samegame.js Example File

demos/samegame/content/samegame.js

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  ** This file is part of the examples of the Qt Toolkit.
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  /* This script file handles the game logic */
  .pragma library
  .import QtQuick.LocalStorage 2.0 as Sql

  var maxColumn = 10;
  var maxRow = 13;
  var types = 3;
  var maxIndex = maxColumn*maxRow;
  var board = new Array(maxIndex);
  var blockSrc = "Block.qml";
  var gameDuration;
  var component = Qt.createComponent(blockSrc);
  var gameCanvas;
  var betweenTurns = false;

  var puzzleLevel = null;
  var puzzlePath = "";

  var gameMode = "arcade"; //Set in new game, then tweaks behaviour of other functions
  var gameOver = false;

  function changeBlock(src)
  {
      blockSrc = src;
      component = Qt.createComponent(blockSrc);
  }

  // Index function used instead of a 2D array
  function index(column, row)
  {
      return column + row * maxColumn;
  }

  function timeStr(msecs)
  {
      var secs = Math.floor(msecs/1000);
      var m = Math.floor(secs/60);
      var ret = "" + m + "m " + (secs%60) + "s";
      return ret;
  }

  function cleanUp()
  {
      if (gameCanvas == undefined)
          return;
      // Delete blocks from previous game
      for (var i = 0; i < maxIndex; i++) {
          if (board[i] != null)
              board[i].destroy();
          board[i] = null;
      }
      if (puzzleLevel != null){
          puzzleLevel.destroy();
          puzzleLevel = null;
      }
      gameCanvas.mode = ""
  }

  function startNewGame(gc, mode, map)
  {
      gameCanvas = gc;
      if (mode == undefined)
          gameMode = "arcade";
      else
          gameMode = mode;
      gameOver = false;

      cleanUp();

      gc.gameOver = false;
      gc.mode = gameMode;
      // Calculate board size
      maxColumn = Math.floor(gameCanvas.width/gameCanvas.blockSize);
      maxRow = Math.floor(gameCanvas.height/gameCanvas.blockSize);
      maxIndex = maxRow * maxColumn;
      if (gameMode == "arcade") //Needs to be after board sizing
          getHighScore();

      // Initialize Board
      board = new Array(maxIndex);
      gameCanvas.score = 0;
      gameCanvas.score2 = 0;
      gameCanvas.moves = 0;
      gameCanvas.curTurn = 1;
      if (gameMode == "puzzle")
          loadMap(map);
      else//Note that we load them in reverse order for correct visual stacking
          for (var column = maxColumn - 1; column >= 0; column--)
              for (var row = maxRow - 1; row >= 0; row--)
                  createBlock(column, row);
      if (gameMode == "puzzle")
          getLevelHistory();//Needs to be after map load
      gameDuration = new Date();
  }

  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

  // NOTE: Be careful with vars named x,y, as the calling object's x,y are still in scope
  function handleClick(x,y)
  {
      if (betweenTurns || gameOver || gameCanvas == undefined)
          return;
      var column = Math.floor(x/gameCanvas.blockSize);
      var row = Math.floor(y/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;
      if (gameMode == "multiplayer" && gameCanvas.curTurn == 2)
          gameCanvas.score2 += (fillFound - 1) * (fillFound - 1);
      else
          gameCanvas.score += (fillFound - 1) * (fillFound - 1);
      if (gameMode == "multiplayer" && gameCanvas.curTurn == 2)
          shuffleUp();
      else
          shuffleDown();
      gameCanvas.moves += 1;
      if (gameMode == "endless")
          refill();
      else if (gameMode != "multiplayer")
          victoryCheck();
      if (gameMode == "multiplayer" && !gc.gameOver){
          betweenTurns = true;
          gameCanvas.swapPlayers();//signal, animate and call turnChange() when ready
      }
  }

  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)].dying = true;
      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 = (row + fallDist) * gameCanvas.blockSize;
                      board[index(column, row + fallDist)] = obj;
                      board[index(column, row)] = null;
                  }
              }
          }
      }
      // Fall to the left
      fallDist = 0;
      for (column = 0; column < maxColumn; column++) {
          if (board[index(column, maxRow - 1)] == null) {
              fallDist += 1;
          } else {
              if (fallDist > 0) {
                  for (row = 0; row < maxRow; row++) {
                      obj = board[index(column, row)];
                      if (obj == null)
                          continue;
                      obj.x = (column - fallDist) * gameCanvas.blockSize;
                      board[index(column - fallDist,row)] = obj;
                      board[index(column, row)] = null;
                  }
              }
          }
      }
  }

