/* 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 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)].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; } } } } } 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); } //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); }
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