/* 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= 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=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 0){ for(yIdx=0; yIdx=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; } //![2] 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); } ); } //![2] //![1] 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); } //![1]