logic.js Example File
demos/maroon/content/logic.js
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.pragma library // Shared game state
.import QtQuick 2.0 as QQ
// Game Stuff
var gameState // Local reference
function getGameState() { return gameState; }
var towerData = [ // Name and cost, stats are in the delegate per instance
{ "name": "Melee", "cost": 20 },
{ "name": "Ranged", "cost": 50 },
{ "name": "Bomb", "cost": 75 },
{ "name": "Factory", "cost": 25 }
]
var waveBaseData = [300, 290, 280, 270, 220, 180, 160, 80, 80, 80, 30, 30, 30, 30];
var waveData = [];
var towerComponents = new Array(towerData.length);
var mobComponent = Qt.createComponent("mobs/MobBase.qml");
function endGame()
{
gameState.gameRunning = false;
gameState.gameOver = true;
for (var i = 0; i < gameState.cols; i++) {
for (var j = 0; j < gameState.rows; j++) {
if (gameState.towers[towerIdx(i, j)]) {
gameState.towers[towerIdx(i, j)].destroy();
gameState.towers[towerIdx(i, j)] = null;
}
}
for (var j in gameState.mobs[i])
gameState.mobs[i][j].destroy();
gameState.mobs[i].splice(0,gameState.mobs[i].length); //Leaves queue reusable
}
}
function startGame(gameCanvas)
{
waveData = new Array();
for (var i in waveBaseData)
waveData[i] = waveBaseData[i];
gameState.freshState();
for (var i = 0; i < gameCanvas.cols; i++) {
for (var j = 0; j < gameCanvas.rows; j++)
gameState.towers[towerIdx(i, j)] = null;
gameState.mobs[i] = new Array();
}
gameState.towers[towerIdx(0, 0)] = newTower(3, 0, 0);//Start with a starfish in the corner
gameState.gameRunning = true;
gameState.gameOver = false;
}
function newGameState(gameCanvas)
{
for (var i = 0; i < towerComponents.length; i++) {
towerComponents[i] = Qt.createComponent("towers/" + towerData[i].name + ".qml");
if (towerComponents[i].status == QQ.Component.Error) {
gameCanvas.errored = true;
gameCanvas.errorString += "Loading Tower " + towerData[i].name + "\n" + (towerComponents[i].errorString());
console.log(towerComponents[i].errorString());
}
}
gameState = gameCanvas;
gameState.freshState();
gameState.towers = new Array(gameCanvas.rows * gameCanvas.cols);
gameState.mobs = new Array(gameCanvas.cols);
return gameState;
}
function row(y)
{
return Math.floor(y / gameState.squareSize);
}
function col(x)
{
return Math.floor(x / gameState.squareSize);
}
function towerIdx(x, y)
{
return y + (x * gameState.rows);
}
function newMob(col)
{
var ret = mobComponent.createObject(gameState.canvas,
{ "col" : col,
"speed" : (Math.min(2.0, 0.10 * (gameState.waveNumber + 1))),
"y" : gameState.canvas.height });
gameState.mobs[col].push(ret);
return ret;
}
function newTower(type, row, col)
{
var ret = towerComponents[type].createObject(gameState.canvas);
ret.row = row;
ret.col = col;
ret.fireCounter = ret.rof;
ret.spawn();
return ret;
}
function buildTower(type, x, y)
{
if (gameState.towers[towerIdx(x,y)] != null) {
if (type <= 0) {
gameState.towers[towerIdx(x,y)].sell();
gameState.towers[towerIdx(x,y)] = null;
}
} else {
if (gameState.coins < towerData[type - 1].cost)
return;
gameState.towers[towerIdx(x, y)] = newTower(type - 1, y, x);
gameState.coins -= towerData[type - 1].cost;
}
}
function killMob(col, mob)
{
if (!mob)
return;
var idx = gameState.mobs[col].indexOf(mob);
if (idx == -1 || !mob.hp)
return;
mob.hp = 0;
mob.die();
gameState.mobs[col].splice(idx,1);
}
function killTower(row, col)
{
var tower = gameState.towers[towerIdx(col, row)];
if (!tower)
return;
tower.hp = 0;
tower.die();
gameState.towers[towerIdx(col, row)] = null;
}
function tick()
{
if (!gameState.gameRunning)
return;
// Spawn
gameState.waveProgress += 1;
var i = gameState.waveProgress;
var j = 0;
while (i > 0 && j < waveData.length)
i -= waveData[j++];
if ( i == 0 ) // Spawn a mob
newMob(Math.floor(Math.random() * gameState.cols));
if ( j == waveData.length ) { // Next Wave
gameState.waveNumber += 1;
gameState.waveProgress = 0;
var waveModifier = 10; // Constant governing how much faster the next wave is to spawn (not fish speed)
for (var k in waveData ) // Slightly faster
if (waveData[k] > waveModifier)
waveData[k] -= waveModifier;
}
// Towers Attack
for (var j in gameState.towers) {
var tower = gameState.towers[j];
if (tower == null)
continue;
if (tower.fireCounter > 0) {
tower.fireCounter -= 1;
continue;
}
var column = tower.col;
for (var k in gameState.mobs[column]) {
var conflict = gameState.mobs[column][k];
if (conflict.y <= gameState.canvas.height && conflict.y + conflict.height > tower.y
&& conflict.y - ((tower.row + 1) * gameState.squareSize) < gameState.squareSize * tower.range) { // In Range
tower.fire();
tower.fireCounter = tower.rof;
conflict.hit(tower.damage);
}
}
// Income
if (tower.income) {
gameState.coins += tower.income;
tower.fire();
tower.fireCounter = tower.rof;
}
}
// Mobs move
for (var i = 0; i < gameState.cols; i++) {
for (var j = 0; j < gameState.mobs[i].length; j++) {
var mob = gameState.mobs[i][j];
var newPos = gameState.mobs[i][j].y - gameState.mobs[i][j].speed;
if (newPos < 0) {
gameState.lives -= 1;
killMob(i, mob);
if (gameState.lives <= 0)
endGame();
continue;
}
var conflict = gameState.towers[towerIdx(i, row(newPos))];
if (conflict != null) {
if (mob.y < conflict.y + gameState.squareSize)
gameState.mobs[i][j].y += gameState.mobs[i][j].speed * 10; // Moved inside tower, now hurry back out
if (mob.fireCounter > 0) {
mob.fireCounter--;
} else {
gameState.mobs[i][j].fire();
conflict.hp -= mob.damage;
if (conflict.hp <= 0)
killTower(conflict.row, conflict.col);
mob.fireCounter = mob.rof;
}
} else {
gameState.mobs[i][j].y = newPos;
}
}
}
}