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);
}