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Diffstat (limited to 'demos/declarative/samegame/content/samegame.js')
-rwxr-xr-x | demos/declarative/samegame/content/samegame.js | 211 |
1 files changed, 211 insertions, 0 deletions
diff --git a/demos/declarative/samegame/content/samegame.js b/demos/declarative/samegame/content/samegame.js new file mode 100755 index 0000000..f04fb4c --- /dev/null +++ b/demos/declarative/samegame/content/samegame.js @@ -0,0 +1,211 @@ +/* This script file handles the game logic */ +//Note that X/Y referred to here are in game coordinates +var maxX = 10;//Nums are for tileSize 40 +var maxY = 15; +var tileSize = 40; +var maxIndex = maxX*maxY; +var board = new Array(maxIndex); +var tileSrc = "content/BoomBlock.qml"; +var component; + +//Index function used instead of a 2D array +function index(xIdx,yIdx){ + return xIdx + (yIdx * maxX); +} + +function initBoard() +{ + for(i = 0; i<maxIndex; i++){ + //Delete old blocks + if(board[i] != null) + board[i].destroy(); + } + + maxX = Math.floor(gameCanvas.width/tileSize); + maxY = Math.floor(gameCanvas.height/tileSize); + maxIndex = maxY*maxX; + + //Initialize Board + board = new Array(maxIndex); + gameCanvas.score = 0; + for(xIdx=0; xIdx<maxX; xIdx++){ + for(yIdx=0; yIdx<maxY; yIdx++){ + board[index(xIdx,yIdx)] = null; + startCreatingBlock(xIdx,yIdx); + } + } +} + +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) +{ + xIdx = Math.floor(x/tileSize); + yIdx = Math.floor(y/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(xIdx=0; xIdx<maxX; xIdx++){ + fallDist = 0; + for(yIdx=maxY-1; yIdx>=0; yIdx--){ + if(board[index(xIdx,yIdx)] == null){ + fallDist += 1; + }else{ + if(fallDist > 0){ + obj = board[index(xIdx,yIdx)]; + obj.targetY += fallDist * 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 * tileSize; + board[index(xIdx-fallDist,yIdx)] = obj; + board[index(xIdx,yIdx)] = null; + } + } + } + } +} + +function victoryCheck() +{ + //awards bonuses for no tiles left + deservesBonus = true; + for(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))){ + dialog.text = "Game Over. Your score is " + gameCanvas.score; + dialog.opacity = 1; + } +} + +//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; + 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); +} + +//If the component isn't ready, then the signal doesn't include the game x,y +//So we store any x,y sent that we couldn't create at the time, and use those +//if we are triggered by the signal. +var waitStack = new Array(maxIndex); +var waitTop = -1; + +function finishCreatingBlock(xIdx,yIdx){ + if(component.isReady){ + if(xIdx == undefined){ + //Called without arguments, create a previously stored (xIdx,yIdx) + if(waitTop == -1) + return;//Don't have a previously stored (xIdx,yIdx) + xIdx = waitStack[waitTop] % maxX; + yIdx = Math.floor(waitStack[waitTop] / maxX); + waitTop -= 1; + } + 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*tileSize; + dynamicObject.targetX = xIdx*tileSize; + dynamicObject.targetY = yIdx*tileSize; + dynamicObject.width = tileSize; + dynamicObject.height = tileSize; + dynamicObject.spawned = true; + board[index(xIdx,yIdx)] = dynamicObject; + return true; + }else if(component.isError){ + print("error creating block"); + print(component.errorsString()); + }else{ + //It isn't ready, but we'll be called again when it is. + //So store the requested (xIdx,yIdx) for later use + waitTop += 1; + waitStack[waitTop] = index(xIdx,yIdx); + } + return false; +} + +function startCreatingBlock(xIdx,yIdx){ + if(component!=null){ + finishCreatingBlock(xIdx,yIdx); + return; + } + + component = createComponent(tileSrc); + if(finishCreatingBlock(xIdx,yIdx)) + return; + component.statusChanged.connect(finishCreatingBlock()); + return; +} |