1 /* This script file handles the game logic */
4 var maxIndex = maxColumn * maxRow;
5 var board = new Array(maxIndex);
8 //Index function used instead of a 2D array
9 function index(column, row) {
10 return column + (row * maxColumn);
13 function startNewGame() {
14 //Calculate board size
15 maxColumn = Math.floor(gameCanvas.width / gameCanvas.blockSize);
16 maxRow = Math.floor(gameCanvas.height / gameCanvas.blockSize);
17 maxIndex = maxRow * maxColumn;
23 board = new Array(maxIndex);
25 for (var column = 0; column < maxColumn; column++) {
26 for (var row = 0; row < maxRow; row++) {
27 board[index(column, row)] = null;
28 createBlock(column, row);
33 function createBlock(column, row) {
34 if (component == null)
35 component = Qt.createComponent("Block.qml");
37 // Note that if Block.qml was not a local file, component.status would be
38 // Loading and we should wait for the component's statusChanged() signal to
39 // know when the file is downloaded and ready before calling createObject().
40 if (component.status == Component.Ready) {
41 var dynamicObject = component.createObject(gameCanvas);
42 if (dynamicObject == null) {
43 console.log("error creating block");
44 console.log(component.errorString());
47 dynamicObject.type = Math.floor(Math.random() * 3);
48 dynamicObject.x = column * gameCanvas.blockSize;
49 dynamicObject.y = row * gameCanvas.blockSize;
50 dynamicObject.width = gameCanvas.blockSize;
51 dynamicObject.height = gameCanvas.blockSize;
52 board[index(column, row)] = dynamicObject;
54 console.log("error loading block component");
55 console.log(component.errorString());
61 var fillFound; //Set after a floodFill call to the number of blocks found
62 var floodBoard; //Set to 1 if the floodFill reaches off that node
65 function handleClick(xPos, yPos) {
66 var column = Math.floor(xPos / gameCanvas.blockSize);
67 var row = Math.floor(yPos / gameCanvas.blockSize);
68 if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
70 if (board[index(column, row)] == null)
72 //If it's a valid block, remove it and all connected (does nothing if it's not connected)
73 floodFill(column, row, -1);
76 gameCanvas.score += (fillFound - 1) * (fillFound - 1);
82 function floodFill(column, row, type) {
83 if (board[index(column, row)] == null)
88 type = board[index(column, row)].type;
90 //Flood fill initialization
92 floodBoard = new Array(maxIndex);
94 if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
96 if (floodBoard[index(column, row)] == 1 || (!first && type != board[index(column, row)].type))
98 floodBoard[index(column, row)] = 1;
99 floodFill(column + 1, row, type);
100 floodFill(column - 1, row, type);
101 floodFill(column, row + 1, type);
102 floodFill(column, row - 1, type);
103 if (first == true && fillFound == 0)
104 return; //Can't remove single blocks
105 board[index(column, row)].opacity = 0;
106 board[index(column, row)] = null;
110 function shuffleDown() {
112 for (var column = 0; column < maxColumn; column++) {
114 for (var row = maxRow - 1; row >= 0; row--) {
115 if (board[index(column, row)] == null) {
119 var obj = board[index(column, row)];
120 obj.y += fallDist * gameCanvas.blockSize;
121 board[index(column, row + fallDist)] = obj;
122 board[index(column, row)] = null;
129 for (var column = 0; column < maxColumn; column++) {
130 if (board[index(column, maxRow - 1)] == null) {
134 for (var row = 0; row < maxRow; row++) {
135 var obj = board[index(column, row)];
138 obj.x -= fallDist * gameCanvas.blockSize;
139 board[index(column - fallDist, row)] = obj;
140 board[index(column, row)] = null;
148 function victoryCheck() {
149 //Award bonus points if no blocks left
150 var deservesBonus = true;
151 for (var column = maxColumn - 1; column >= 0; column--)
152 if (board[index(column, maxRow - 1)] != null)
153 deservesBonus = false;
155 gameCanvas.score += 500;
157 //Check whether game has finished
158 if (deservesBonus || !(floodMoveCheck(0, maxRow - 1, -1)))
159 dialog.show("Game Over. Your score is " + gameCanvas.score);
163 //only floods up and right, to see if it can find adjacent same-typed blocks
164 function floodMoveCheck(column, row, type) {
165 if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
167 if (board[index(column, row)] == null)
169 var myType = board[index(column, row)].type;
172 return floodMoveCheck(column + 1, row, myType) || floodMoveCheck(column, row - 1, board[index(column, row)].type);