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authorKalle Viironen <kalle.viironen@digia.com>2014-02-21 12:03:35 +0200
committerKalle Viironen <kalle.viironen@digia.com>2014-02-21 12:04:13 +0200
commitb1f9ebae32c44ff0dc2315a1c1c363ad98aaf145 (patch)
treebad33c0a01cc4274dee43c8370a0bdcd08d6fc7f /basicsuite/qt5-everywhere/demos/samegame/content/samegame.js
parent9c48ce0535c7a89e32a4b0f932dc3f61e973018a (diff)
parent0325d7b4156098ef064f04208905712c5bf0174e (diff)
Merge branch 'stable' into release
* stable: (50 commits) Fix deployment of QML import plugins when building in Qt Creator Add QtWidgets dependecy to shared.pri Update title and description for Text Input demo Update content for About Boot to Qt demo Fix QML GroupBox: Binding loop detected for property [controls-touch] Deploy images Remove Sensors demo from the Qt Creator's list of examples Remove Sensor Explorer and Particles demos from launcher Fix layout issues with Qt-Everywhere (touchgallery) [qt5-launchpresentation] Don't crop the description text on nexus [launcher settings] improve visual appearance [qt5-everywhere] update preview image Fix vkb import path Fix issues in qt5-launcher presentation Remove Raspberry Pi logo from demo Fix Canvas2D error Qt5-Everywhere: show network error message fix glsl syntax in graphical effects demo Update copyright year Limit camera & mediaplayer demos to working devices ... Change-Id: I1ed9233a89ea989013b398c8480e1932949fff19
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+/****************************************************************************
+**
+** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
+** of its contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/* This script file handles the game logic */
+.pragma library
+.import QtQuick.LocalStorage 2.0 as Sql
+.import "../settings.js" as Settings
+
+var maxColumn = 10;
+var maxRow = 13;
+var types = 3;
+var maxIndex = maxColumn*maxRow;
+var board = new Array(maxIndex);
+var blockSrc = "Block.qml";
+var gameDuration;
+var component = Qt.createComponent(blockSrc);
+var gameCanvas;
+var betweenTurns = false;
+
+var puzzleLevel = null;
+var puzzlePath = "";
+
+var gameMode = "arcade"; //Set in new game, then tweaks behavior of other functions
+var gameOver = false;
+
+function changeBlock(src)
+{
+ blockSrc = src;
+ component = Qt.createComponent(blockSrc);
+}
+
+// Index function used instead of a 2D array
+function index(column, row)
+{
+ return column + row * maxColumn;
+}
+
+function timeStr(msecs)
+{
+ var secs = Math.floor(msecs/1000);
+ var m = Math.floor(secs/60);
+ var ret = "" + m + "m " + (secs%60) + "s";
+ return ret;
+}
+
+function cleanUp()
+{
+ if (gameCanvas == undefined)
+ return;
+ // Delete blocks from previous game
+ for (var i = 0; i < maxIndex; i++) {
+ if (board[i] != null)
+ board[i].destroy();
+ board[i] = null;
+ }
+ if (puzzleLevel != null){
+ puzzleLevel.destroy();
+ puzzleLevel = null;
+ }
+ gameCanvas.mode = ""
+}
+
+function startNewGame(gc, mode, map)
+{
+ gameCanvas = gc;
+ if (mode == undefined)
+ gameMode = "arcade";
+ else
+ gameMode = mode;
+ gameOver = false;
+
+ cleanUp();
+
+ gc.gameOver = false;
+ gc.mode = gameMode;
+ // Calculate board size
+ maxColumn = Math.floor(gameCanvas.width/Settings.blockSize);
+ maxRow = Math.floor(gameCanvas.height/Settings.blockSize);
+ maxIndex = maxRow * maxColumn;
+ if (gameMode == "arcade") //Needs to be after board sizing
+ getHighScore();
+
+
+ // Initialize Board
+ board = new Array(maxIndex);
+ gameCanvas.score = 0;
+ gameCanvas.score2 = 0;
+ gameCanvas.moves = 0;
+ gameCanvas.curTurn = 1;
+ if (gameMode == "puzzle")
+ loadMap(map);
+ else//Note that we load them in reverse order for correct visual stacking
+ for (var column = maxColumn - 1; column >= 0; column--)
+ for (var row = maxRow - 1; row >= 0; row--)
+ createBlock(column, row);
+ if (gameMode == "puzzle")
+ getLevelHistory();//Needs to be after map load
+ gameDuration = new Date();
+}
+
+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
+
+// NOTE: Be careful with vars named x,y, as the calling object's x,y are still in scope
+function handleClick(x,y)
+{
+ if (betweenTurns || gameOver || gameCanvas == undefined)
+ return;
+ var column = Math.floor(x/Settings.blockSize);
+ var row = Math.floor(y/Settings.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;
