blob: 0e2cd4ea5b710d1e9892a011e99a09f221e2131a [file] [log] [blame]
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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();
}