity (uGUI) · VContainer (DI) · UniTask (async) · Unity Input System · TextMeshPro · NUnit (Edit Mode Tests).

Game loop: first click → generate mines → reveal safe area → open/flag cells → win or lose → restart.

Gameplay Demo

Play in browser

What was built

Gameplay

  • Classic Minesweeper rules with fair first-click generation: mines are placed after the first move and never occupy the clicked cell or its neighbours.
  • Flood-fill reveal of connected empty cells, stopping at numbered cells.
  • Flags with a live remaining-flags counter, full mine reveal on loss, win detection, a running timer, and a saved best time.

Cross-platform input

  • A single input pipeline with platform-specific handlers, selected automatically at startup:
    • Desktop: left-click → open, right-click → flag
    • Mobile: tap → open, long-press → flag
  • Restart and Pause shortcuts use Unity Input System, while cell interactions are handled through Unity's uGUI event system.

UI & presentation

  • Main Menu, HUD, and Pause screens follow a Presenter–View split and are driven by the game state.
  • Pooled cell views and an auto-scaling grid that fits any viewport without changing the layout logic.

Running it

  1. Open the project under Minesweeper-Unity/ in Unity.
  2. Open the Bootstrap scene and press Play.

How it works (architecture)

The game is split into small interface-based systems, composed via dependency injection (VContainer). Two composition roots organize the application: BootstrapScope registers infrastructure services and loads the Core scene, while CoreScope registers and initializes the gameplay systems, UI, input, and game assets.

Starting a new game doesn't reload the scene — GameSessionSystem simply replaces the current GameSession with a fresh instance via CreateNewSession().

SystemResponsibilityUnity
GameSystemTop-level app state (MainMenu / Playing / Paused)No — pure C#
GameSessionSystem / GameSessionOwns the current session and its state machineNo — pure C#
MinesGeneratorSafe-zone mine placement and adjacency calculationNo — pure C#
FloodFillerIterative stack-based reveal of connected empty cellsNo — pure C#
RulesSystemCentralized game rules and validationNo — pure C#
RandomProviderDeterministic random source for gameplay and testsNo — pure C#
GameAssetsSystemProvides game configs and prefabsYes
CellInputSystemPointer/tap abstraction and keyboard shortcutsYes
TimerSystem / SaveSystemTimer tracking and best-time persistence via PlayerPrefsYes
UISystemSwitches Main Menu / HUD / Pause presenters and viewsYes

The application flow is split between global state and session state: GameSystem manages the app lifecycle (MainMenu, Playing, Paused), while GameSession owns the Minesweeper lifecycle (WaitingFirstOpen → Playing → Won/Lost). RulesSystem keeps the game rules centralized, validating actions and determining win/loss conditions.

The domain layer (GameSession, RulesSystem, MinesGenerator, FloodFiller, CellData, GridData, Grid<T>) is pure C# and independent from Unity, making it easy to test in isolation. Internal domain types are exposed to EditMode tests through InternalsVisibleTo.

CellInputSystem hides platform differences behind interchangeable pointer handlers: DesktopPointerHandler and MobilePointerHandler implement the same interface (PointerDown, PointerUp, Tick), keeping the rest of the game platform-agnostic.

Tests

The core logic is covered by EditMode unit tests: mine generation and adjacency counts, flood-fill expansion, rules predicates, and the game-session state machine.

Future improvements

  • Difficulty settings: Beginner/Intermediate/Expert presets, plus a settings screen for configuring grid size and mine count instead of relying on a single baked-in GridConfig.
  • Quick reveal: clicking a revealed number with the required adjacent flags automatically opens its remaining neighbours.
  • File-based save system: replace PlayerPrefs with file-based saves and persist game snapshots, allowing unfinished games to be resumed after restarting the app.
  • Game feel: add reveal and explosion animations instead of instant sprite swaps, along with basic sound effects.
  • Input testing: extend test coverage with PlayMode/integration tests for the mobile drag/hold input path.

About

A Minesweeper game built to showcase layered architecture in Unity

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Contributors

Languages