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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);
++ }
++