/**************************************************************************** ** ** 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; } } } }