summaryrefslogtreecommitdiffstats
path: root/demos/declarative/samegame/content/samegame.js
diff options
context:
space:
mode:
Diffstat (limited to 'demos/declarative/samegame/content/samegame.js')
-rwxr-xr-xdemos/declarative/samegame/content/samegame.js245
1 files changed, 245 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..0a42e88
--- /dev/null
+++ b/demos/declarative/samegame/content/samegame.js
@@ -0,0 +1,245 @@
+/* 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: ");
+ //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);
+
+ var rs = tx.executeSql('SELECT * FROM Scores WHERE gridSize = "12x17" ORDER BY score desc LIMIT 10');
+ var r = "\nHIGH SCORES for a standard sized grid\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);
+}