logic.js Example File

demos/maroon/content/logic.js

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  ** This file is part of the examples of the Qt Toolkit.
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  .pragma library // Shared game state
  .import QtQuick 2.0 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;
              }
          }
      }

  }