examples/declarative/tutorials/samegame/samegame3/samegame.js
changeset 30 5dc02b23752f
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/examples/declarative/tutorials/samegame/samegame3/samegame.js	Tue Jul 06 15:10:48 2010 +0300
@@ -0,0 +1,174 @@
+/* This script file handles the game logic */
+var maxColumn = 10;
+var maxRow = 15;
+var maxIndex = maxColumn * maxRow;
+var board = new Array(maxIndex);
+var component;
+
+//Index function used instead of a 2D array
+function index(column, row) {
+    return column + (row * maxColumn);
+}
+
+function startNewGame() {
+    //Calculate board size
+    maxColumn = Math.floor(gameCanvas.width / gameCanvas.blockSize);
+    maxRow = Math.floor(gameCanvas.height / gameCanvas.blockSize);
+    maxIndex = maxRow * maxColumn;
+
+    //Close dialogs
+    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);
+        }
+    }
+}
+
+function createBlock(column, row) {
+    if (component == null)
+        component = Qt.createComponent("Block.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 == 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;
+        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
+
+//![1]
+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();
+}
+//![1]
+
+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)].opacity = 0;
+    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 += fallDist * gameCanvas.blockSize;
+                    board[index(column, row + fallDist)] = obj;
+                    board[index(column, row)] = null;
+                }
+            }
+        }
+    }
+    //Fall to the left
+    var fallDist = 0;
+    for (var column = 0; column < maxColumn; column++) {
+        if (board[index(column, maxRow - 1)] == null) {
+            fallDist += 1;
+        } else {
+            if (fallDist > 0) {
+                for (var row = 0; row < maxRow; row++) {
+                    var obj = board[index(column, row)];
+                    if (obj == null)
+                        continue;
+                    obj.x -= fallDist * gameCanvas.blockSize;
+                    board[index(column - fallDist, row)] = obj;
+                    board[index(column, row)] = null;
+                }
+            }
+        }
+    }
+}
+
+//![2]
+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)))
+        dialog.show("Game Over. Your score is " + gameCanvas.score);
+}
+//![2]
+
+//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);
+}
+