mirror of https://github.com/qt/qtdoc.git
591 lines
19 KiB
JavaScript
591 lines
19 KiB
JavaScript
/****************************************************************************
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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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/* This script file handles the game logic */
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.pragma library
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.import QtQuick.LocalStorage 2.0 as Sql
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var maxColumn = 10;
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var maxRow = 13;
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var types = 3;
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var maxIndex = maxColumn*maxRow;
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var board = new Array(maxIndex);
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var blockSrc = "Block.qml";
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var gameDuration;
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var component = Qt.createComponent(blockSrc);
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var gameCanvas;
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var betweenTurns = false;
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var puzzleLevel = null;
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var puzzlePath = "";
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var gameMode = "arcade"; //Set in new game, then tweaks behaviour of other functions
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var gameOver = false;
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function changeBlock(src)
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{
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blockSrc = src;
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component = Qt.createComponent(blockSrc);
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}
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// Index function used instead of a 2D array
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function index(column, row)
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{
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return column + row * maxColumn;
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}
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function timeStr(msecs)
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{
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var secs = Math.floor(msecs/1000);
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var m = Math.floor(secs/60);
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var ret = "" + m + "m " + (secs%60) + "s";
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return ret;
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}
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function cleanUp()
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{
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if (gameCanvas == undefined)
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return;
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// Delete blocks from previous game
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for (var i = 0; i < maxIndex; i++) {
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if (board[i] != null)
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board[i].destroy();
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board[i] = null;
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}
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if (puzzleLevel != null){
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puzzleLevel.destroy();
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puzzleLevel = null;
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}
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gameCanvas.mode = ""
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}
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function startNewGame(gc, mode, map)
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{
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gameCanvas = gc;
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if (mode == undefined)
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gameMode = "arcade";
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else
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gameMode = mode;
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gameOver = false;
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cleanUp();
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gc.gameOver = false;
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gc.mode = gameMode;
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// Calculate board size
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maxColumn = Math.floor(gameCanvas.width/gameCanvas.blockSize);
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maxRow = Math.floor(gameCanvas.height/gameCanvas.blockSize);
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maxIndex = maxRow * maxColumn;
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if (gameMode == "arcade") //Needs to be after board sizing
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getHighScore();
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// Initialize Board
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board = new Array(maxIndex);
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gameCanvas.score = 0;
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gameCanvas.score2 = 0;
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gameCanvas.moves = 0;
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gameCanvas.curTurn = 1;
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if (gameMode == "puzzle")
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loadMap(map);
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else//Note that we load them in reverse order for correct visual stacking
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for (var column = maxColumn - 1; column >= 0; column--)
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for (var row = maxRow - 1; row >= 0; row--)
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createBlock(column, row);
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if (gameMode == "puzzle")
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getLevelHistory();//Needs to be after map load
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gameDuration = new Date();
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}
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var fillFound; // Set after a floodFill call to the number of blocks found
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var floodBoard; // Set to 1 if the floodFill reaches off that node
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// NOTE: Be careful with vars named x,y, as the calling object's x,y are still in scope
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function handleClick(x,y)
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{
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if (betweenTurns || gameOver || gameCanvas == undefined)
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return;
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var column = Math.floor(x/gameCanvas.blockSize);
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var row = Math.floor(y/gameCanvas.blockSize);
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if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
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return;
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if (board[index(column, row)] == null)
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return;
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// If it's a valid block, remove it and all connected (does nothing if it's not connected)
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floodFill(column,row, -1);
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if (fillFound <= 0)
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return;
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if (gameMode == "multiplayer" && gameCanvas.curTurn == 2)
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gameCanvas.score2 += (fillFound - 1) * (fillFound - 1);
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else
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gameCanvas.score += (fillFound - 1) * (fillFound - 1);
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if (gameMode == "multiplayer" && gameCanvas.curTurn == 2)
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shuffleUp();
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else
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shuffleDown();
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gameCanvas.moves += 1;
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if (gameMode == "endless")
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refill();
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else if (gameMode != "multiplayer")
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victoryCheck();
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if (gameMode == "multiplayer" && !gc.gameOver){
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betweenTurns = true;
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gameCanvas.swapPlayers();//signal, animate and call turnChange() when ready
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}
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}
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function floodFill(column,row,type)
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{
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if (board[index(column, row)] == null)
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return;
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var first = false;
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if (type == -1) {
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first = true;
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type = board[index(column,row)].type;
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// Flood fill initialization
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fillFound = 0;
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floodBoard = new Array(maxIndex);
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}
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if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
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return;
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if (floodBoard[index(column, row)] == 1 || (!first && type != board[index(column, row)].type))
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return;
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floodBoard[index(column, row)] = 1;
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floodFill(column + 1, row, type);
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floodFill(column - 1, row, type);
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floodFill(column, row + 1, type);
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floodFill(column, row - 1, type);
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if (first == true && fillFound == 0)
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return; // Can't remove single blocks
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board[index(column, row)].dying = true;
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board[index(column, row)] = null;
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fillFound += 1;
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}
