diff options
Diffstat (limited to 'examples/quick/tutorials/samegame/samegame3/samegame.js')
-rw-r--r-- | examples/quick/tutorials/samegame/samegame3/samegame.js | 174 |
1 files changed, 174 insertions, 0 deletions
diff --git a/examples/quick/tutorials/samegame/samegame3/samegame.js b/examples/quick/tutorials/samegame/samegame3/samegame.js new file mode 100644 index 0000000000..df5bdfb049 --- /dev/null +++ b/examples/quick/tutorials/samegame/samegame3/samegame.js @@ -0,0 +1,174 @@ +/* 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); +} + |