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-rwxr-xr-xdemos/declarative/samegame/content/samegame.js36
1 files changed, 22 insertions, 14 deletions
diff --git a/demos/declarative/samegame/content/samegame.js b/demos/declarative/samegame/content/samegame.js
index ba2346f..15bafc4 100755
--- a/demos/declarative/samegame/content/samegame.js
+++ b/demos/declarative/samegame/content/samegame.js
@@ -21,9 +21,14 @@ function timeStr(msecs) {
return ret;
}
+function getTileSize()
+{
+ return tileSize;
+}
+
function initBoard()
{
- for(i = 0; i<maxIndex; i++){
+ for(var i = 0; i<maxIndex; i++){
//Delete old blocks
if(board[i] != null)
board[i].destroy();
@@ -38,16 +43,19 @@ function initBoard()
scoreName.forceClose();
dialog.forceClose();
+ var a = new Date();
//Initialize Board
board = new Array(maxIndex);
gameCanvas.score = 0;
- for(xIdx=0; xIdx<maxX; xIdx++){
- for(yIdx=0; yIdx<maxY; yIdx++){
+ 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
@@ -55,8 +63,8 @@ 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/gameCanvas.tileSize);
- yIdx = Math.floor(y/gameCanvas.tileSize);
+ 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)
@@ -102,14 +110,14 @@ function floodFill(xIdx,yIdx,type)
function shuffleDown()
{
//Fall down
- for(xIdx=0; xIdx<maxX; xIdx++){
- fallDist = 0;
- for(yIdx=maxY-1; yIdx>=0; yIdx--){
+ 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){
- obj = board[index(xIdx,yIdx)];
+ var obj = board[index(xIdx,yIdx)];
obj.targetY += fallDist * gameCanvas.tileSize;
board[index(xIdx,yIdx+fallDist)] = obj;
board[index(xIdx,yIdx)] = null;
@@ -140,8 +148,8 @@ function shuffleDown()
function victoryCheck()
{
//awards bonuses for no tiles left
- deservesBonus = true;
- for(xIdx=maxX-1; xIdx>=0; xIdx--)
+ var deservesBonus = true;
+ for(var xIdx=maxX-1; xIdx>=0; xIdx--)
if(board[index(xIdx, maxY - 1)] != null)
deservesBonus = false;
if(deservesBonus)
@@ -163,7 +171,7 @@ function floodMoveCheck(xIdx, yIdx, type)
return false;
if(board[index(xIdx, yIdx)] == null)
return false;
- myType = board[index(xIdx, yIdx)].type;
+ var myType = board[index(xIdx, yIdx)].type;
if(type == myType)
return true;
return floodMoveCheck(xIdx + 1, yIdx, myType) ||
@@ -171,7 +179,7 @@ function floodMoveCheck(xIdx, yIdx, type)
}
function createBlock(xIdx,yIdx){
- if(component==null)
+ if(component==null)
component = createComponent(tileSrc);
// Note that we don't wait for the component to become ready. This will
@@ -179,7 +187,7 @@ function createBlock(xIdx,yIdx){
// 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){
- dynamicObject = component.createObject();
+ var dynamicObject = component.createObject();
if(dynamicObject == null){
print("error creating block");
print(component.errorsString());