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function shuffleDown()
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{
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// Fall down
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for (var column = 0; column < maxColumn; column++) {
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var fallDist = 0;
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for (var row = maxRow - 1; row >= 0; row--) {
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if (board[index(column,row)] == null) {
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fallDist += 1;
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} else {
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if (fallDist > 0) {
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var obj = board[index(column, row)];
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obj.y = (row + fallDist) * gameCanvas.blockSize;
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board[index(column, row + fallDist)] = obj;
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board[index(column, row)] = null;
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}
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}
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}
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}
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// Fall to the left
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fallDist = 0;
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for (column = 0; column < maxColumn; column++) {
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if (board[index(column, maxRow - 1)] == null) {
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fallDist += 1;
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} else {
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if (fallDist > 0) {
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for (row = 0; row < maxRow; row++) {
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obj = board[index(column, row)];
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if (obj == null)
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continue;
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obj.x = (column - fallDist) * gameCanvas.blockSize;
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board[index(column - fallDist,row)] = obj;
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board[index(column, row)] = null;
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}
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}
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}
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}
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}
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function shuffleUp()
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{
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// Fall up
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for (var column = 0; column < maxColumn; column++) {
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var fallDist = 0;
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for (var row = 0; row < maxRow; row++) {
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if (board[index(column,row)] == null) {
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fallDist += 1;
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} else {
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if (fallDist > 0) {
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var obj = board[index(column, row)];
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obj.y = (row - fallDist) * gameCanvas.blockSize;
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board[index(column, row - fallDist)] = obj;
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board[index(column, row)] = null;
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}
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}
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}
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}
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// Fall to the left (or should it be right, so as to be left for P2?)
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fallDist = 0;
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for (column = 0; column < maxColumn; column++) {
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if (board[index(column, 0)] == null) {
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fallDist += 1;
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} else {
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if (fallDist > 0) {
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for (row = 0; row < maxRow; row++) {
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obj = board[index(column, row)];
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if (obj == null)
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continue;
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obj.x = (column - fallDist) * gameCanvas.blockSize;
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board[index(column - fallDist,row)] = obj;
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board[index(column, row)] = null;
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}
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}
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}
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}
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}
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function turnChange()//called by ui outside
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{
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betweenTurns = false;
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if (gameCanvas.curTurn == 1){
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shuffleUp();
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gameCanvas.curTurn = 2;
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victoryCheck();
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}else{
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shuffleDown();
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gameCanvas.curTurn = 1;
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victoryCheck();
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}
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}
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function refill()
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{
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for (var column = 0; column < maxColumn; column++) {
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for (var row = 0; row < maxRow; row++) {
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if (board[index(column, row)] == null)
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createBlock(column, row);
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}
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}
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}
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function victoryCheck()
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{
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// Awards bonuses for no blocks left
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var deservesBonus = true;
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if (board[index(0,maxRow - 1)] != null || board[index(0,0)] != null)
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deservesBonus = false;
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// Checks for game over
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if (deservesBonus){
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if (gameCanvas.curTurn = 1)
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gameCanvas.score += 1000;
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else
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gameCanvas.score2 += 1000;
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}
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gameOver = deservesBonus;
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if (gameCanvas.curTurn == 1){
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if (!(floodMoveCheck(0, maxRow - 1, -1)))
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gameOver = true;
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}else{
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if (!(floodMoveCheck(0, 0, -1, true)))
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gameOver = true;
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}
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if (gameMode == "puzzle"){
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puzzleVictoryCheck(deservesBonus);//Takes it from here
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return;
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}
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if (gameOver) {
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var winnerScore = Math.max(gameCanvas.score, gameCanvas.score2);
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if (gameMode == "multiplayer"){
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gameCanvas.score = winnerScore;
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saveHighScore(gameCanvas.score2);
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}
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saveHighScore(gameCanvas.score);
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gameDuration = new Date() - gameDuration;
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gameCanvas.gameOver = true;
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}
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}
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// Only floods up and right, to see if it can find adjacent same-typed blocks
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function floodMoveCheck(column, row, type, goDownInstead)
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{
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if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
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return false;
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if (board[index(column, row)] == null)
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return false;
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var myType = board[index(column, row)].type;
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if (type == myType)
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return true;
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if (goDownInstead)
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return floodMoveCheck(column + 1, row, myType, goDownInstead) ||
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floodMoveCheck(column, row + 1, myType, goDownInstead);
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else
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return floodMoveCheck(column + 1, row, myType) ||
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floodMoveCheck(column, row - 1, myType);
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}
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function createBlock(column,row,type)
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{
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// Note that we don't wait for the component to become ready. This will
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// only work if the block QML is a local file. Otherwise the component will
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// not be ready immediately. There is a statusChanged signal on the
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// component you could use if you want to wait to load remote files.
