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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;
+ }
+ }
+ }
+
+}