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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 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);
}
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