+ if (gameMode == "multiplayer" && gameCanvas.curTurn == 2)
+ gameCanvas.score2 += (fillFound - 1) * (fillFound - 1);
+ else
+ gameCanvas.score += (fillFound - 1) * (fillFound - 1);
+ if (gameMode == "multiplayer" && gameCanvas.curTurn == 2)
+ shuffleUp();
+ else
+ shuffleDown();
+ gameCanvas.moves += 1;
+ if (gameMode == "endless")
+ refill();
+ else if (gameMode != "multiplayer")
+ victoryCheck();
+ if (gameMode == "multiplayer" && !gc.gameOver){
+ betweenTurns = true;
+ gameCanvas.swapPlayers();//signal, animate and call turnChange() when ready
+ }
+}
+
+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)].dying = true;
+ 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 = (row + fallDist) * Settings.blockSize;
+ board[index(column, row + fallDist)] = obj;
+ board[index(column, row)] = null;
+ }
+ }
+ }
+ }
+ // Fall to the left
+ fallDist = 0;
+ for (column = 0; column < maxColumn; column++) {
+ if (board[index(column, maxRow - 1)] == null) {
+ fallDist += 1;
+ } else {
+ if (fallDist > 0) {
+ for (row = 0; row < maxRow; row++) {
+ obj = board[index(column, row)];
+ if (obj == null)
+ continue;
+ obj.x = (column - fallDist) * Settings.blockSize;
+ board[index(column - fallDist,row)] = obj;
+ board[index(column, row)] = null;
+ }
+ }
+ }
+ }
+}
+
+
+function shuffleUp()
+{
+ // Fall up
+ for (var column = 0; column < maxColumn; column++) {
+ var fallDist = 0;
+ for (var row = 0; row < maxRow; row++) {
+ if (board[index(column,row)] == null) {
+ fallDist += 1;
+ } else {
+ if (fallDist > 0) {
+ var obj = board[index(column, row)];
+ obj.y = (row - fallDist) * Settings.blockSize;
+ board[index(column, row - fallDist)] = obj;
+ board[index(column, row)] = null;
+ }
+ }
+ }
+ }
+ // Fall to the left (or should it be right, so as to be left for P2?)
+ fallDist = 0;
+ for (column = 0; column < maxColumn; column++) {
+ if (board[index(column, 0)] == null) {
+ fallDist += 1;
+ } else {
+ if (fallDist > 0) {
+ for (row = 0; row < maxRow; row++) {
+ obj = board[index(column, row)];
+ if (obj == null)
+ continue;
+ obj.x = (column - fallDist) * Settings.blockSize;
+ board[index(column - fallDist,row)] = obj;
+ board[index(column, row)] = null;
+ }
+ }
+ }
+ }
+}
+
+function turnChange()//called by ui outside
+{
+ betweenTurns = false;
+ if (gameCanvas.curTurn == 1){
+ shuffleUp();
+ gameCanvas.curTurn = 2;
+ victoryCheck();
+ }else{
+ shuffleDown();
+ gameCanvas.curTurn = 1;
+ victoryCheck();
+ }
+}
+
+function refill()
+{
+ for (var column = 0; column < maxColumn; column++) {
+ for (var row = 0; row < maxRow; row++) {
+ if (board[index(column, row)] == null)
+ createBlock(column, row);
+ }
+ }
+}
+
+function victoryCheck()
+{
+ // Awards bonuses for no blocks left
+ var deservesBonus = true;
+ if (board[index(0,maxRow - 1)] != null || board[index(0,0)] != null)
+ deservesBonus = false;
+ // Checks for game over
+ if (deservesBonus){
+ if (gameCanvas.curTurn = 1)
+ gameCanvas.score += 1000;
+ else
+ gameCanvas.score2 += 1000;
+ }
+ gameOver = deservesBonus;
+ if (gameCanvas.curTurn == 1){
+ if (!(floodMoveCheck(0, maxRow - 1, -1)))
+ gameOver = true;
+ }else{
+ if (!(floodMoveCheck(0, 0, -1, true)))
+ gameOver = true;
+ }
+ if (gameMode == "puzzle"){
+ puzzleVictoryCheck(deservesBonus);//Takes it from here
+ return;
+ }
+ if (gameOver) {
+ var winnerScore = Math.max(gameCanvas.score, gameCanvas.score2);
+ if (gameMode == "multiplayer"){
+ gameCanvas.score = winnerScore;
+ saveHighScore(gameCanvas.score2);
+ }
+ saveHighScore(gameCanvas.score);
+ gameDuration = new Date() - gameDuration;
+ gameCanvas.gameOver = true;
+ }
+}
+
+// Only floods up and right, to see if it can find adjacent same-typed blocks
+function floodMoveCheck(column, row, type, goDownInstead)
+{
+ 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;
+ if (goDownInstead)
+ return floodMoveCheck(column + 1, row, myType, goDownInstead) ||
+ floodMoveCheck(column, row + 1, myType, goDownInstead);
+ else
+ return floodMoveCheck(column + 1, row, myType) ||
+ floodMoveCheck(column, row - 1, myType);
+}
+
+function createBlock(column,row,type)
+{
+ // Note that we don't wait for the component to become ready. This will
+ // only work if the block QML is a local file. Otherwise the component will
+ // not be ready immediately. There is a statusChanged signal on the
+ // component you could use if you want to wait to load remote files.
