Revision control
++ /* This script file handles the game logic */
++ .import QtQuick.LocalStorage as Sql
++ .import QtQuick as Quick
++
++ var maxColumn = 10;
++ var maxRow = 15;
++ var maxIndex = maxColumn * maxRow;
++ var board = new Array(maxIndex);
++ var component;
++ var scoresURL = "";
++ var gameDuration;
++
++ //Index function used instead of a 2D array
++ function index(column, row) {
++ return column + (row * maxColumn);
++ }
++
++ 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;
++
++ //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);
++ }
++ }
++
++ //Close dialogs
++ nameInputDialog.hide();
++ dialog.hide();
++
++ gameDuration = new Date();
++ }
++
++ function createBlock(column, row) {
++ if (component == null)
++ component = Qt.createComponent("BoomBlock.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 == Quick.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;
++ }
++
++ 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
++
++ 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();
++ }
++
++ 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;
++ }
++ }
++ }
++ }
++ }
++
++ //![3]
++ function victoryCheck() {
++ //![3]
++ //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;
++
++ //![4]
++ //Check whether game has finished
++ if (deservesBonus || !(floodMoveCheck(0, maxRow - 1, -1))) {
++ gameDuration = new Date() - gameDuration;
++ nameInputDialog.showWithInput("You won! Please enter your name: ");
++ }
++ }
++ //![4]
++
++ //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);
++ }
++
++ //![2]
++ function saveHighScore(name) {
++ if (gameCanvas.score == 0)
++ return;
++
++ if (scoresURL != "")
++ sendHighScore(name);
++
++ var db = Sql.LocalStorage.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);
++
++ var rs = tx.executeSql('SELECT * FROM Scores WHERE gridSize = "12x17" ORDER BY score desc LIMIT 10');
++ var r = "\nHIGH SCORES for a standard sized grid\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);
++ });
++ }
++ //![2]
++
++ //![1]
++ 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);
++ }
++ //![1]