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Diffstat (limited to 'examples/declarative/samegame/content/samegame.js')
-rwxr-xr-x | examples/declarative/samegame/content/samegame.js | 290 |
1 files changed, 0 insertions, 290 deletions
diff --git a/examples/declarative/samegame/content/samegame.js b/examples/declarative/samegame/content/samegame.js deleted file mode 100755 index 611767584b..0000000000 --- a/examples/declarative/samegame/content/samegame.js +++ /dev/null @@ -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); - } - ); -} |