+ if (component.status == 1){
+ if (type == undefined)
+ type = Math.floor(Math.random() * types);
+ if (type < 0 || type > 4) {
+ console.log("Invalid type requested");//TODO: Is this triggered by custom levels much?
+ return;
+ }
+ var dynamicObject = component.createObject(gameCanvas,
+ {"type": type,
+ "x": column*Settings.blockSize,
+ "y": -1*Settings.blockSize,
+ "width": Settings.blockSize,
+ "height": Settings.blockSize,
+ "particleSystem": gameCanvas.ps});
+ if (dynamicObject == null){
+ console.log("error creating block");
+ console.log(component.errorString());
+ return false;
+ }
+ dynamicObject.y = row*Settings.blockSize;
+ dynamicObject.spawned = true;
+
+ board[index(column,row)] = dynamicObject;
+ }else{
+ console.log("error loading block component");
+ console.log(component.errorString());
+ return false;
+ }
+ return true;
+}
+
+function showPuzzleError(str)
+{
+ //TODO: Nice user visible UI?
+ console.log(str);
+}
+
+function loadMap(map)
+{
+ puzzlePath = map;
+ var levelComp = Qt.createComponent(puzzlePath);
+ if (levelComp.status != 1){
+ console.log("Error loading level");
+ showPuzzleError(levelComp.errorString());
+ return;
+ }
+ puzzleLevel = levelComp.createObject();
+ if (puzzleLevel == null || !puzzleLevel.startingGrid instanceof Array) {
+ showPuzzleError("Bugger!");
+ return;
+ }
+ gameCanvas.showPuzzleGoal(puzzleLevel.goalText);
+ //showPuzzleGoal should call finishLoadingMap as the next thing it does, before handling more events
+}
+
+function finishLoadingMap()
+{
+ for (var i in puzzleLevel.startingGrid)
+ if (! (puzzleLevel.startingGrid[i] >= 0 && puzzleLevel.startingGrid[i] <= 9) )
+ puzzleLevel.startingGrid[i] = 0;
+ //TODO: Don't allow loading larger levels, leads to cheating
+ while (puzzleLevel.startingGrid.length > maxIndex) puzzleLevel.startingGrid.shift();
+ while (puzzleLevel.startingGrid.length < maxIndex) puzzleLevel.startingGrid.unshift(0);
+ for (var i in puzzleLevel.startingGrid)
+ if (puzzleLevel.startingGrid[i] > 0)
+ createBlock(i % maxColumn, Math.floor(i / maxColumn), puzzleLevel.startingGrid[i] - 1);
+
+ //### Experimental feature - allow levels to contain arbitrary QML scenes as well!
