mirror of https://github.com/qt/qtdoc.git
228 lines
6.7 KiB
JavaScript
228 lines
6.7 KiB
JavaScript
// Copyright (C) 2017 The Qt Company Ltd.
|
|
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
|
|
|
|
.pragma library // Shared game state
|
|
.import QtQuick as QQ
|
|
|
|
// Game Stuff
|
|
var gameState // Local reference
|
|
function getGameState() { return gameState; }
|
|
|
|
var towerData = [ // Name and cost, stats are in the delegate per instance
|
|
{ "name": "Melee", "cost": 20 },
|
|
{ "name": "Ranged", "cost": 50 },
|
|
{ "name": "Bomb", "cost": 75 },
|
|
{ "name": "Factory", "cost": 25 }
|
|
]
|
|
|
|
var waveBaseData = [300, 290, 280, 270, 220, 180, 160, 80, 80, 80, 30, 30, 30, 30];
|
|
var waveData = [];
|
|
|
|
var towerComponents = new Array(towerData.length);
|
|
var mobComponent = Qt.createComponent("mobs/MobBase.qml");
|
|
|
|
function endGame()
|
|
{
|
|
gameState.gameRunning = false;
|
|
gameState.gameOver = true;
|
|
for (var i = 0; i < gameState.cols; i++) {
|
|
for (var j = 0; j < gameState.rows; j++) {
|
|
if (gameState.towers[towerIdx(i, j)]) {
|
|
gameState.towers[towerIdx(i, j)].destroy();
|
|
gameState.towers[towerIdx(i, j)] = null;
|
|
}
|
|
}
|
|
for (var j in gameState.mobs[i])
|
|
gameState.mobs[i][j].destroy();
|
|
gameState.mobs[i].splice(0,gameState.mobs[i].length); //Leaves queue reusable
|
|
}
|
|
}
|
|
|
|
function startGame(gameCanvas)
|
|
{
|
|
waveData = new Array();
|
|
for (var i in waveBaseData)
|
|
waveData[i] = waveBaseData[i];
|
|
gameState.freshState();
|
|
for (var i = 0; i < gameCanvas.cols; i++) {
|
|
for (var j = 0; j < gameCanvas.rows; j++)
|
|
gameState.towers[towerIdx(i, j)] = null;
|
|
gameState.mobs[i] = new Array();
|
|
}
|
|
gameState.towers[towerIdx(0, 0)] = newTower(3, 0, 0);//Start with a starfish in the corner
|
|
gameState.gameRunning = true;
|
|
gameState.gameOver = false;
|
|
}
|
|
|
|
function newGameState(gameCanvas)
|
|
{
|
|
for (var i = 0; i < towerComponents.length; i++) {
|
|
towerComponents[i] = Qt.createComponent("towers/" + towerData[i].name + ".qml");
|
|
if (towerComponents[i].status == QQ.Component.Error) {
|
|
gameCanvas.errored = true;
|
|
gameCanvas.errorString += "Loading Tower " + towerData[i].name + "\n" + (towerComponents[i].errorString());
|
|
console.log(towerComponents[i].errorString());
|
|
}
|
|
}
|
|
gameState = gameCanvas;
|
|
gameState.freshState();
|
|
gameState.towers = new Array(gameCanvas.rows * gameCanvas.cols);
|
|
gameState.mobs = new Array(gameCanvas.cols);
|
|
return gameState;
|
|
}
|
|
|
|
function row(y)
|
|
{
|
|
return Math.floor(y / gameState.squareSize);
|
|
}
|
|
|
|
function col(x)
|
|
{
|
|
return Math.floor(x / gameState.squareSize);
|
|
}
|
|
|
|
function towerIdx(x, y)
|
|
{
|
|
return y + (x * gameState.rows);
|
|
}
|
|
|
|
function newMob(col)
|
|
{
|
|
var ret = mobComponent.createObject(gameState.canvas,
|
|
{ "col" : col,
|
|
"speed" : (Math.min(2.0, 0.10 * (gameState.waveNumber + 1))),
|
|
"y" : gameState.canvas.height });
|
|
gameState.mobs[col].push(ret);
|
|
return ret;
|
|
}
|
|
|
|
function newTower(type, row, col)
|
|
{
|
|
var ret = towerComponents[type].createObject(gameState.canvas);
|
|
ret.row = row;
|
|
ret.col = col;
|
|
ret.fireCounter = ret.rof;
|
|
ret.spawn();
|
|
return ret;
