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//![0]
//Note that X/Y referred to here are in game coordinates
var maxColumn = 10;//Nums are for tileSize 40
var maxRow = 15;
var tileSize = 40;
var maxIndex = maxColumn*maxRow;
var board = new Array(maxIndex);
var tileSrc = "Block.qml";
var component;
//Index function used instead of a 2D array
function index(column,row) {
return column + (row * maxColumn);
}
function initBoard()
{
//Delete old blocks
for(var i = 0; i<maxIndex; i++){
if(board[i] != null)
board[i].destroy();
}
//Calculate board size
maxColumn = Math.floor(background.width/tileSize);
maxRow = Math.floor(background.height/tileSize);
maxIndex = maxRow*maxColumn;
//Initialize Board
board = new Array(maxIndex);
for(var column=0; column<maxColumn; column++){
for(var row=0; row<maxRow; row++){
board[index(column,row)] = null;
createBlock(column,row);
}
}
}
function createBlock(column,row){
if(component==null)
component = createComponent(tileSrc);
// 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.parent = background;
dynamicObject.x = column*tileSize;
dynamicObject.y = row*tileSize;
dynamicObject.width = tileSize;
dynamicObject.height = tileSize;
board[index(column,row)] = dynamicObject;
}else{//isError or isLoading
print("error loading block component");
print(component.errorsString());
return false;
}
return true;
}
//![0]
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