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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, 238 insertions, 0 deletions
diff --git a/examples/declarative/demos/samegame/qml/SamegameCore/samegame.js b/examples/declarative/demos/samegame/qml/SamegameCore/samegame.js new file mode 100644 index 0000000000..9266767738 --- /dev/null +++ b/examples/declarative/demos/samegame/qml/SamegameCore/samegame.js @@ -0,0 +1,238 @@ +/* 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); +} |