  function shuffleUp()
  {
      // Fall up
      for (var column = 0; column < maxColumn; column++) {
          var fallDist = 0;
          for (var row = 0; row < maxRow; row++) {
              if (board[index(column,row)] == null) {
                  fallDist += 1;
              } else {
                  if (fallDist > 0) {
                      var obj = board[index(column, row)];
                      obj.y = (row - fallDist) * gameCanvas.blockSize;
                      board[index(column, row - fallDist)] = obj;
                      board[index(column, row)] = null;
                  }
              }
          }
      }
      // Fall to the left (or should it be right, so as to be left for P2?)
      fallDist = 0;
      for (column = 0; column < maxColumn; column++) {
          if (board[index(column, 0)] == null) {
              fallDist += 1;
          } else {
              if (fallDist > 0) {
                  for (row = 0; row < maxRow; row++) {
                      obj = board[index(column, row)];
                      if (obj == null)
                          continue;
                      obj.x = (column - fallDist) * gameCanvas.blockSize;
                      board[index(column - fallDist,row)] = obj;
                      board[index(column, row)] = null;
                  }
              }
          }
      }
  }

  function turnChange()//called by ui outside
  {
      betweenTurns = false;
      if (gameCanvas.curTurn == 1){
          shuffleUp();
          gameCanvas.curTurn = 2;
          victoryCheck();
      }else{
          shuffleDown();
          gameCanvas.curTurn = 1;
          victoryCheck();
      }
  }

  function refill()
  {
      for (var column = 0; column < maxColumn; column++) {
          for (var row = 0; row < maxRow; row++) {
              if (board[index(column, row)] == null)
                  createBlock(column, row);
          }
      }
  }

  function victoryCheck()
  {
      // Awards bonuses for no blocks left
      var deservesBonus = true;
      if (board[index(0,maxRow - 1)] != null || board[index(0,0)] != null)
          deservesBonus = false;
      // Checks for game over
      if (deservesBonus){
          if (gameCanvas.curTurn = 1)
              gameCanvas.score += 1000;
          else
              gameCanvas.score2 += 1000;
      }
      gameOver = deservesBonus;
      if (gameCanvas.curTurn == 1){
          if (!(floodMoveCheck(0, maxRow - 1, -1)))
              gameOver = true;
      }else{
          if (!(floodMoveCheck(0, 0, -1, true)))
              gameOver = true;
      }
      if (gameMode == "puzzle"){
          puzzleVictoryCheck(deservesBonus);//Takes it from here
          return;
      }
      if (gameOver) {
          var winnerScore = Math.max(gameCanvas.score, gameCanvas.score2);
          if (gameMode == "multiplayer"){
              gameCanvas.score = winnerScore;
              saveHighScore(gameCanvas.score2);
          }
          saveHighScore(gameCanvas.score);
          gameDuration = new Date() - gameDuration;
          gameCanvas.gameOver = true;
      }
  }

  // Only floods up and right, to see if it can find adjacent same-typed blocks
  function floodMoveCheck(column, row, type, goDownInstead)
  {
      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;
      if (goDownInstead)
          return floodMoveCheck(column + 1, row, myType, goDownInstead) ||
                 floodMoveCheck(column, row + 1, myType, goDownInstead);
      else
          return floodMoveCheck(column + 1, row, myType) ||
                 floodMoveCheck(column, row - 1, myType);
  }

  function createBlock(column,row,type)
  {
      // Note that we don't wait for the component to become ready. This will
      // only work if the block QML is a local file. Otherwise the component will
      // not be ready immediately. There is a statusChanged signal on the
      // component you could use if you want to wait to load remote files.
      if (component.status == 1){
          if (type == undefined)
              type = Math.floor(Math.random() * types);
          if (type < 0 || type > 4) {
              console.log("Invalid type requested");//TODO: Is this triggered by custom levels much?
              return;
          }
          var dynamicObject = component.createObject(gameCanvas,
                  {"type": type,
                  "x": column*gameCanvas.blockSize,
                  "y": -1*gameCanvas.blockSize,
                  "width": gameCanvas.blockSize,
                  "height": gameCanvas.blockSize,
                  "particleSystem": gameCanvas.ps});
          if (dynamicObject == null){
              console.log("error creating block");
              console.log(component.errorString());
              return false;
          }
          dynamicObject.y = row*gameCanvas.blockSize;
          dynamicObject.spawned = true;

          board[index(column,row)] = dynamicObject;
      }else{
          console.log("error loading block component");
          console.log(component.errorString());
          return false;
      }
      return true;
  }

