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authorAlan Alpert <alan.alpert@nokia.com>2010-03-02 14:54:38 (GMT)
committerAlan Alpert <alan.alpert@nokia.com>2010-03-02 14:54:38 (GMT)
commite16b33eefa365986f8e0d26c710cb7568bf9abff (patch)
treeaf0ef803dd8fe2fb1a013a66f338e133173ccd10 /demos/declarative/samegame/content/samegame.js
parentf56893bbffd5eb26dd77e56707615cbb11a26c9b (diff)
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Refactor demos
Samegame and Twitter are now trying the new naming convention.
Diffstat (limited to 'demos/declarative/samegame/content/samegame.js')
-rwxr-xr-xdemos/declarative/samegame/content/samegame.js250
1 files changed, 0 insertions, 250 deletions
diff --git a/demos/declarative/samegame/content/samegame.js b/demos/declarative/samegame/content/samegame.js
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--- a/demos/declarative/samegame/content/samegame.js
+++ /dev/null
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-/* This script file handles the game logic */
-//Note that X/Y referred to here are in game coordinates
-var maxX = 10;//Nums are for gameCanvas.tileSize 40
-var maxY = 15;
-var maxIndex = maxX*maxY;
-var board = new Array(maxIndex);
-var tileSrc = "content/BoomBlock.qml";
-var scoresURL = "http://qtfx-nokia.trolltech.com.au/samegame/scores.php";
-var scoresURL = "";
-var timer;
-var component = createComponent(tileSrc);
-
-//Index function used instead of a 2D array
-function index(xIdx,yIdx) {
- return xIdx + (yIdx * maxX);
-}
-
-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 getTileSize()
-{
- return tileSize;
-}
-
-function initBoard()
-{
- for(var i = 0; i<maxIndex; i++){
- //Delete old blocks
- if(board[i] != null)
- board[i].destroy();
- }
-
- //Calculate board size
- maxX = Math.floor(gameCanvas.width/gameCanvas.tileSize);
- maxY = Math.floor(gameCanvas.height/gameCanvas.tileSize);
- maxIndex = maxY*maxX;
-
- //Close dialogs
- scoreName.forceClose();
- dialog.forceClose();
-
- var a = new Date();
- //Initialize Board
- board = new Array(maxIndex);
- gameCanvas.score = 0;
- for(var xIdx=0; xIdx<maxX; xIdx++){
- for(var yIdx=0; yIdx<maxY; yIdx++){
- board[index(xIdx,yIdx)] = null;
- createBlock(xIdx,yIdx);
- }
- }
- timer = new Date();
-
- //print(timer.valueOf() - a.valueOf());
-}
-
-var fillFound;//Set after a floodFill call to the number of tiles 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 xIdx = Math.floor(x/gameCanvas.tileSize);
- var yIdx = Math.floor(y/gameCanvas.tileSize);
- if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0)
- return;
- if(board[index(xIdx, yIdx)] == null)
- return;
- //If it's a valid tile, remove it and all connected (does nothing if it's not connected)
- floodFill(xIdx,yIdx, -1);
- if(fillFound <= 0)
- return;
- gameCanvas.score += (fillFound - 1) * (fillFound - 1);
- shuffleDown();
- victoryCheck();
-}
-
-function floodFill(xIdx,yIdx,type)
-{
- if(board[index(xIdx, yIdx)] == null)
- return;
- var first = false;
- if(type == -1){
- first = true;
- type = board[index(xIdx,yIdx)].type;
-
- //Flood fill initialization
- fillFound = 0;
- floodBoard = new Array(maxIndex);
- }
- if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0)
- return;
- if(floodBoard[index(xIdx, yIdx)] == 1 || (!first && type != board[index(xIdx,yIdx)].type))
- return;
- floodBoard[index(xIdx, yIdx)] = 1;
- floodFill(xIdx+1,yIdx,type);
- floodFill(xIdx-1,yIdx,type);
- floodFill(xIdx,yIdx+1,type);
- floodFill(xIdx,yIdx-1,type);
- if(first==true && fillFound == 0)
- return;//Can't remove single tiles
