source: trunk/examples/declarative/tutorials/samegame/samegame3/samegame.js@ 846

Last change on this file since 846 was 846, checked in by Dmitry A. Kuminov, 14 years ago

trunk: Merged in qt 4.7.2 sources from branches/vendor/nokia/qt.

File size: 5.7 KB
Line 
1/* This script file handles the game logic */
2var maxColumn = 10;
3var maxRow = 15;
4var maxIndex = maxColumn * maxRow;
5var board = new Array(maxIndex);
6var component;
7
8//Index function used instead of a 2D array
9function index(column, row) {
10 return column + (row * maxColumn);
11}
12
13function startNewGame() {
14 //Calculate board size
15 maxColumn = Math.floor(gameCanvas.width / gameCanvas.blockSize);
16 maxRow = Math.floor(gameCanvas.height / gameCanvas.blockSize);
17 maxIndex = maxRow * maxColumn;
18
19 //Close dialogs
20 dialog.hide();
21
22 //Initialize Board
23 board = new Array(maxIndex);
24 gameCanvas.score = 0;
25 for (var column = 0; column < maxColumn; column++) {
26 for (var row = 0; row < maxRow; row++) {
27 board[index(column, row)] = null;
28 createBlock(column, row);
29 }
30 }
31}
32
33function createBlock(column, row) {
34 if (component == null)
35 component = Qt.createComponent("Block.qml");
36
37 // Note that if Block.qml was not a local file, component.status would be
38 // Loading and we should wait for the component's statusChanged() signal to
39 // know when the file is downloaded and ready before calling createObject().
40 if (component.status == Component.Ready) {
41 var dynamicObject = component.createObject(gameCanvas);
42 if (dynamicObject == null) {
43 console.log("error creating block");
44 console.log(component.errorString());
45 return false;
46 }
47 dynamicObject.type = Math.floor(Math.random() * 3);
48 dynamicObject.x = column * gameCanvas.blockSize;
49 dynamicObject.y = row * gameCanvas.blockSize;
50 dynamicObject.width = gameCanvas.blockSize;
51 dynamicObject.height = gameCanvas.blockSize;
52 board[index(column, row)] = dynamicObject;
53 } else {
54 console.log("error loading block component");
55 console.log(component.errorString());
56 return false;
57 }
58 return true;
59}
60
61var fillFound; //Set after a floodFill call to the number of blocks found
62var floodBoard; //Set to 1 if the floodFill reaches off that node
63
64//![1]
65function handleClick(xPos, yPos) {
66 var column = Math.floor(xPos / gameCanvas.blockSize);
67 var row = Math.floor(yPos / gameCanvas.blockSize);
68 if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
69 return;
70 if (board[index(column, row)] == null)
71 return;
72 //If it's a valid block, remove it and all connected (does nothing if it's not connected)
73 floodFill(column, row, -1);
74 if (fillFound <= 0)
75 return;
76 gameCanvas.score += (fillFound - 1) * (fillFound - 1);
77 shuffleDown();
78 victoryCheck();
79}
80//![1]
81
82function floodFill(column, row, type) {
83 if (board[index(column, row)] == null)
84 return;
85 var first = false;
86 if (type == -1) {
87 first = true;
88 type = board[index(column, row)].type;
89
90 //Flood fill initialization
91 fillFound = 0;
92 floodBoard = new Array(maxIndex);
93 }
94 if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
95 return;
96 if (floodBoard[index(column, row)] == 1 || (!first && type != board[index(column, row)].type))
97 return;
98 floodBoard[index(column, row)] = 1;
99 floodFill(column + 1, row, type);
100 floodFill(column - 1, row, type);
101 floodFill(column, row + 1, type);
102 floodFill(column, row - 1, type);
103 if (first == true && fillFound == 0)
104 return; //Can't remove single blocks
105 board[index(column, row)].opacity = 0;
106 board[index(column, row)] = null;
107 fillFound += 1;
108}
109
110function shuffleDown() {
111 //Fall down
112 for (var column = 0; column < maxColumn; column++) {
113 var fallDist = 0;
114 for (var row = maxRow - 1; row >= 0; row--) {
115 if (board[index(column, row)] == null) {
116 fallDist += 1;
117 } else {
118 if (fallDist > 0) {
119 var obj = board[index(column, row)];
120 obj.y += fallDist * gameCanvas.blockSize;
121 board[index(column, row + fallDist)] = obj;
122 board[index(column, row)] = null;
123 }
124 }
125 }
126 }
127 //Fall to the left
128 var fallDist = 0;
129 for (var column = 0; column < maxColumn; column++) {
130 if (board[index(column, maxRow - 1)] == null) {
131 fallDist += 1;
132 } else {
133 if (fallDist > 0) {
134 for (var row = 0; row < maxRow; row++) {
135 var obj = board[index(column, row)];
136 if (obj == null)
137 continue;
138 obj.x -= fallDist * gameCanvas.blockSize;
139 board[index(column - fallDist, row)] = obj;
140 board[index(column, row)] = null;
141 }
142 }
143 }
144 }
145}
146
147//![2]
148function victoryCheck() {
149 //Award bonus points if no blocks left
150 var deservesBonus = true;
151 for (var column = maxColumn - 1; column >= 0; column--)
152 if (board[index(column, maxRow - 1)] != null)
153 deservesBonus = false;
154 if (deservesBonus)
155 gameCanvas.score += 500;
156
157 //Check whether game has finished
158 if (deservesBonus || !(floodMoveCheck(0, maxRow - 1, -1)))
159 dialog.show("Game Over. Your score is " + gameCanvas.score);
160}
161//![2]
162
163//only floods up and right, to see if it can find adjacent same-typed blocks
164function floodMoveCheck(column, row, type) {
165 if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
166 return false;
167 if (board[index(column, row)] == null)
168 return false;
169 var myType = board[index(column, row)].type;
170 if (type == myType)
171 return true;
172 return floodMoveCheck(column + 1, row, myType) || floodMoveCheck(column, row - 1, board[index(column, row)].type);
173}
174
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