  function showPuzzleError(str)
  {
      //TODO: Nice user visible UI?
      console.log(str);
  }

  function loadMap(map)
  {
      puzzlePath = map;
      var levelComp = Qt.createComponent(puzzlePath);
      if (levelComp.status != 1){
          console.log("Error loading level");
          showPuzzleError(levelComp.errorString());
          return;
      }
      puzzleLevel = levelComp.createObject();
      if (puzzleLevel == null || !puzzleLevel.startingGrid instanceof Array) {
          showPuzzleError("Bugger!");
          return;
      }
      gameCanvas.showPuzzleGoal(puzzleLevel.goalText);
      //showPuzzleGoal should call finishLoadingMap as the next thing it does, before handling more events
  }

  function finishLoadingMap()
  {
      for (var i in puzzleLevel.startingGrid)
          if (! (puzzleLevel.startingGrid[i] >= 0 && puzzleLevel.startingGrid[i] <= 9) )
              puzzleLevel.startingGrid[i] = 0;
      //TODO: Don't allow loading larger levels, leads to cheating
      while (puzzleLevel.startingGrid.length > maxIndex) puzzleLevel.startingGrid.shift();
      while (puzzleLevel.startingGrid.length < maxIndex) puzzleLevel.startingGrid.unshift(0);
      for (var i in puzzleLevel.startingGrid)
          if (puzzleLevel.startingGrid[i] > 0)
              createBlock(i % maxColumn, Math.floor(i / maxColumn), puzzleLevel.startingGrid[i] - 1);

      //### Experimental feature - allow levels to contain arbitrary QML scenes as well!
      //while (puzzleLevel.children.length)
      //    puzzleLevel.children[0].parent = gameCanvas;
      gameDuration = new Date(); //Don't start until we finish loading
  }

  function puzzleVictoryCheck(clearedAll)//gameOver has also been set if no more moves
  {
      var won = true;
      var soFar = new Date() - gameDuration;
      if (puzzleLevel.scoreTarget != -1 && gameCanvas.score < puzzleLevel.scoreTarget){
          won = false;
      } if (puzzleLevel.scoreTarget != -1 && gameCanvas.score >= puzzleLevel.scoreTarget && !puzzleLevel.mustClear){
          gameOver = true;
      } if (puzzleLevel.timeTarget != -1 && soFar/1000.0 > puzzleLevel.timeTarget){
          gameOver = true;
      } if (puzzleLevel.moveTarget != -1 && gameCanvas.moves >= puzzleLevel.moveTarget){
          gameOver = true;
      } if (puzzleLevel.mustClear && gameOver && !clearedAll) {
          won = false;
      }

      if (gameOver) {
          gameCanvas.gameOver = true;
          gameCanvas.showPuzzleEnd(won);

          if (won) {
              // Store progress
              saveLevelHistory();
          }
      }
  }

  function getHighScore()
  {
      var db = Sql.LocalStorage.openDatabaseSync(
          "SameGame",
          "2.0",
          "SameGame Local Data",
          100
      );
      db.transaction(
          function(tx) {
              tx.executeSql('CREATE TABLE IF NOT EXISTS Scores(game TEXT, score NUMBER, gridSize TEXT, time NUMBER)');
              // Only show results for the current grid size
              var rs = tx.executeSql('SELECT * FROM Scores WHERE gridSize = "'
                  + maxColumn + "x" + maxRow + '" AND game = "' + gameMode + '" ORDER BY score desc');
              if (rs.rows.length > 0)
                  gameCanvas.highScore = rs.rows.item(0).score;
              else
                  gameCanvas.highScore = 0;
          }
      );
  }

  function saveHighScore(score)
  {
      // Offline storage
      var db = Sql.LocalStorage.openDatabaseSync(
          "SameGame",
          "2.0",
          "SameGame Local Data",
          100
      );
      var dataStr = "INSERT INTO Scores VALUES(?, ?, ?, ?)";
      var data = [
          gameMode,
          score,
          maxColumn + "x" + maxRow,
          Math.floor(gameDuration / 1000)
      ];
      if (score >= gameCanvas.highScore)//Update UI field
          gameCanvas.highScore = score;

      db.transaction(
          function(tx) {
              tx.executeSql('CREATE TABLE IF NOT EXISTS Scores(game TEXT, score NUMBER, gridSize TEXT, time NUMBER)');
              tx.executeSql(dataStr, data);
          }
      );
  }

  function getLevelHistory()
  {
      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();
  }