diff options
Diffstat (limited to 'com.pelagicore.samegame/content/samegame.js')
-rw-r--r-- | com.pelagicore.samegame/content/samegame.js | 582 |
1 files changed, 582 insertions, 0 deletions
diff --git a/com.pelagicore.samegame/content/samegame.js b/com.pelagicore.samegame/content/samegame.js new file mode 100644 index 0000000..710ad3e --- /dev/null +++ b/com.pelagicore.samegame/content/samegame.js @@ -0,0 +1,582 @@ +/**************************************************************************** +** +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** 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 The Qt Company Ltd 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 + +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/gameCanvas.blockSize); + maxRow = Math.floor(gameCanvas.height/gameCanvas.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/gameCanvas.blockSize); + var row = Math.floor(y/gameCanvas.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) * gameCanvas.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) * gameCanvas.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) * gameCanvas.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) * gameCanvas.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*gameCanvas.blockSize, + "y": -1*gameCanvas.blockSize, + "width": gameCanvas.blockSize, + "height": gameCanvas.blockSize, + "particleSystem": gameCanvas.ps}); + if (dynamicObject == null){ + console.log("error creating block"); + console.log(component.errorString()); + return false; + } + dynamicObject.y = row*gameCanvas.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(); +} |