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+/* This script file handles the game logic */
+
+var maxColumn = 10;
+var maxRow = 15;
+var maxIndex = maxColumn*maxRow;
+var board = new Array(maxIndex);
+var blockSrc = "SamegameCore/BoomBlock.qml";
+var scoresURL = "";
+var gameDuration;
+var component = Qt.createComponent(blockSrc);
+var highScoreBar = 0;
+
+// 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()
+{
+ // 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.forceClose();
+ 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)
+{
+ 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(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 == Component.Ready){
+ var dynamicObject = component.createObject(gameCanvas,
+ {"type": Math.floor(Math.random() * 3),
+ "x": column*gameCanvas.blockSize,
+ "width": gameCanvas.blockSize,
+ "height": gameCanvas.blockSize});
+ 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()
+{
+ if(scoresURL != "")
+ return true;//don't query remote scores
+ var db = 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 = 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);
+ }
+ );
+}
+
+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);
+}