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Diffstat (limited to 'examples/declarative/qtquick1/tutorials/samegame/samegame3/samegame.js')
-rw-r--r-- | examples/declarative/qtquick1/tutorials/samegame/samegame3/samegame.js | 174 |
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); -} - |