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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();
+}