mirror of https://github.com/qt/qtdoc.git
275 lines
9.0 KiB
JavaScript
275 lines
9.0 KiB
JavaScript
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/****************************************************************************
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**
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** Copyright (C) 2017 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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.pragma library // Shared game state
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.import QtQuick 2.0 as QQ
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// Game Stuff
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var gameState // Local reference
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function getGameState() { return gameState; }
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var towerData = [ // Name and cost, stats are in the delegate per instance
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{ "name": "Melee", "cost": 20 },
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{ "name": "Ranged", "cost": 50 },
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{ "name": "Bomb", "cost": 75 },
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{ "name": "Factory", "cost": 25 }
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]
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var waveBaseData = [300, 290, 280, 270, 220, 180, 160, 80, 80, 80, 30, 30, 30, 30];
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var waveData = [];
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var towerComponents = new Array(towerData.length);
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var mobComponent = Qt.createComponent("mobs/MobBase.qml");
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function endGame()
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{
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gameState.gameRunning = false;
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gameState.gameOver = true;
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for (var i = 0; i < gameState.cols; i++) {
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for (var j = 0; j < gameState.rows; j++) {
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if (gameState.towers[towerIdx(i, j)]) {
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gameState.towers[towerIdx(i, j)].destroy();
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gameState.towers[towerIdx(i, j)] = null;
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}
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}
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for (var j in gameState.mobs[i])
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gameState.mobs[i][j].destroy();
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gameState.mobs[i].splice(0,gameState.mobs[i].length); //Leaves queue reusable
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}
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}
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function startGame(gameCanvas)
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{
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waveData = new Array();
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for (var i in waveBaseData)
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waveData[i] = waveBaseData[i];
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gameState.freshState();
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for (var i = 0; i < gameCanvas.cols; i++) {
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for (var j = 0; j < gameCanvas.rows; j++)
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gameState.towers[towerIdx(i, j)] = null;
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gameState.mobs[i] = new Array();
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}
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gameState.towers[towerIdx(0, 0)] = newTower(3, 0, 0);//Start with a starfish in the corner
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gameState.gameRunning = true;
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gameState.gameOver = false;
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}
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function newGameState(gameCanvas)
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{
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for (var i = 0; i < towerComponents.length; i++) {
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towerComponents[i] = Qt.createComponent("towers/" + towerData[i].name + ".qml");
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if (towerComponents[i].status == QQ.Component.Error) {
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gameCanvas.errored = true;
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gameCanvas.errorString += "Loading Tower " + towerData[i].name + "\n" + (towerComponents[i].errorString());
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console.log(towerComponents[i].errorString());
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}
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}
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gameState = gameCanvas;
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gameState.freshState();
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gameState.towers = new Array(gameCanvas.rows * gameCanvas.cols);
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gameState.mobs = new Array(gameCanvas.cols);
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return gameState;
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}
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function row(y)
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{
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return Math.floor(y / gameState.squareSize);
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}
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function col(x)
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{
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return Math.floor(x / gameState.squareSize);
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}
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function towerIdx(x, y)
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{
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return y + (x * gameState.rows);
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}
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function newMob(col)
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{
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var ret = mobComponent.createObject(gameState.canvas,
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{ "col" : col,
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"speed" : (Math.min(2.0, 0.10 * (gameState.waveNumber + 1))),
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"y" : gameState.canvas.height });
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gameState.mobs[col].push(ret);
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return ret;
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}
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function newTower(type, row, col)
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{
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var ret = towerComponents[type].createObject(gameState.canvas);
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ret.row = row;
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ret.col = col;
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ret.fireCounter = ret.rof;
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ret.spawn();
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return ret;
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}
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function buildTower(type, x, y)
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{
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if (gameState.towers[towerIdx(x,y)] != null) {
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if (type <= 0) {
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gameState.towers[towerIdx(x,y)].sell();
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gameState.towers[towerIdx(x,y)] = null;
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}
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} else {
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if (gameState.coins < towerData[type - 1].cost)
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return;
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gameState.towers[towerIdx(x, y)] = newTower(type - 1, y, x);
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gameState.coins -= towerData[type - 1].cost;
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}
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}
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function killMob(col, mob)
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{
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if (!mob)
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return;
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var idx = gameState.mobs[col].indexOf(mob);
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if (idx == -1 || !mob.hp)
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return;
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mob.hp = 0;
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mob.die();
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gameState.mobs[col].splice(idx,1);
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}
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function killTower(row, col)
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{
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var tower = gameState.towers[towerIdx(col, row)];
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if (!tower)
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return;
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tower.hp = 0;
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tower.die();
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gameState.towers[towerIdx(col, row)] = null;
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}
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function tick()
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{
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if (!gameState.gameRunning)
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return;
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// Spawn
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gameState.waveProgress += 1;
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var i = gameState.waveProgress;
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var j = 0;
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while (i > 0 && j < waveData.length)
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i -= waveData[j++];
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if ( i == 0 ) // Spawn a mob
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newMob(Math.floor(Math.random() * gameState.cols));
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if ( j == waveData.length ) { // Next Wave
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gameState.waveNumber += 1;
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gameState.waveProgress = 0;
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var waveModifier = 10; // Constant governing how much faster the next wave is to spawn (not fish speed)
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for (var k in waveData ) // Slightly faster
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if (waveData[k] > waveModifier)
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waveData[k] -= waveModifier;
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}
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// Towers Attack
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for (var j in gameState.towers) {
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var tower = gameState.towers[j];
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if (tower == null)
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continue;
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if (tower.fireCounter > 0) {
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tower.fireCounter -= 1;
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continue;
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}
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var column = tower.col;
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for (var k in gameState.mobs[column]) {
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var conflict = gameState.mobs[column][k];
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if (conflict.y <= gameState.canvas.height && conflict.y + conflict.height > tower.y
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&& conflict.y - ((tower.row + 1) * gameState.squareSize) < gameState.squareSize * tower.range) { // In Range
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tower.fire();
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tower.fireCounter = tower.rof;
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conflict.hit(tower.damage);
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}
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}
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// Income
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if (tower.income) {
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gameState.coins += tower.income;
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tower.fire();
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tower.fireCounter = tower.rof;
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}
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}
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// Mobs move
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for (var i = 0; i < gameState.cols; i++) {
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for (var j = 0; j < gameState.mobs[i].length; j++) {
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var mob = gameState.mobs[i][j];
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var newPos = gameState.mobs[i][j].y - gameState.mobs[i][j].speed;
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if (newPos < 0) {
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gameState.lives -= 1;
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killMob(i, mob);
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if (gameState.lives <= 0)
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endGame();
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continue;
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}
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var conflict = gameState.towers[towerIdx(i, row(newPos))];
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if (conflict != null) {
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if (mob.y < conflict.y + gameState.squareSize)
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gameState.mobs[i][j].y += gameState.mobs[i][j].speed * 10; // Moved inside tower, now hurry back out
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if (mob.fireCounter > 0) {
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mob.fireCounter--;
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} else {
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gameState.mobs[i][j].fire();
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conflict.hp -= mob.damage;
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if (conflict.hp <= 0)
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killTower(conflict.row, conflict.col);
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mob.fireCounter = mob.rof;
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}
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} else {
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gameState.mobs[i][j].y = newPos;
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}
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}
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}
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}
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