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/* This script file handles the game logic */
var maxColumn = 10;
var maxRow = 15;
var maxIndex = maxColumn*maxRow;
var board = new Array(maxIndex);
var blockSrc = "SamegameCore/BoomBlock.qml";
var scoresURL = "";
var gameDuration;
var component = Qt.createComponent(blockSrc);
//Index function used instead of a 2D array
function index(column,row) {
return column + (row * maxColumn);
}
function timeStr(msecs) {
var secs = Math.floor(msecs/1000);
var m = Math.floor(secs/60);
var ret = "" + m + "m " + (secs%60) + "s";
return ret;
}
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.forceClose();
dialog.forceClose();
//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();
}
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
//NOTE: Be careful with vars named x,y, as the calling object's x,y are still in scope
function handleClick(x,y)
{
var column = Math.floor(x/gameCanvas.blockSize);
var row = Math.floor(y/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()
{
//awards bonuses for 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;
//Checks for game over
if(deservesBonus || !(floodMoveCheck(0,maxRow-1, -1))){
gameDuration = new Date() - gameDuration;
nameInputDialog.show("You won! Please enter your name: ");
nameInputDialog.initialWidth = nameInputDialog.text.width + 20;
nameInputDialog.width = nameInputDialog.initialWidth;
nameInputDialog.text.opacity = 0;//Just a spacer
}
}
//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 createBlock(column,row){
// Note that we don't wait for the component to become ready. This will
// only work if the block QML is a local file. Otherwise the component will
// not be ready immediately. There is a statusChanged signal on the
// component you could use if you want to wait to load remote files.
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;
dynamicObject.spawned = true;
board[index(column,row)] = dynamicObject;
}else{
console.log("error loading block component");
console.log(component.errorString());
return false;
}
return true;
}
function saveHighScore(name) {
if(scoresURL!="")
sendHighScore(name);
//OfflineStorage
var db = 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);
//Only show results for the current grid size
var rs = tx.executeSql('SELECT * FROM Scores WHERE gridSize = "'+maxColumn+"x"+maxRow+'" ORDER BY score desc LIMIT 10');
var r = "\nHIGH SCORES for this grid size\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);
}
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