1 | /* This script file handles the game logic */
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2 | var maxColumn = 10;
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3 | var maxRow = 15;
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4 | var maxIndex = maxColumn * maxRow;
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5 | var board = new Array(maxIndex);
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6 | var component;
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7 |
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8 | //Index function used instead of a 2D array
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9 | function index(column, row) {
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10 | return column + (row * maxColumn);
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11 | }
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12 |
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13 | function startNewGame() {
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14 | //Calculate board size
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15 | maxColumn = Math.floor(gameCanvas.width / gameCanvas.blockSize);
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16 | maxRow = Math.floor(gameCanvas.height / gameCanvas.blockSize);
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17 | maxIndex = maxRow * maxColumn;
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18 |
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19 | //Close dialogs
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20 | dialog.hide();
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21 |
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22 | //Initialize Board
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23 | board = new Array(maxIndex);
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24 | gameCanvas.score = 0;
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25 | for (var column = 0; column < maxColumn; column++) {
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26 | for (var row = 0; row < maxRow; row++) {
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27 | board[index(column, row)] = null;
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28 | createBlock(column, row);
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29 | }
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30 | }
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31 | }
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32 |
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33 | function createBlock(column, row) {
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34 | if (component == null)
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35 | component = Qt.createComponent("Block.qml");
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36 |
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37 | // Note that if Block.qml was not a local file, component.status would be
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38 | // Loading and we should wait for the component's statusChanged() signal to
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39 | // know when the file is downloaded and ready before calling createObject().
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40 | if (component.status == Component.Ready) {
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41 | var dynamicObject = component.createObject(gameCanvas);
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42 | if (dynamicObject == null) {
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43 | console.log("error creating block");
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44 | console.log(component.errorString());
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45 | return false;
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46 | }
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47 | dynamicObject.type = Math.floor(Math.random() * 3);
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48 | dynamicObject.x = column * gameCanvas.blockSize;
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49 | dynamicObject.y = row * gameCanvas.blockSize;
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50 | dynamicObject.width = gameCanvas.blockSize;
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51 | dynamicObject.height = gameCanvas.blockSize;
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52 | board[index(column, row)] = dynamicObject;
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53 | } else {
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54 | console.log("error loading block component");
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55 | console.log(component.errorString());
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56 | return false;
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57 | }
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58 | return true;
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59 | }
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60 |
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61 | var fillFound; //Set after a floodFill call to the number of blocks found
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62 | var floodBoard; //Set to 1 if the floodFill reaches off that node
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63 |
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64 | //![1]
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65 | function handleClick(xPos, yPos) {
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66 | var column = Math.floor(xPos / gameCanvas.blockSize);
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67 | var row = Math.floor(yPos / gameCanvas.blockSize);
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68 | if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
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69 | return;
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70 | if (board[index(column, row)] == null)
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71 | return;
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72 | //If it's a valid block, remove it and all connected (does nothing if it's not connected)
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73 | floodFill(column, row, -1);
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74 | if (fillFound <= 0)
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75 | return;
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76 | gameCanvas.score += (fillFound - 1) * (fillFound - 1);
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77 | shuffleDown();
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78 | victoryCheck();
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79 | }
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80 | //![1]
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81 |
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82 | function floodFill(column, row, type) {
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83 | if (board[index(column, row)] == null)
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84 | return;
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85 | var first = false;
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86 | if (type == -1) {
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87 | first = true;
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88 | type = board[index(column, row)].type;
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89 |
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90 | //Flood fill initialization
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91 | fillFound = 0;
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92 | floodBoard = new Array(maxIndex);
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93 | }
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94 | if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
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95 | return;
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96 | if (floodBoard[index(column, row)] == 1 || (!first && type != board[index(column, row)].type))
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97 | return;
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98 | floodBoard[index(column, row)] = 1;
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99 | floodFill(column + 1, row, type);
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100 | floodFill(column - 1, row, type);
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101 | floodFill(column, row + 1, type);
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102 | floodFill(column, row - 1, type);
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103 | if (first == true && fillFound == 0)
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104 | return; //Can't remove single blocks
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105 | board[index(column, row)].opacity = 0;
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106 | board[index(column, row)] = null;
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107 | fillFound += 1;
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108 | }
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109 |
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110 | function shuffleDown() {
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111 | //Fall down
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112 | for (var column = 0; column < maxColumn; column++) {
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113 | var fallDist = 0;
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114 | for (var row = maxRow - 1; row >= 0; row--) {
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115 | if (board[index(column, row)] == null) {
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116 | fallDist += 1;
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117 | } else {
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118 | if (fallDist > 0) {
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119 | var obj = board[index(column, row)];
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120 | obj.y += fallDist * gameCanvas.blockSize;
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121 | board[index(column, row + fallDist)] = obj;
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122 | board[index(column, row)] = null;
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123 | }
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124 | }
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125 | }
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126 | }
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127 | //Fall to the left
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128 | var fallDist = 0;
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129 | for (var column = 0; column < maxColumn; column++) {
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130 | if (board[index(column, maxRow - 1)] == null) {
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131 | fallDist += 1;
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132 | } else {
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133 | if (fallDist > 0) {
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134 | for (var row = 0; row < maxRow; row++) {
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135 | var obj = board[index(column, row)];
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136 | if (obj == null)
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137 | continue;
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138 | obj.x -= fallDist * gameCanvas.blockSize;
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139 | board[index(column - fallDist, row)] = obj;
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140 | board[index(column, row)] = null;
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141 | }
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142 | }
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143 | }
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144 | }
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145 | }
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146 |
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147 | //![2]
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148 | function victoryCheck() {
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149 | //Award bonus points if no blocks left
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150 | var deservesBonus = true;
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151 | for (var column = maxColumn - 1; column >= 0; column--)
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152 | if (board[index(column, maxRow - 1)] != null)
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153 | deservesBonus = false;
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154 | if (deservesBonus)
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155 | gameCanvas.score += 500;
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156 |
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157 | //Check whether game has finished
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158 | if (deservesBonus || !(floodMoveCheck(0, maxRow - 1, -1)))
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159 | dialog.show("Game Over. Your score is " + gameCanvas.score);
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160 | }
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161 | //![2]
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162 |
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163 | //only floods up and right, to see if it can find adjacent same-typed blocks
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164 | function floodMoveCheck(column, row, type) {
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165 | if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
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166 | return false;
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167 | if (board[index(column, row)] == null)
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168 | return false;
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169 | var myType = board[index(column, row)].type;
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170 | if (type == myType)
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171 | return true;
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172 | return floodMoveCheck(column + 1, row, myType) || floodMoveCheck(column, row - 1, board[index(column, row)].type);
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173 | }
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174 |
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