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authorQt Continuous Integration System <qt-info@nokia.com>2010-10-30 00:21:46 (GMT)
committerQt Continuous Integration System <qt-info@nokia.com>2010-10-30 00:21:46 (GMT)
commit856711caba2736ca9330f086635b418322462c3a (patch)
tree9f2b40f9899813a331f2114cc7770c46f127dab1 /demos/declarative
parent967afc717ffd411e22ce94de77cf54284815b27e (diff)
parent1cb7e3503a907719aebb98096c302a8327e9804d (diff)
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Merge branch 'master' of scm.dev.nokia.troll.no:qt/oslo-staging-1 into master-integration
* 'master' of scm.dev.nokia.troll.no:qt/oslo-staging-1: Add autotest for QScriptExtensionPlugin Improve QtScript test coverage Don't crash when null-pointer is passed to qScriptValueFromValue() Simplify object lifetime management when moving objects to a QThread samegame: white space Move list of trusted benchmarks out of QA dungeon and into Qt Don't put Objective-C sources in SOURCES mkspecs: Emit warning when including g++.conf directly
Diffstat (limited to 'demos/declarative')
-rwxr-xr-xdemos/declarative/samegame/SamegameCore/samegame.js198
1 files changed, 108 insertions, 90 deletions
diff --git a/demos/declarative/samegame/SamegameCore/samegame.js b/demos/declarative/samegame/SamegameCore/samegame.js
index 9266767..e618a10 100755
--- a/demos/declarative/samegame/SamegameCore/samegame.js
+++ b/demos/declarative/samegame/SamegameCore/samegame.js
@@ -9,12 +9,14 @@ var scoresURL = "";
var gameDuration;
var component = Qt.createComponent(blockSrc);
-//Index function used instead of a 2D array
-function index(column,row) {
- return column + (row * maxColumn);
+// Index function used instead of a 2D array
+function index(column, row)
+{
+ return column + row * maxColumn;
}
-function timeStr(msecs) {
+function timeStr(msecs)
+{
var secs = Math.floor(msecs/1000);
var m = Math.floor(secs/60);
var ret = "" + m + "m " + (secs%60) + "s";
@@ -23,47 +25,48 @@ function timeStr(msecs) {
function startNewGame()
{
- //Delete blocks from previous game
- for(var i = 0; i<maxIndex; i++){
- if(board[i] != null)
+ // Delete blocks from previous game
+ for (var i = 0; i < maxIndex; i++) {
+ if (board[i] != null)
board[i].destroy();
}
- //Calculate board size
+ // Calculate board size
maxColumn = Math.floor(gameCanvas.width/gameCanvas.blockSize);
maxRow = Math.floor(gameCanvas.height/gameCanvas.blockSize);
- maxIndex = maxRow*maxColumn;
+ maxIndex = maxRow * maxColumn;
- //Close dialogs
+ // Close dialogs
nameInputDialog.forceClose();
dialog.forceClose();
- //Initialize Board
+ // 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);
+ 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
+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)
+ if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
return;
- if(board[index(column, row)] == null)
+ 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)
+ // 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)
+ if (fillFound <= 0)
return;
gameCanvas.score += (fillFound - 1) * (fillFound - 1);
shuffleDown();
@@ -72,65 +75,65 @@ function handleClick(x,y)
function floodFill(column,row,type)
{
- if(board[index(column, row)] == null)
+ if (board[index(column, row)] == null)
return;
var first = false;
- if(type == -1){
+ if (type == -1) {
first = true;
type = board[index(column,row)].type;
-
- //Flood fill initialization
+
+ // Flood fill initialization
fillFound = 0;
floodBoard = new Array(maxIndex);
}
- if(column >= maxColumn || column < 0 || row >= maxRow || row < 0)
+ if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
return;
- if(floodBoard[index(column, row)] == 1 || (!first && type != board[index(column,row)].type))
+ 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;
+ 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++){
+ // 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){
+ 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;
+ } 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
