/* This script file handles the game logic */ var maxColumn = 10; var maxRow = 15; var maxIndex = maxColumn*maxRow; var board = new Array(maxIndex); var blockSrc = "SamegameCore/BoomBlock.qml"; 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); } 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 startNewGame() { //Delete blocks from previous game for(var i = 0; i= maxColumn || column < 0 || row >= maxRow || row < 0) return; 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) floodFill(column,row, -1); if(fillFound <= 0) return; gameCanvas.score += (fillFound - 1) * (fillFound - 1); shuffleDown(); victoryCheck(); } function floodFill(column,row,type) { if(board[index(column, row)] == null) return; var first = false; if(type == -1){ first = true; type = board[index(column,row)].type; //Flood fill initialization fillFound = 0; floodBoard = new Array(maxIndex); } if(column >= maxColumn || column < 0 || row >= maxRow || row < 0) return; 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; fillFound += 1; } function shuffleDown() { //Fall down for(var column=0; column=0; row--){ if(board[index(column,row)] == null){ fallDist += 1; }else{ if(fallDist > 0){ var obj = board[index(column,row)]; obj.y += fallDist * gameCanvas.blockSize; board[index(column,row+fallDist)] = obj; board[index(column,row)] = null; } } } } //Fall to the left fallDist = 0; for(column=0; column 0){ for(row=0; row=0; column--) if(board[index(column, maxRow - 1)] != null) deservesBonus = false; if(deservesBonus) gameCanvas.score += 500; //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; nameInputDialog.width = nameInputDialog.initialWidth; nameInputDialog.text.opacity = 0;//Just a spacer } } //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) return false; if(board[index(column, row)] == null) return false; var myType = board[index(column, row)].type; if(type == myType) return true; return floodMoveCheck(column + 1, row, myType) || floodMoveCheck(column, row - 1, board[index(column,row)].type); } 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){ var dynamicObject = component.createObject(gameCanvas); 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.width = gameCanvas.blockSize; dynamicObject.height = gameCanvas.blockSize; dynamicObject.spawned = true; board[index(column,row)] = dynamicObject; }else{ console.log("error loading block component"); console.log(component.errorString()); 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, 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'); 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="+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() { if (postman.readyState == postman.DONE) { dialog.show("Your score has been uploaded."); } } postman.send(postData); }