samegame.js Example File
tutorials/samegame/samegame4/content/samegame.js/* This script file handles the game logic */ .import QtQuick.LocalStorage 2.0 as Sql .import QtQuick 2.0 as Quick var maxColumn = 10; var maxRow = 15; var maxIndex = maxColumn * maxRow; var board = new Array(maxIndex); var component; var scoresURL = ""; var gameDuration; //Index function used instead of a 2D array function index(column, row) { return column + (row * maxColumn); } 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.hide(); dialog.hide(); //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(); } function createBlock(column, row) { if (component == null) component = Qt.createComponent("BoomBlock.qml"); // Note that if Block.qml was not a local file, component.status would be // Loading and we should wait for the component's statusChanged() signal to // know when the file is downloaded and ready before calling createObject(). if (component.status == Quick.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; } 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 function handleClick(xPos, yPos) { var column = Math.floor(xPos / gameCanvas.blockSize); var row = Math.floor(yPos / 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() { //Award bonus points if 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; //Check whether game has finished if (deservesBonus || !(floodMoveCheck(0, maxRow - 1, -1))) { gameDuration = new Date() - gameDuration; nameInputDialog.showWithInput("You won! Please enter your name: "); } } //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 saveHighScore(name) { if (scoresURL != "") sendHighScore(name); var db = Sql.LocalStorage.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); 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); }); } 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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