+ //while (puzzleLevel.children.length)
+ // puzzleLevel.children[0].parent = gameCanvas;
+ gameDuration = new Date(); //Don't start until we finish loading
+}
+
+function puzzleVictoryCheck(clearedAll)//gameOver has also been set if no more moves
+{
+ var won = true;
+ var soFar = new Date() - gameDuration;
+ if (puzzleLevel.scoreTarget != -1 && gameCanvas.score < puzzleLevel.scoreTarget){
+ won = false;
+ } if (puzzleLevel.scoreTarget != -1 && gameCanvas.score >= puzzleLevel.scoreTarget && !puzzleLevel.mustClear){
+ gameOver = true;
+ } if (puzzleLevel.timeTarget != -1 && soFar/1000.0 > puzzleLevel.timeTarget){
+ gameOver = true;
+ } if (puzzleLevel.moveTarget != -1 && gameCanvas.moves >= puzzleLevel.moveTarget){
+ gameOver = true;
+ } if (puzzleLevel.mustClear && gameOver && !clearedAll) {
+ won = false;
+ }
+
+ if (gameOver) {
+ gameCanvas.gameOver = true;
+ gameCanvas.showPuzzleEnd(won);
+
+ if (won) {
+ // Store progress
+ saveLevelHistory();
+ }
+ }
+}
+
+function getHighScore()
+{
+ var db = Sql.LocalStorage.openDatabaseSync(
+ "SameGame",
+ "2.0",
+ "SameGame Local Data",
+ 100
+ );
+ db.transaction(
+ function(tx) {
+ tx.executeSql('CREATE TABLE IF NOT EXISTS Scores(game TEXT, score NUMBER, gridSize TEXT, time NUMBER)');
+ // Only show results for the current grid size
+ var rs = tx.executeSql('SELECT * FROM Scores WHERE gridSize = "'
+ + maxColumn + "x" + maxRow + '" AND game = "' + gameMode + '" ORDER BY score desc');
+ if (rs.rows.length > 0)
+ gameCanvas.highScore = rs.rows.item(0).score;
+ else
+ gameCanvas.highScore = 0;
+ }
+ );
+}
+
+function saveHighScore(score)
+{
+ // Offline storage
+ var db = Sql.LocalStorage.openDatabaseSync(
+ "SameGame",
+ "2.0",
+ "SameGame Local Data",
+ 100
+ );
+ var dataStr = "INSERT INTO Scores VALUES(?, ?, ?, ?)";
+ var data = [
+ gameMode,
+ score,
+ maxColumn + "x" + maxRow,
+ Math.floor(gameDuration / 1000)
+ ];
+ if (score >= gameCanvas.highScore)//Update UI field
+ gameCanvas.highScore = score;
+
+ db.transaction(
+ function(tx) {
+ tx.executeSql('CREATE TABLE IF NOT EXISTS Scores(game TEXT, score NUMBER, gridSize TEXT, time NUMBER)');
+ tx.executeSql(dataStr, data);
+ }
+ );
+}
+
+function getLevelHistory()
+{
+ var db = Sql.LocalStorage.openDatabaseSync(
+ "SameGame",
+ "2.0",
+ "SameGame Local Data",
+ 100
+ );
+ db.transaction(
+ function(tx) {
+ tx.executeSql('CREATE TABLE IF NOT EXISTS Puzzle(level TEXT, score NUMBER, moves NUMBER, time NUMBER)');
+ var rs = tx.executeSql('SELECT * FROM Puzzle WHERE level = "' + puzzlePath + '" ORDER BY score desc');
+ if (rs.rows.length > 0) {
+ gameCanvas.puzzleWon = true;
+ gameCanvas.highScore = rs.rows.item(0).score;
+ } else {
+ gameCanvas.puzzleWon = false;
+ gameCanvas.highScore = 0;
+ }
+ }
+ );
+}
+
+function saveLevelHistory()
+{
+ var db = Sql.LocalStorage.openDatabaseSync(
+ "SameGame",
+ "2.0",
+ "SameGame Local Data",
+ 100
+ );
+ var dataStr = "INSERT INTO Puzzle VALUES(?, ?, ?, ?)";
+ var data = [
+ puzzlePath,
+ gameCanvas.score,
+ gameCanvas.moves,
+ Math.floor(gameDuration / 1000)
+ ];
+ gameCanvas.puzzleWon = true;
+
+ db.transaction(
+ function(tx) {
+ tx.executeSql('CREATE TABLE IF NOT EXISTS Puzzle(level TEXT, score NUMBER, moves NUMBER, time NUMBER)');
+ tx.executeSql(dataStr, data);
+ }
+ );
+}
+
+function nuke() //For "Debug mode"
+{
+ for (var row = 1; row <= 5; row++) {
+ for (var col = 0; col < 5; col++) {
+ if (board[index(col, maxRow - row)] != null) {
+ board[index(col, maxRow - row)].dying = true;
+ board[index(col, maxRow - row)] = null;
+ }
+ }
+ }
+ if (gameMode == "multiplayer" && gameCanvas.curTurn == 2)
+ shuffleUp();
+ else
+ shuffleDown();
+ if (gameMode == "endless")
+ refill();
+ else
+ victoryCheck();
+}