|
|
}
|
|
|
|
function buildTower(type, x, y)
|
|
{
|
|
if (gameState.towers[towerIdx(x,y)] != null) {
|
|
if (type <= 0) {
|
|
gameState.towers[towerIdx(x,y)].sell();
|
|
gameState.towers[towerIdx(x,y)] = null;
|
|
}
|
|
} else {
|
|
if (gameState.coins < towerData[type - 1].cost)
|
|
return;
|
|
gameState.towers[towerIdx(x, y)] = newTower(type - 1, y, x);
|
|
gameState.coins -= towerData[type - 1].cost;
|
|
}
|
|
}
|
|
|
|
function killMob(col, mob)
|
|
{
|
|
if (!mob)
|
|
return;
|
|
var idx = gameState.mobs[col].indexOf(mob);
|
|
if (idx == -1 || !mob.hp)
|
|
return;
|
|
mob.hp = 0;
|
|
mob.die();
|
|
gameState.mobs[col].splice(idx,1);
|
|
}
|
|
|
|
function killTower(row, col)
|
|
{
|
|
var tower = gameState.towers[towerIdx(col, row)];
|
|
if (!tower)
|
|
return;
|
|
tower.hp = 0;
|
|
tower.die();
|
|
gameState.towers[towerIdx(col, row)] = null;
|
|
}
|
|
|
|
function tick()
|
|
{
|
|
if (!gameState.gameRunning)
|
|
return;
|
|
|
|
// Spawn
|
|
gameState.waveProgress += 1;
|
|
var i = gameState.waveProgress;
|
|
var j = 0;
|
|
while (i > 0 && j < waveData.length)
|
|
i -= waveData[j++];
|
|
if ( i == 0 ) // Spawn a mob
|
|
newMob(Math.floor(Math.random() * gameState.cols));
|
|
if ( j == waveData.length ) { // Next Wave
|
|
gameState.waveNumber += 1;
|
|
gameState.waveProgress = 0;
|
|
var waveModifier = 10; // Constant governing how much faster the next wave is to spawn (not fish speed)
|
|
for (var k in waveData ) // Slightly faster
|
|
if (waveData[k] > waveModifier)
|
|
waveData[k] -= waveModifier;
|
|
}
|
|
|
|
// Towers Attack
|
|
for (var j in gameState.towers) {
|
|
var tower = gameState.towers[j];
|
|
if (tower == null)
|
|
continue;
|
|
if (tower.fireCounter > 0) {
|
|
tower.fireCounter -= 1;
|
|
continue;
|
|
}
|
|
var column = tower.col;
|
|
for (var k in gameState.mobs[column]) {
|
|
var conflict = gameState.mobs[column][k];
|
|
if (conflict.y <= gameState.canvas.height && conflict.y + conflict.height > tower.y
|
|
&& conflict.y - ((tower.row + 1) * gameState.squareSize) < gameState.squareSize * tower.range) { // In Range
|
|
tower.fire();
|
|
tower.fireCounter = tower.rof;
|
|
conflict.hit(tower.damage);
|
|
}
|
|
}
|
|
|
|
// Income
|
|
if (tower.income) {
|
|
gameState.coins += tower.income;
|
|
tower.fire();
|
|
tower.fireCounter = tower.rof;
|
|
}
|
|
}
|
|
|
|
// Mobs move
|
|
for (var i = 0; i < gameState.cols; i++) {
|
|
for (var j = 0; j < gameState.mobs[i].length; j++) {
|
|
var mob = gameState.mobs[i][j];
|
|
var newPos = gameState.mobs[i][j].y - gameState.mobs[i][j].speed;
|
|
if (newPos < 0) {
|
|
gameState.lives -= 1;
|
|
killMob(i, mob);
|
|
if (gameState.lives <= 0)
|
|
endGame();
|
|
continue;
|
|
}
|
|
var conflict = gameState.towers[towerIdx(i, row(newPos))];
|
|
if (conflict != null) {
|
|
if (mob.y < conflict.y + gameState.squareSize)
|
|
gameState.mobs[i][j].y += gameState.mobs[i][j].speed * 10; // Moved inside tower, now hurry back out
|
|
if (mob.fireCounter > 0) {
|
|
mob.fireCounter--;
|
|
} else {
|
|
gameState.mobs[i][j].fire();
|
|
conflict.hp -= mob.damage;
|
|
if (conflict.hp <= 0)
|
|
killTower(conflict.row, conflict.col);
|
|
mob.fireCounter = mob.rof;
|
|
}
|
|
} else {
|
|
gameState.mobs[i][j].y = newPos;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|