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/* 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;
}
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