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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."
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-/* 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 behaviour 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();
-}