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);
}

© 2017 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.