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if (component.status == 1){
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if (type == undefined)
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type = Math.floor(Math.random() * types);
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if (type < 0 || type > 4) {
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console.log("Invalid type requested");//TODO: Is this triggered by custom levels much?
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return;
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}
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var dynamicObject = component.createObject(gameCanvas,
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{"type": type,
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"x": column*gameCanvas.blockSize,
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"y": -1*gameCanvas.blockSize,
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"width": gameCanvas.blockSize,
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"height": gameCanvas.blockSize,
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"particleSystem": gameCanvas.ps});
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if (dynamicObject == null){
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console.log("error creating block");
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console.log(component.errorString());
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return false;
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}
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dynamicObject.y = row*gameCanvas.blockSize;
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dynamicObject.spawned = true;
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board[index(column,row)] = dynamicObject;
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}else{
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console.log("error loading block component");
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console.log(component.errorString());
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return false;
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}
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return true;
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}
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function showPuzzleError(str)
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{
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//TODO: Nice user visible UI?
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console.log(str);
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}
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function loadMap(map)
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{
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puzzlePath = map;
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var levelComp = Qt.createComponent(puzzlePath);
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if (levelComp.status != 1){
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console.log("Error loading level");
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showPuzzleError(levelComp.errorString());
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return;
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}
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puzzleLevel = levelComp.createObject();
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if (puzzleLevel == null || !puzzleLevel.startingGrid instanceof Array) {
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showPuzzleError("Bugger!");
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return;
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}
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gameCanvas.showPuzzleGoal(puzzleLevel.goalText);
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//showPuzzleGoal should call finishLoadingMap as the next thing it does, before handling more events
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}
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function finishLoadingMap()
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{
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for (var i in puzzleLevel.startingGrid)
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if (! (puzzleLevel.startingGrid[i] >= 0 && puzzleLevel.startingGrid[i] <= 9) )
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puzzleLevel.startingGrid[i] = 0;
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//TODO: Don't allow loading larger levels, leads to cheating
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while (puzzleLevel.startingGrid.length > maxIndex) puzzleLevel.startingGrid.shift();
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while (puzzleLevel.startingGrid.length < maxIndex) puzzleLevel.startingGrid.unshift(0);
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for (var i in puzzleLevel.startingGrid)
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if (puzzleLevel.startingGrid[i] > 0)
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createBlock(i % maxColumn, Math.floor(i / maxColumn), puzzleLevel.startingGrid[i] - 1);
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//### Experimental feature - allow levels to contain arbitrary QML scenes as well!