+ // Fall to the left
fallDist = 0;
- for(column=0; column<maxColumn; column++){
- if(board[index(column, maxRow - 1)] == null){
+ 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)
+ } 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;
+ obj.x = (column - fallDist) * gameCanvas.blockSize;
+ board[index(column - fallDist,row)] = obj;
+ board[index(column, row)] = null;
}
}
}
@@ -139,58 +142,59 @@ function shuffleDown()
function victoryCheck()
{
- //awards bonuses for no blocks left
+ // Awards bonuses for no blocks left
var deservesBonus = true;
- for(var column=maxColumn-1; column>=0; column--)
- if(board[index(column, maxRow - 1)] != null)
+ for (var column = maxColumn - 1; column >= 0; column--)
+ if (board[index(column, maxRow - 1)] != null)
deservesBonus = false;
- if(deservesBonus)
+ if (deservesBonus)
gameCanvas.score += 500;
- //Checks for game over
- if(deservesBonus || !(floodMoveCheck(0,maxRow-1, -1))){
+ // Checks for game over
+ if (deservesBonus || !(floodMoveCheck(0, maxRow - 1, -1))) {
gameDuration = new Date() - gameDuration;
nameInputDialog.show("You won! Please enter your name: ");
nameInputDialog.initialWidth = nameInputDialog.text.width + 20;
- if(nameInputDialog.name == "")
+ if (nameInputDialog.name == "")
nameInputDialog.width = nameInputDialog.initialWidth;
- nameInputDialog.text.opacity = 0;//Just a spacer
+ nameInputDialog.text.opacity = 0; // Just a spacer
}
}
-//only floods up and right, to see if it can find adjacent same-typed blocks
+// 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)
+ if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
return false;
- if(board[index(column, row)] == null)
+ if (board[index(column, row)] == null)
return false;
var myType = board[index(column, row)].type;
- if(type == myType)
+ if (type == myType)
return true;
return floodMoveCheck(column + 1, row, myType) ||
- floodMoveCheck(column, row - 1, board[index(column,row)].type);
+ floodMoveCheck(column, row - 1, board[index(column, row)].type);
}
-function createBlock(column,row){
+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){
+ if (component.status == Component.Ready) {
var dynamicObject = component.createObject(gameCanvas);
- if(dynamicObject == null){
+ if (dynamicObject == null) {
console.log("error creating block");
console.log(component.errorString());
return false;
}
dynamicObject.type = Math.floor(Math.random() * 3);
- dynamicObject.x = column*gameCanvas.blockSize;
- dynamicObject.y = row*gameCanvas.blockSize;
+ dynamicObject.x = column * gameCanvas.blockSize;
+ dynamicObject.y = row * gameCanvas.blockSize;
dynamicObject.width = gameCanvas.blockSize;
dynamicObject.height = gameCanvas.blockSize;
dynamicObject.spawned = true;
- board[index(column,row)] = dynamicObject;
- }else{
+ board[index(column, row)] = dynamicObject;
+ } else {
console.log("error loading block component");
console.log(component.errorString());
return false;
@@ -198,23 +202,35 @@ function createBlock(column,row){
return true;
}
-function saveHighScore(name) {
- if(scoresURL!="")
+function saveHighScore(name)
+{
+ if (scoresURL != "")
sendHighScore(name);
- //OfflineStorage
- var db = openDatabaseSync("SameGameScores", "1.0", "Local SameGame High Scores",100);
+ // 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)];
+ 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');
+ // 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 '
+ 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';
}
@@ -223,13 +239,15 @@ function saveHighScore(name) {
);
}
-function sendHighScore(name) {
+function sendHighScore(name)
+{
var postman = new XMLHttpRequest()
- var postData = "name="+name+"&score="+gameCanvas.score
- +"&gridSize="+maxColumn+"x"+maxRow +"&time="+Math.floor(gameDuration/1000);
+ 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() {
+ postman.onreadystatechange = function() {
if (postman.readyState == postman.DONE) {
dialog.show("Your score has been uploaded.");
}