~loic.molinari/+junk/qtdeclarative-shadereffectsource-changes

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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