Qt Reference Documentation

samegame.js Example File

demos/declarative/samegame/SamegameCore/samegame.js
 /* 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<maxIndex; i++){
         if(board[i] != null)
             board[i].destroy();
     }

     //Calculate board size
     maxColumn = Math.floor(gameCanvas.width/gameCanvas.blockSize);
     maxRow = Math.floor(gameCanvas.height/gameCanvas.blockSize);
     maxIndex = maxRow*maxColumn;

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

     //Initialize Board
     board = new Array(maxIndex);
     gameCanvas.score = 0;
     for(var column=0; column<maxColumn; column++){
         for(var row=0; row<maxRow; row++){
             board[index(column,row)] = null;
             createBlock(column,row);
         }
     }
     gameDuration = new Date();
 }

 var fillFound;//Set after a floodFill call to the number of blocks 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 column = Math.floor(x/gameCanvas.blockSize);
     var row = Math.floor(y/gameCanvas.blockSize);
     if(column >= 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<maxColumn; column++){
         var fallDist = 0;
         for(var row=maxRow-1; row>=0; row--){
             if(board[index(column,row)] == null){
                 fallDist += 1;
             }else{
                 if(fallDist > 0){
                     var obj = board[index(column,row)];
                     obj.y = (row+fallDist) * gameCanvas.blockSize;
                     board[index(column,row+fallDist)] = obj;
                     board[index(column,row)] = null;
                 }
             }
         }
     }
     //Fall to the left
     fallDist = 0;
     for(column=0; column<maxColumn; column++){
         if(board[index(column, maxRow - 1)] == null){
             fallDist += 1;
         }else{
             if(fallDist > 0){
                 for(row=0; row<maxRow; row++){
                     obj = board[index(column,row)];
                     if(obj == null)
                         continue;
                     obj.x = (column-fallDist) * gameCanvas.blockSize;
                     board[index(column-fallDist,row)] = obj;
                     board[index(column,row)] = null;
                 }
             }
         }
     }
 }

 function victoryCheck()
 {
     //awards bonuses for no blocks left
     var deservesBonus = true;
     for(var column=maxColumn-1; column>=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;
         if(nameInputDialog.name == "")
             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);
 }
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