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author | Alan Alpert <alan.alpert@nokia.com> | 2010-03-02 14:54:38 (GMT) |
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committer | Alan Alpert <alan.alpert@nokia.com> | 2010-03-02 14:54:38 (GMT) |
commit | e16b33eefa365986f8e0d26c710cb7568bf9abff (patch) | |
tree | af0ef803dd8fe2fb1a013a66f338e133173ccd10 /demos/declarative/samegame/content/samegame.js | |
parent | f56893bbffd5eb26dd77e56707615cbb11a26c9b (diff) | |
download | Qt-e16b33eefa365986f8e0d26c710cb7568bf9abff.zip Qt-e16b33eefa365986f8e0d26c710cb7568bf9abff.tar.gz Qt-e16b33eefa365986f8e0d26c710cb7568bf9abff.tar.bz2 |
Refactor demos
Samegame and Twitter are now trying the new naming convention.
Diffstat (limited to 'demos/declarative/samegame/content/samegame.js')
-rwxr-xr-x | demos/declarative/samegame/content/samegame.js | 250 |
1 files changed, 0 insertions, 250 deletions
diff --git a/demos/declarative/samegame/content/samegame.js b/demos/declarative/samegame/content/samegame.js deleted file mode 100755 index c0f10bd..0000000 --- a/demos/declarative/samegame/content/samegame.js +++ /dev/null @@ -1,250 +0,0 @@ -/* 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); -} |