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authorQt by Nokia <qt-info@nokia.com>2011-04-27 12:05:43 +0200
committeraxis <qt-info@nokia.com>2011-04-27 12:05:43 +0200
commit885735d011472bcfbb96e688d9e64553d7fe9d4b (patch)
tree734963625eba643bf11bc4870a4c407809a6400a /examples/declarative/tutorials/samegame/samegame3/samegame.js
Initial import from the monolithic Qt.
This is the beginning of revision history for this module. If you want to look at revision history older than this, please refer to the Qt Git wiki for how to use Git history grafting. At the time of writing, this wiki is located here: http://qt.gitorious.org/qt/pages/GitIntroductionWithQt If you have already performed the grafting and you don't see any history beyond this commit, try running "git log" with the "--follow" argument. Branched from the monolithic repo, Qt master branch, at commit 896db169ea224deb96c59ce8af800d019de63f12
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diff --git a/examples/declarative/tutorials/samegame/samegame3/samegame.js b/examples/declarative/tutorials/samegame/samegame3/samegame.js
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+/* This script file handles the game logic */
+var maxColumn = 10;
+var maxRow = 15;
+var maxIndex = maxColumn * maxRow;
+var board = new Array(maxIndex);
+var component;
+
+//Index function used instead of a 2D array
+function index(column, row) {
+ return column + (row * maxColumn);
+}
+
+function startNewGame() {
+ //Calculate board size
+ maxColumn = Math.floor(gameCanvas.width / gameCanvas.blockSize);
+ maxRow = Math.floor(gameCanvas.height / gameCanvas.blockSize);
+ maxIndex = maxRow * maxColumn;
+
+ //Close dialogs
+ dialog.hide();
+
+ //Initialize Board
+ board = new Array(maxIndex);
+ gameCanvas.score = 0;
+ for (var column = 0; column < maxColumn; column++) {
+ for (var row = 0; row < maxRow; row++) {
+ board[index(column, row)] = null;
+ createBlock(column, row);
+ }
+ }
+}
+
+function createBlock(column, row) {
+ if (component == null)
+ component = Qt.createComponent("Block.qml");
+
+ // Note that if Block.qml was not a local file, component.status would be
+ // Loading and we should wait for the component's statusChanged() signal to
+ // know when the file is downloaded and ready before calling createObject().
+ if (component.status == Component.Ready) {
+ var dynamicObject = component.createObject(gameCanvas);
+ if (dynamicObject == null) {
+ console.log("error creating block");
+ console.log(component.errorString());
+ return false;
+ }
+ dynamicObject.type = Math.floor(Math.random() * 3);
+ dynamicObject.x = column * gameCanvas.blockSize;
+ dynamicObject.y = row * gameCanvas.blockSize;
+ dynamicObject.width = gameCanvas.blockSize;
+ dynamicObject.height = gameCanvas.blockSize;
+ board[index(column, row)] = dynamicObject;
+ } else {
+ console.log("error loading block component");
+ console.log(component.errorString());
+ return false;
+ }
+ return true;
+}
+
+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
+
+//![1]
+function handleClick(xPos, yPos) {
+ var column = Math.floor(xPos / gameCanvas.blockSize);
+ var row = Math.floor(yPos / 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;
+ gameCanvas.score += (fillFound - 1) * (fillFound - 1);
+ shuffleDown();
+ victoryCheck();
+}
+//![1]
+
+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)].opacity = 0;
+ 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 += fallDist * gameCanvas.blockSize;
+ board[index(column, row + fallDist)] = obj;
+ board[index(column, row)] = null;
+ }
+ }
+ }
+ }
+ //Fall to the left
+ var fallDist = 0;
+ for (var column = 0; column < maxColumn; column++) {
+ if (board[index(column, maxRow - 1)] == null) {
+ fallDist += 1;
+ } else {
+ if (fallDist > 0) {
+ for (var row = 0; row < maxRow; row++) {
+ var obj = board[index(column, row)];
+ if (obj == null)
+ continue;
+ obj.x -= fallDist * gameCanvas.blockSize;
+ board[index(column - fallDist, row)] = obj;
+ board[index(column, row)] = null;
+ }
+ }
+ }
+ }
+}
+
+//![2]
+function victoryCheck() {
+ //Award bonus points if no blocks left
+ var deservesBonus = true;
+ for (var column = maxColumn - 1; column >= 0; column--)
+ if (board[index(column, maxRow - 1)] != null)
+ deservesBonus = false;
+ if (deservesBonus)
+ gameCanvas.score += 500;
+
+ //Check whether game has finished
+ if (deservesBonus || !(floodMoveCheck(0, maxRow - 1, -1)))
+ dialog.show("Game Over. Your score is " + gameCanvas.score);
+}
+//![2]
+
+//only floods up and right, to see if it can find adjacent same-typed blocks
+function floodMoveCheck(column, row, type) {
+ 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;
+ return floodMoveCheck(column + 1, row, myType) || floodMoveCheck(column, row - 1, board[index(column, row)].type);
+}
+