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