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Diffstat (limited to 'examples/declarative/demos/samegame/qml/SamegameCore/samegame.js')
-rw-r--r-- | examples/declarative/demos/samegame/qml/SamegameCore/samegame.js | 238 |
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); -} |