aboutsummaryrefslogtreecommitdiffstats
path: root/examples/declarative/qtquick1/tutorials/samegame/samegame3/samegame.js
diff options
context:
space:
mode:
Diffstat (limited to 'examples/declarative/qtquick1/tutorials/samegame/samegame3/samegame.js')
-rw-r--r--examples/declarative/qtquick1/tutorials/samegame/samegame3/samegame.js174
1 files changed, 0 insertions, 174 deletions
diff --git a/examples/declarative/qtquick1/tutorials/samegame/samegame3/samegame.js b/examples/declarative/qtquick1/tutorials/samegame/samegame3/samegame.js
deleted file mode 100644
index 01edc5bd41..0000000000
--- a/examples/declarative/qtquick1/tutorials/samegame/samegame3/samegame.js
+++ /dev/null
@@ -1,174 +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 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);
-}
-