summaryrefslogtreecommitdiffstats
path: root/examples/declarative/tutorials/samegame/samegame4/content/samegame.js
blob: 2a0d7186dfbecc7128bdea47059bd45533dbf885 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
/* 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<maxIndex; i++){
        //Delete old blocks
        if(board[i] != null)
            board[i].destroy();
    }

    //Calculate board size
    maxX = Math.floor(gameCanvas.width/gameCanvas.tileSize);
    maxY = Math.floor(gameCanvas.height/gameCanvas.tileSize);
    maxIndex = maxY*maxX;

    //Close dialogs
    scoreName.forceClose();
    dialog.forceClose();

    var a = new Date();
    //Initialize Board
    board = new Array(maxIndex);
    gameCanvas.score = 0;
    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
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)
{
    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)
        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<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){
                    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<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 * gameCanvas.tileSize;
                    board[index(xIdx-fallDist,yIdx)] = obj;
                    board[index(xIdx,yIdx)] = null;
                }
            }
        }
    }
}

function victoryCheck()
{
    //awards bonuses for no tiles left
    var deservesBonus = true;
    for(var 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))){
        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]