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//while (puzzleLevel.children.length)
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// puzzleLevel.children[0].parent = gameCanvas;
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gameDuration = new Date(); //Don't start until we finish loading
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}
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function puzzleVictoryCheck(clearedAll)//gameOver has also been set if no more moves
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{
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var won = true;
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var soFar = new Date() - gameDuration;
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if (puzzleLevel.scoreTarget != -1 && gameCanvas.score < puzzleLevel.scoreTarget){
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won = false;
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} if (puzzleLevel.scoreTarget != -1 && gameCanvas.score >= puzzleLevel.scoreTarget && !puzzleLevel.mustClear){
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gameOver = true;
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} if (puzzleLevel.timeTarget != -1 && soFar/1000.0 > puzzleLevel.timeTarget){
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gameOver = true;
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} if (puzzleLevel.moveTarget != -1 && gameCanvas.moves >= puzzleLevel.moveTarget){
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gameOver = true;
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} if (puzzleLevel.mustClear && gameOver && !clearedAll) {
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won = false;
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}
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if (gameOver) {
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gameCanvas.gameOver = true;
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gameCanvas.showPuzzleEnd(won);
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if (won) {
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// Store progress
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saveLevelHistory();
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}
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}
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}
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function getHighScore()
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{
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var db = Sql.LocalStorage.openDatabaseSync(
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"SameGame",
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"2.0",
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"SameGame Local Data",
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100
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);
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db.transaction(
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function(tx) {
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tx.executeSql('CREATE TABLE IF NOT EXISTS Scores(game TEXT, score NUMBER, gridSize TEXT, time NUMBER)');
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// Only show results for the current grid size
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var rs = tx.executeSql('SELECT * FROM Scores WHERE gridSize = "'
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+ maxColumn + "x" + maxRow + '" AND game = "' + gameMode + '" ORDER BY score desc');
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if (rs.rows.length > 0)
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gameCanvas.highScore = rs.rows.item(0).score;
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else
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gameCanvas.highScore = 0;
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}
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);
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}
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function saveHighScore(score)
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{
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// Offline storage
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var db = Sql.LocalStorage.openDatabaseSync(
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"SameGame",
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"2.0",
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"SameGame Local Data",
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100
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);
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var dataStr = "INSERT INTO Scores VALUES(?, ?, ?, ?)";
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var data = [
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gameMode,
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score,
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maxColumn + "x" + maxRow,
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Math.floor(gameDuration / 1000)
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];
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if (score >= gameCanvas.highScore)//Update UI field
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gameCanvas.highScore = score;
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db.transaction(
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function(tx) {
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tx.executeSql('CREATE TABLE IF NOT EXISTS Scores(game TEXT, score NUMBER, gridSize TEXT, time NUMBER)');
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tx.executeSql(dataStr, data);
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}
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);
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}
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function getLevelHistory()
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{
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|
var db = Sql.LocalStorage.openDatabaseSync(
|
|
"SameGame",
|
|
"2.0",
|
|
"SameGame Local Data",
|
|
100
|
|
);
|
|
db.transaction(
|
|
function(tx) {
|
|
tx.executeSql('CREATE TABLE IF NOT EXISTS Puzzle(level TEXT, score NUMBER, moves NUMBER, time NUMBER)');
|
|
var rs = tx.executeSql('SELECT * FROM Puzzle WHERE level = "' + puzzlePath + '" ORDER BY score desc');
|
|
if (rs.rows.length > 0) {
|
|
gameCanvas.puzzleWon = true;
|
|
gameCanvas.highScore = rs.rows.item(0).score;
|
|
} else {
|
|
gameCanvas.puzzleWon = false;
|
|
gameCanvas.highScore = 0;
|
|
}
|
|
}
|
|
);
|
|
}
|
|
|
|
function saveLevelHistory()
|
|
{
|
|
var db = Sql.LocalStorage.openDatabaseSync(
|
|
"SameGame",
|
|
"2.0",
|
|
"SameGame Local Data",
|
|
100
|
|
);
|
|
var dataStr = "INSERT INTO Puzzle VALUES(?, ?, ?, ?)";
|
|
var data = [
|
|
puzzlePath,
|
|
gameCanvas.score,
|
|
gameCanvas.moves,
|
|
Math.floor(gameDuration / 1000)
|
|
];
|
|
gameCanvas.puzzleWon = true;
|
|
|
|
db.transaction(
|
|
function(tx) {
|
|
tx.executeSql('CREATE TABLE IF NOT EXISTS Puzzle(level TEXT, score NUMBER, moves NUMBER, time NUMBER)');
|
|
tx.executeSql(dataStr, data);
|
|
}
|
|
);
|
|
}
|
|
|
|
function nuke() //For "Debug mode"
|
|
{
|
|
for (var row = 1; row <= 5; row++) {
|
|
for (var col = 0; col < 5; col++) {
|
|
if (board[index(col, maxRow - row)] != null) {
|
|
board[index(col, maxRow - row)].dying = true;
|
|
board[index(col, maxRow - row)] = null;
|
|
}
|
|
}
|
|
}
|
|
if (gameMode == "multiplayer" && gameCanvas.curTurn == 2)
|
|
shuffleUp();
|
|
else
|
|
shuffleDown();
|
|
if (gameMode == "endless")
|
|
refill();
|
|
else
|
|
victoryCheck();
|
|
}
|