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-/****************************************************************************
-**
-** Copyright (C) 2012 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."
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-.pragma library // Shared game state
-.import QtQuick 2.0 as QQ
-
-// Game Stuff
-var gameState // Local reference
-function getGameState() { return gameState; }
-
-var towerData = [ // Name and cost, stats are in the delegate per instance
- { "name": "Melee", "cost": 20 },
- { "name": "Ranged", "cost": 50 },
- { "name": "Bomb", "cost": 75 },
- { "name": "Factory", "cost": 25 }
-]
-
-var waveBaseData = [300, 290, 280, 270, 220, 180, 160, 80, 80, 80, 30, 30, 30, 30];
-var waveData = [];
-
-var towerComponents = new Array(towerData.length);
-var mobComponent = Qt.createComponent("mobs/MobBase.qml");
-
-function endGame()
-{
- gameState.gameRunning = false;
- gameState.gameOver = true;
- for (var i = 0; i < gameState.cols; i++) {
- for (var j = 0; j < gameState.rows; j++) {
- if (gameState.towers[towerIdx(i, j)]) {
- gameState.towers[towerIdx(i, j)].destroy();
- gameState.towers[towerIdx(i, j)] = null;
- }
- }
- for (var j in gameState.mobs[i])
- gameState.mobs[i][j].destroy();
- gameState.mobs[i].splice(0,gameState.mobs[i].length); //Leaves queue reusable
- }
-}
-
-function startGame(gameCanvas)
-{
- waveData = new Array();
- for (var i in waveBaseData)
- waveData[i] = waveBaseData[i];
- gameState.freshState();
- for (var i = 0; i < gameCanvas.cols; i++) {
- for (var j = 0; j < gameCanvas.rows; j++)
- gameState.towers[towerIdx(i, j)] = null;
- gameState.mobs[i] = new Array();
- }
- gameState.towers[towerIdx(0, 0)] = newTower(3, 0, 0);//Start with a starfish in the corner
- gameState.gameRunning = true;
- gameState.gameOver = false;
-}
-
-function newGameState(gameCanvas)
-{
- for (var i = 0; i < towerComponents.length; i++) {
- towerComponents[i] = Qt.createComponent("towers/" + towerData[i].name + ".qml");
- if (towerComponents[i].status == QQ.Component.Error) {
- gameCanvas.errored = true;
- gameCanvas.errorString += "Loading Tower " + towerData[i].name + "\n" + (towerComponents[i].errorString());
- console.log(towerComponents[i].errorString());
- }
- }
- gameState = gameCanvas;
- gameState.freshState();
- gameState.towers = new Array(gameCanvas.rows * gameCanvas.cols);
- gameState.mobs = new Array(gameCanvas.cols);
- return gameState;
-}
-
-function row(y)
-{
- return Math.floor(y / gameState.squareSize);
-}
-
-function col(x)
-{
- return Math.floor(x / gameState.squareSize);
-}
-
-function towerIdx(x, y)
-{
- return y + (x * gameState.rows);
-}
-
-function newMob(col)
-{
- var ret = mobComponent.createObject(gameState.canvas,
- { "col" : col,
- "speed" : (Math.min(2.0, 0.10 * (gameState.waveNumber + 1))),
- "y" : gameState.canvas.height });
- gameState.mobs[col].push(ret);
- return ret;
-}
-
-function newTower(type, row, col)
-{
- var ret = towerComponents[type].createObject(gameState.canvas);
- ret.row = row;
- ret.col = col;
- ret.fireCounter = ret.rof;
- ret.spawn();
- return ret;
-}
-
-function buildTower(type, x, y)
-{
- if (gameState.towers[towerIdx(x,y)] != null) {
- if (type <= 0) {
- gameState.towers[towerIdx(x,y)].sell();
- gameState.towers[towerIdx(x,y)] = null;
- }
- } else {
- if (gameState.coins < towerData[type - 1].cost)
- return;
- gameState.towers[towerIdx(x, y)] = newTower(type - 1, y, x);
- gameState.coins -= towerData[type - 1].cost;
- }
-}
-
-function killMob(col, mob)
-{
- if (!mob)
- return;
- var idx = gameState.mobs[col].indexOf(mob);
- if (idx == -1 || !mob.hp)
- return;
- mob.hp = 0;
- mob.die();
- gameState.mobs[col].splice(idx,1);
-}
-
-function killTower(row, col)
-{
- var tower = gameState.towers[towerIdx(col, row)];
- if (!tower)
- return;
- tower.hp = 0;
- tower.die();
- gameState.towers[towerIdx(col, row)] = null;
-}
-
-function tick()
-{
- if (!gameState.gameRunning)
- return;
-
- // Spawn
- gameState.waveProgress += 1;
- var i = gameState.waveProgress;
- var j = 0;
- while (i > 0 && j < waveData.length)
- i -= waveData[j++];
- if ( i == 0 ) // Spawn a mob
- newMob(Math.floor(Math.random() * gameState.cols));
- if ( j == waveData.length ) { // Next Wave
- gameState.waveNumber += 1;
- gameState.waveProgress = 0;
- var waveModifier = 10; // Constant governing how much faster the next wave is to spawn (not fish speed)
- for (var k in waveData ) // Slightly faster
- if (waveData[k] > waveModifier)
- waveData[k] -= waveModifier;
- }
-
- // Towers Attack
- for (var j in gameState.towers) {
- var tower = gameState.towers[j];
- if (tower == null)
- continue;
- if (tower.fireCounter > 0) {
- tower.fireCounter -= 1;
- continue;
- }
- var column = tower.col;
- for (var k in gameState.mobs[column]) {
- var conflict = gameState.mobs[column][k];
- if (conflict.y <= gameState.canvas.height && conflict.y + conflict.height > tower.y
- && conflict.y - ((tower.row + 1) * gameState.squareSize) < gameState.squareSize * tower.range) { // In Range
- tower.fire();
- tower.fireCounter = tower.rof;
- conflict.hit(tower.damage);
- }
- }
-
- // Income
- if (tower.income) {
- gameState.coins += tower.income;
- tower.fire();
- tower.fireCounter = tower.rof;
- }
- }
-
- // Mobs move
- for (var i = 0; i < gameState.cols; i++) {
- for (var j = 0; j < gameState.mobs[i].length; j++) {
- var mob = gameState.mobs[i][j];
- var newPos = gameState.mobs[i][j].y - gameState.mobs[i][j].speed;
- if (newPos < 0) {
- gameState.lives -= 1;
- killMob(i, mob);
- if (gameState.lives <= 0)
- endGame();
- continue;
- }
- var conflict = gameState.towers[towerIdx(i, row(newPos))];
- if (conflict != null) {
- if (mob.y < conflict.y + gameState.squareSize)
- gameState.mobs[i][j].y += gameState.mobs[i][j].speed * 10; // Moved inside tower, now hurry back out
- if (mob.fireCounter > 0) {
- mob.fireCounter--;
- } else {
- gameState.mobs[i][j].fire();
- conflict.hp -= mob.damage;
- if (conflict.hp <= 0)
- killTower(conflict.row, conflict.col);
- mob.fireCounter = mob.rof;
- }
- } else {
- gameState.mobs[i][j].y = newPos;
- }
- }
- }
-
-}