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/* This script file handles the game logic */
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var maxIndex = maxColumn*maxRow;
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var board = new Array(maxIndex);
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var blockSrc = "SamegameCore/BoomBlock.qml";
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var component = Qt.createComponent(blockSrc);
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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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function timeStr(msecs) {
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var secs = Math.floor(msecs/1000);
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var m = Math.floor(secs/60);
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var ret = "" + m + "m " + (secs%60) + "s";
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function startNewGame()
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//Delete blocks from previous game
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for(var i = 0; i<maxIndex; i++){
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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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nameInputDialog.forceClose();
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board = new Array(maxIndex);
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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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gameDuration = new Date();
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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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//NOTE: Be careful with vars named x,y, as the calling object's x,y are still in scope
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function handleClick(x,y)
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var column = Math.floor(x/gameCanvas.blockSize);
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var row = Math.floor(y/gameCanvas.blockSize);
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if(column >= maxColumn || column < 0 || row >= maxRow || row < 0)
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if(board[index(column, row)] == null)
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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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gameCanvas.score += (fillFound - 1) * (fillFound - 1);
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function floodFill(column,row,type)
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if(board[index(column, row)] == null)
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type = board[index(column,row)].type;
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//Flood fill initialization
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floodBoard = new Array(maxIndex);
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if(column >= maxColumn || column < 0 || row >= maxRow || row < 0)
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if(floodBoard[index(column, row)] == 1 || (!first && type != board[index(column,row)].type))
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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)].dying = true;
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board[index(column,row)] = null;
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function shuffleDown()
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for(var column=0; column<maxColumn; column++){
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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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var obj = board[index(column,row)];
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obj.y = (row+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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for(column=0; column<maxColumn; column++){
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if(board[index(column, maxRow - 1)] == null){
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for(row=0; row<maxRow; row++){
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obj = board[index(column,row)];
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obj.x = (column-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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function victoryCheck()
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//awards bonuses for 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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gameCanvas.score += 500;
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//Checks for game over
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if(deservesBonus || !(floodMoveCheck(0,maxRow-1, -1))){
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gameDuration = new Date() - gameDuration;
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nameInputDialog.show("You won! Please enter your name: ");
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nameInputDialog.initialWidth = nameInputDialog.text.width + 20;
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nameInputDialog.width = nameInputDialog.initialWidth;
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nameInputDialog.text.opacity = 0;//Just a spacer
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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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if(board[index(column, row)] == null)
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var myType = board[index(column, row)].type;
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return floodMoveCheck(column + 1, row, myType) ||
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floodMoveCheck(column, row - 1, board[index(column,row)].type);
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function createBlock(column,row){
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// Note that we don't wait for the component to become ready. This will
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// only work if the block QML is a local file. Otherwise the component will
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// not be ready immediately. There is a statusChanged signal on the
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// component you could use if you want to wait to load remote files.
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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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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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dynamicObject.spawned = true;
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board[index(column,row)] = dynamicObject;
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console.log("error loading block component");
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console.log(component.errorString());
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function saveHighScore(name) {
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var db = openDatabaseSync("SameGameScores", "1.0", "Local SameGame High Scores",100);
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var dataStr = "INSERT INTO Scores VALUES(?, ?, ?, ?)";
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var data = [name, gameCanvas.score, maxColumn+"x"+maxRow ,Math.floor(gameDuration/1000)];
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tx.executeSql('CREATE TABLE IF NOT EXISTS Scores(name TEXT, score NUMBER, gridSize TEXT, time NUMBER)');
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tx.executeSql(dataStr, data);
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//Only show results for the current grid size
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var rs = tx.executeSql('SELECT * FROM Scores WHERE gridSize = "'+maxColumn+"x"+maxRow+'" ORDER BY score desc LIMIT 10');
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var r = "\nHIGH SCORES for this grid size\n\n"
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for(var i = 0; i < rs.rows.length; i++){
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r += (i+1)+". " + rs.rows.item(i).name +' got '
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+ rs.rows.item(i).score + ' points in '
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+ rs.rows.item(i).time + ' seconds.\n';
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function sendHighScore(name) {
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var postman = new XMLHttpRequest()
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var postData = "name="+name+"&score="+gameCanvas.score
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+"&gridSize="+maxColumn+"x"+maxRow +"&time="+Math.floor(gameDuration/1000);
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postman.open("POST", scoresURL, true);
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postman.setRequestHeader("Content-Type", "application/x-www-form-urlencoded");
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postman.onreadystatechange = function() {
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if (postman.readyState == postman.DONE) {
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dialog.show("Your score has been uploaded.");
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postman.send(postData);