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diff --git a/sources/pyside2/doc/tutorials/qmladvancedtutorial/samegame/samegame3/samegame.js b/sources/pyside2/doc/tutorials/qmladvancedtutorial/samegame/samegame3/samegame.js
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+/* This script file handles the game logic */
+var maxColumn = 10;
+var maxRow = 15;
+var maxIndex = maxColumn * maxRow;
+var board = new Array(maxIndex);
+var component;
+
+//Index function used instead of a 2D array
+function index(column, row) {
+ return column + (row * maxColumn);
+}
+
+function startNewGame() {
+ //Calculate board size
+ maxColumn = Math.floor(gameCanvas.width / gameCanvas.blockSize);
+ maxRow = Math.floor(gameCanvas.height / gameCanvas.blockSize);
+ maxIndex = maxRow * maxColumn;
+
+ //Close dialogs
+ dialog.hide();
+
+ //Initialize Board
+ board = new Array(maxIndex);
+ gameCanvas.score = 0;
+ for (var column = 0; column < maxColumn; column++) {
+ for (var row = 0; row < maxRow; row++) {
+ board[index(column, row)] = null;
+ createBlock(column, row);
+ }
+ }
+}
+
+function createBlock(column, row) {
+ if (component == null)
+ component = Qt.createComponent("Block.qml");
+
+ // Note that if Block.qml was not a local file, component.status would be
+ // Loading and we should wait for the component's statusChanged() signal to
+ // know when the file is downloaded and ready before calling createObject().
+ if (component.status == Component.Ready) {
+ var dynamicObject = component.createObject(gameCanvas);
+ if (dynamicObject == null) {
+ console.log("error creating block");
+ console.log(component.errorString());
+ return false;
+ }
+ dynamicObject.type = Math.floor(Math.random() * 3);
+ dynamicObject.x = column * gameCanvas.blockSize;
+ dynamicObject.y = row * gameCanvas.blockSize;
+ dynamicObject.width = gameCanvas.blockSize;
+ dynamicObject.height = gameCanvas.blockSize;
+ board[index(column, row)] = dynamicObject;
+ } else {
+ console.log("error loading block component");
+ console.log(component.errorString());
+ return false;
+ }
+ return true;
+}
+
+var fillFound; //Set after a floodFill call to the number of blocks found
+var floodBoard; //Set to 1 if the floodFill reaches off that node
+
+//![1]
+function handleClick(xPos, yPos) {
+ var column = Math.floor(xPos / gameCanvas.blockSize);
+ var row = Math.floor(yPos / gameCanvas.blockSize);
+ if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
+ return;
+ if (board[index(column, row)] == null)
+ return;
+ //If it's a valid block, remove it and all connected (does nothing if it's not connected)
+ floodFill(column, row, -1);
+ if (fillFound <= 0)
+ return;
+ gameCanvas.score += (fillFound - 1) * (fillFound - 1);
+ shuffleDown();
+ victoryCheck();
+}
+//![1]
+
+function floodFill(column, row, type) {
+ if (board[index(column, row)] == null)
+ return;
+ var first = false;
+ if (type == -1) {
+ first = true;
+ type = board[index(column, row)].type;
+
+ //Flood fill initialization
+ fillFound = 0;
+ floodBoard = new Array(maxIndex);
+ }
+ if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
+ return;
+ if (floodBoard[index(column, row)] == 1 || (!first && type != board[index(column, row)].type))
+ return;
+ floodBoard[index(column, row)] = 1;
+ floodFill(column + 1, row, type);
+ floodFill(column - 1, row, type);
+ floodFill(column, row + 1, type);
+ floodFill(column, row - 1, type);
+ if (first == true && fillFound == 0)
+ return; //Can't remove single blocks
+ board[index(column, row)].opacity = 0;
+ board[index(column, row)] = null;
+ fillFound += 1;
+}
+
+function shuffleDown() {
+ //Fall down
+ for (var column = 0; column < maxColumn; column++) {
+ var fallDist = 0;
+ for (var row = maxRow - 1; row >= 0; row--) {
+ if (board[index(column, row)] == null) {
+ fallDist += 1;
+ } else {
+ if (fallDist > 0) {
+ var obj = board[index(column, row)];
+ obj.y += fallDist * gameCanvas.blockSize;
+ board[index(column, row + fallDist)] = obj;
+ board[index(column, row)] = null;
+ }
+ }
+ }
+ }
+ //Fall to the left
+ var fallDist = 0;
+ for (var column = 0; column < maxColumn; column++) {
+ if (board[index(column, maxRow - 1)] == null) {
+ fallDist += 1;
+ } else {
+ if (fallDist > 0) {
+ for (var row = 0; row < maxRow; row++) {
+ var obj = board[index(column, row)];
+ if (obj == null)
+ continue;
+ obj.x -= fallDist * gameCanvas.blockSize;
+ board[index(column - fallDist, row)] = obj;
+ board[index(column, row)] = null;
+ }
+ }
+ }
+ }
+}
+
+//![2]
+function victoryCheck() {
+ //Award bonus points if no blocks left
+ var deservesBonus = true;
+ for (var column = maxColumn - 1; column >= 0; column--)
+ if (board[index(column, maxRow - 1)] != null)
+ deservesBonus = false;
+ if (deservesBonus)
+ gameCanvas.score += 500;
+
+ //Check whether game has finished
+ if (deservesBonus || !(floodMoveCheck(0, maxRow - 1, -1)))
+ dialog.show("Game Over. Your score is " + gameCanvas.score);
+}
+//![2]
+
+//only floods up and right, to see if it can find adjacent same-typed blocks
+function floodMoveCheck(column, row, type) {
+ if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
+ return false;
+ if (board[index(column, row)] == null)
+ return false;
+ var myType = board[index(column, row)].type;
+ if (type == myType)
+ return true;
+ return floodMoveCheck(column + 1, row, myType) || floodMoveCheck(column, row - 1, board[index(column, row)].type);
+}
+