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-rw-r--r--examples/declarative/demos/samegame/qml/SamegameCore/samegame.js238
1 files changed, 0 insertions, 238 deletions
diff --git a/examples/declarative/demos/samegame/qml/SamegameCore/samegame.js b/examples/declarative/demos/samegame/qml/SamegameCore/samegame.js
deleted file mode 100644
index 9266767738..0000000000
--- a/examples/declarative/demos/samegame/qml/SamegameCore/samegame.js
+++ /dev/null
@@ -1,238 +0,0 @@
-/* This script file handles the game logic */
-
-var maxColumn = 10;
-var maxRow = 15;
-var maxIndex = maxColumn*maxRow;
-var board = new Array(maxIndex);
-var blockSrc = "SamegameCore/BoomBlock.qml";
-var scoresURL = "";
-var gameDuration;
-var 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 startNewGame()
-{
- //Delete blocks from previous game
- for(var i = 0; i<maxIndex; i++){
- if(board[i] != null)
- board[i].destroy();
- }
-
- //Calculate board size
- maxColumn = Math.floor(gameCanvas.width/gameCanvas.blockSize);
- maxRow = Math.floor(gameCanvas.height/gameCanvas.blockSize);
- maxIndex = maxRow*maxColumn;
-
- //Close dialogs
- nameInputDialog.forceClose();
- dialog.forceClose();
-
- //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);
- }
- }
- 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)
-{
- 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;
- gameCanvas.score += (fillFound - 1) * (fillFound - 1);
- shuffleDown();
- victoryCheck();
-}
-
-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 victoryCheck()
-{
- //awards bonuses for 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;
- //Checks for game over
- if(deservesBonus || !(floodMoveCheck(0,maxRow-1, -1))){
- gameDuration = new Date() - gameDuration;
- nameInputDialog.show("You won! Please enter your name: ");
- nameInputDialog.initialWidth = nameInputDialog.text.width + 20;
- if(nameInputDialog.name == "")
- nameInputDialog.width = nameInputDialog.initialWidth;
- nameInputDialog.text.opacity = 0;//Just a spacer
- }
-}
-
-//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);
-}
-
-function createBlock(column,row){
- // 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 == 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;
- dynamicObject.spawned = true;
- board[index(column,row)] = dynamicObject;
- }else{
- console.log("error loading block component");
- console.log(component.errorString());
- return false;
- }
- return true;
-}
-
-function saveHighScore(name) {
- if(scoresURL!="")
- sendHighScore(name);
- //OfflineStorage
- var db = openDatabaseSync("SameGameScores", "1.0", "Local SameGame High Scores",100);
- var dataStr = "INSERT INTO Scores VALUES(?, ?, ?, ?)";
- var data = [name, gameCanvas.score, maxColumn+"x"+maxRow ,Math.floor(gameDuration/1000)];
- db.transaction(
- function(tx) {
- tx.executeSql('CREATE TABLE IF NOT EXISTS Scores(name TEXT, score NUMBER, gridSize TEXT, time NUMBER)');
- tx.executeSql(dataStr, data);
-
- //Only show results for the current grid size
- var rs = tx.executeSql('SELECT * FROM Scores WHERE gridSize = "'+maxColumn+"x"+maxRow+'" ORDER BY score desc LIMIT 10');
- var r = "\nHIGH SCORES for this grid size\n\n"
- for(var i = 0; i < rs.rows.length; i++){
- r += (i+1)+". " + rs.rows.item(i).name +' got '
- + rs.rows.item(i).score + ' points in '
- + rs.rows.item(i).time + ' seconds.\n';
- }
- dialog.show(r);
- }
- );
-}
-
-function sendHighScore(name) {
- var postman = new XMLHttpRequest()
- var postData = "name="+name+"&score="+gameCanvas.score
- +"&gridSize="+maxColumn+"x"+maxRow +"&time="+Math.floor(gameDuration/1000);
- postman.open("POST", scoresURL, true);
- postman.setRequestHeader("Content-Type", "application/x-www-form-urlencoded");
- postman.onreadystatechange = function() {
- if (postman.readyState == postman.DONE) {
- dialog.show("Your score has been uploaded.");
- }
- }
- postman.send(postData);
-}