1
by Loïc Molinari
Initial import |
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/* This script file handles the game logic */
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var maxColumn = 10; |
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var maxRow = 15; |
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var maxIndex = maxColumn * maxRow; |
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var board = new Array(maxIndex); |
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var component; |
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//Index function used instead of a 2D array
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function index(column, row) { |
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return column + (row * maxColumn); |
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}
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function startNewGame() { |
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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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//Close dialogs
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dialog.hide(); |
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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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for (var column = 0; column < maxColumn; column++) { |
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for (var row = 0; row < maxRow; row++) { |
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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 createBlock(column, row) { |
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if (component == null) |
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component = Qt.createComponent("Block.qml"); |
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// Note that if Block.qml was not a local file, component.status would be
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// Loading and we should wait for the component's statusChanged() signal to
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// know when the file is downloaded and ready before calling createObject().
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if (component.status == Component.Ready) { |
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var dynamicObject = component.createObject(gameCanvas); |
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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.type = Math.floor(Math.random() * 3); |
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dynamicObject.x = column * gameCanvas.blockSize; |
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dynamicObject.y = row * gameCanvas.blockSize; |
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dynamicObject.width = gameCanvas.blockSize; |
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dynamicObject.height = gameCanvas.blockSize; |
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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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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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//![1]
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function handleClick(xPos, yPos) { |
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var column = Math.floor(xPos / gameCanvas.blockSize); |
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var row = Math.floor(yPos / 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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gameCanvas.score += (fillFound - 1) * (fillFound - 1); |
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shuffleDown(); |
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victoryCheck(); |
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}
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//![1]
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function floodFill(column, row, type) { |
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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)].opacity = 0; |
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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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//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 += 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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var fallDist = 0; |
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for (var 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 (var row = 0; row < maxRow; row++) { |
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var obj = board[index(column, row)]; |
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if (obj == null) |
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continue; |
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obj.x -= 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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//![2]
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function victoryCheck() { |
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//Award bonus points if no blocks left
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var deservesBonus = true; |
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for (var column = maxColumn - 1; column >= 0; column--) |
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if (board[index(column, maxRow - 1)] != null) |
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deservesBonus = false; |
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if (deservesBonus) |
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gameCanvas.score += 500; |
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//Check whether game has finished
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if (deservesBonus || !(floodMoveCheck(0, maxRow - 1, -1))) |
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dialog.show("Game Over. Your score is " + gameCanvas.score); |
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}
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//![2]
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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) { |
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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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return floodMoveCheck(column + 1, row, myType) || floodMoveCheck(column, row - 1, board[index(column, row)].type); |
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}
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