- board[index(xIdx,yIdx)].dying = true;
- board[index(xIdx,yIdx)] = null;
- fillFound += 1;
-}
-
-function shuffleDown()
-{
- //Fall down
- for(var xIdx=0; xIdx<maxX; xIdx++){
- var fallDist = 0;
- for(var yIdx=maxY-1; yIdx>=0; yIdx--){
- if(board[index(xIdx,yIdx)] == null){
- fallDist += 1;
- }else{
- if(fallDist > 0){
- var obj = board[index(xIdx,yIdx)];
- obj.targetY += fallDist * gameCanvas.tileSize;
- board[index(xIdx,yIdx+fallDist)] = obj;
- board[index(xIdx,yIdx)] = null;
- }
- }
- }
- }
- //Fall to the left
- fallDist = 0;
- for(xIdx=0; xIdx<maxX; xIdx++){
- if(board[index(xIdx, maxY - 1)] == null){
- fallDist += 1;
- }else{
- if(fallDist > 0){
- for(yIdx=0; yIdx<maxY; yIdx++){
- obj = board[index(xIdx,yIdx)];
- if(obj == null)
- continue;
- obj.targetX -= fallDist * gameCanvas.tileSize;
- board[index(xIdx-fallDist,yIdx)] = obj;
- board[index(xIdx,yIdx)] = null;
- }
- }
- }
- }
-}
-
-function victoryCheck()
-{
- //awards bonuses for no tiles left
- var deservesBonus = true;
- for(var xIdx=maxX-1; xIdx>=0; xIdx--)
- if(board[index(xIdx, maxY - 1)] != null)
- deservesBonus = false;
- if(deservesBonus)
- gameCanvas.score += 500;
- //Checks for game over
- if(deservesBonus || !(floodMoveCheck(0,maxY-1, -1))){
- timer = new Date() - timer;
- //scoreName.show("You won! Please enter your name: ");
- scoreName.show("You won! Please enter your name: ");
- scoreName.initialWidth = scoreName.text.width + 20;
- scoreName.width = scoreName.initialWidth;
- scoreName.text.opacity = 0;//Just a spacer
- //dialog.show("Game Over. Your score is " + gameCanvas.score);
- }
-}
-
-//only floods up and right, to see if it can find adjacent same-typed tiles
-function floodMoveCheck(xIdx, yIdx, type)
-{
- if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0)
- return false;
- if(board[index(xIdx, yIdx)] == null)
- return false;
- var myType = board[index(xIdx, yIdx)].type;
- if(type == myType)
- return true;
- return floodMoveCheck(xIdx + 1, yIdx, myType) ||
- floodMoveCheck(xIdx, yIdx - 1, board[index(xIdx,yIdx)].type);
-}
-
-function createBlock(xIdx,yIdx){
- // 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.isReady){
- var dynamicObject = component.createObject();
- if(dynamicObject == null){
- print("error creating block");
- print(component.errorsString());
- return false;
- }
- dynamicObject.type = Math.floor(Math.random() * 3);
- dynamicObject.parent = gameCanvas;
- dynamicObject.x = xIdx*gameCanvas.tileSize;
- dynamicObject.targetX = xIdx*gameCanvas.tileSize;
- dynamicObject.targetY = yIdx*gameCanvas.tileSize;
- dynamicObject.width = gameCanvas.tileSize;
- dynamicObject.height = gameCanvas.tileSize;
- dynamicObject.spawned = true;
- board[index(xIdx,yIdx)] = dynamicObject;
- }else{//isError or isLoading
- print("error loading block component");
- print(component.errorsString());
- return false;
- }
- return true;
-}
-
-function saveHighScore(name) {
- if(scoresURL!="")
- sendHighScore(name);
- //OfflineStorage
- var db = openDatabaseSync("SameGameScores", "1.0", "Local SameGame High Scores",100);
- var dataStr = "INSERT INTO Scores VALUES(?, ?, ?, ?)";
- var data = [name, gameCanvas.score, maxX+"x"+maxY ,Math.floor(timer/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 = "'+maxX+"x"+maxY+'" 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';
- }
- dialog.show(r);
- }
- );
-}
-
-function sendHighScore(name) {
- var postman = new XMLHttpRequest()
- var postData = "name="+name+"&score="+gameCanvas.score
- +"&gridSize="+maxX+"x"+maxY +"&time="+Math.floor(timer/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);
-}