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-rwxr-xr-xexamples/qml/samegame/content/samegame.js290
1 files changed, 0 insertions, 290 deletions
diff --git a/examples/qml/samegame/content/samegame.js b/examples/qml/samegame/content/samegame.js
deleted file mode 100755
index 611767584b..0000000000
--- a/examples/qml/samegame/content/samegame.js
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@@ -1,290 +0,0 @@
-/* This script file handles the game logic */
-.pragma library
-.import QtQuick.LocalStorage 2.0 as Sql
-
-var maxColumn = 10;
-var maxRow = 15;
-var maxIndex = maxColumn*maxRow;
-var board = new Array(maxIndex);
-var blockSrc = "BoomBlock.qml";
-var scoresURL = "";
-var gameDuration;
-var component = Qt.createComponent(blockSrc);
-var highScoreBar = -1;
-var gameCanvas;
-var nameInputDialog = null;
-var dialog = null;
-
-// 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(gc)
-{
- gameCanvas = gc;
- // 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
- if(nameInputDialog != null)
- nameInputDialog.forceClose();
- if(dialog != null)
- 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)
-{
- if(gameCanvas == undefined){
- console.log("But the game hasn't started yet!");
- return;
- }
- 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;
- if(nameInputDialog == null){
- nameInputDialog = Qt.createQmlObject('import "."; import "samegame.js" as Logic; NameInputDialog{onAccepted: Logic.saveHighScore(name)}', gameCanvas, "highscoredialog.qml");
- }
- if(dialog == null){
- dialog = Qt.createComponent("Dialog.qml").createObject(gameCanvas);
- }
- initHighScoreBar();
- if(gameCanvas.score > highScoreBar){
- 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
- }else{
- dialog.show("You won!");
- }
- }
-}
-
-// 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 == 1){
- var dynamicObject = component.createObject(gameCanvas,
- {"type": Math.floor(Math.random() * 3),
- "x": column*gameCanvas.blockSize,
- "width": gameCanvas.blockSize,
- "height": gameCanvas.blockSize,
- "particleSystem": gameCanvas.ps});
- if(dynamicObject == null){
- console.log("error creating block");
- console.log(component.errorString());
- return false;
- }
- dynamicObject.y = row*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 initHighScoreBar()
-{
- var db = Sql.openDatabaseSync(
- "SameGameScores",
- "1.0",
- "Local SameGame High Scores",
- 100
- );
- db.transaction(
- function(tx) {
- tx.executeSql('CREATE TABLE IF NOT EXISTS Scores(name TEXT, score NUMBER, gridSize TEXT, time NUMBER)');
- // 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');
- if(rs.rows.length < 10)
- highScoreBar = 0;
- else
- highScoreBar = rs.rows.item(rs.rows.length - 1).score;
- }
- );
-}
-
-function saveHighScore(name)
-{
- if (scoresURL != "")
- sendHighScore(name);
- // Offline storage
- var db = Sql.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';
- }
- if(rs.rows.length == 10)
- highScoreBar = rs.rows.item(9).score;
- dialog.show(r);
- }
- );
-}