From b855240b782395f94315f43ea3e7e182299fac48 Mon Sep 17 00:00:00 2001 From: Matthew Vogt Date: Thu, 16 Feb 2012 14:43:03 +1000 Subject: Rename QDeclarative symbols to QQuick and QQml Symbols beginning with QDeclarative are already exported by the quick1 module. Users can apply the bin/rename-qtdeclarative-symbols.sh script to modify client code using the previous names of the renamed symbols. Task-number: QTBUG-23737 Change-Id: Ifaa482663767634931e8711a8e9bf6e404859e66 Reviewed-by: Martin Jones --- .../samegame/samegame4/content/samegame.js | 226 +++++++++++++++++++++ 1 file changed, 226 insertions(+) create mode 100755 examples/qml/tutorials/samegame/samegame4/content/samegame.js (limited to 'examples/qml/tutorials/samegame/samegame4/content/samegame.js') diff --git a/examples/qml/tutorials/samegame/samegame4/content/samegame.js b/examples/qml/tutorials/samegame/samegame4/content/samegame.js new file mode 100755 index 0000000000..7bb7243914 --- /dev/null +++ b/examples/qml/tutorials/samegame/samegame4/content/samegame.js @@ -0,0 +1,226 @@ +/* This script file handles the game logic */ +.import QtQuick.LocalStorage 2.0 as Sql + +var maxColumn = 10; +var maxRow = 15; +var maxIndex = maxColumn * maxRow; +var board = new Array(maxIndex); +var component; +var scoresURL = ""; +var gameDuration; + +//Index function used instead of a 2D array +function index(column, row) { + return column + (row * maxColumn); +} + +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.hide(); + 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); + } + } + + gameDuration = new Date(); +} + +function createBlock(column, row) { + if (component == null) + component = Qt.createComponent("content/BoomBlock.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; + dynamicObject.spawned = true; + 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 + +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(); +} + +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; + } + } + } + } +} + +//![3] +function victoryCheck() { +//![3] + //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; + +//![4] + //Check whether game has finished + if (deservesBonus || !(floodMoveCheck(0, maxRow - 1, -1))) { + gameDuration = new Date() - gameDuration; + nameInputDialog.showWithInput("You won! Please enter your name: "); + } +} +//![4] + +//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); +} + +//![2] +function saveHighScore(name) { + if (scoresURL != "") + sendHighScore(name); + + 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); + + var rs = tx.executeSql('SELECT * FROM Scores WHERE gridSize = "12x17" ORDER BY score desc LIMIT 10'); + var r = "\nHIGH SCORES for a standard sized grid\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); + }); +} +//![2] + +//![1] +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); +} +//![1] -- cgit v1.2.3