<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>logic.js Example File | Qt Quick 5.9</title> <link rel="stylesheet" type="text/css" href="style/offline-simple.css" /> <script type="text/javascript"> document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css"); // loading style sheet breaks anchors that were jumped to before // so force jumping to anchor again setTimeout(function() { var anchor = location.hash; // need to jump to different anchor first (e.g. none) location.hash = "#"; setTimeout(function() { location.hash = anchor; }, 0); }, 0); </script> </head> <body> <div class="header" id="qtdocheader"> <div class="main"> <div class="main-rounded"> <div class="navigationbar"> <table><tr> <td >Qt 5.9</td><td ><a href="qtquick-index.html">Qt Quick</a></td><td ><a href="qtquick-demos-maroon-example.html">Qt Quick Demo - Maroon in Trouble</a></td><td >logic.js Example File</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right">Qt 5.9.4 Reference Documentation</td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"><div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">logic.js Example File</h1> <span class="subtitle">demos/maroon/content/logic.js</span> <!-- $$$demos/maroon/content/logic.js-description --> <div class="descr"> <a name="details"></a> <pre class="js"> <span class="comment">/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/</span> .pragma library // Shared game state .import QtQuick 2.0 as QQ // Game Stuff var <span class="name">gameState</span> <span class="comment">// Local reference</span> <span class="keyword">function</span> <span class="name">getGameState</span>() { <span class="keyword">return</span> <span class="name">gameState</span>; } var <span class="name">towerData</span> = [ <span class="comment">// Name and cost, stats are in the delegate per instance</span> { "name": <span class="string">"Melee"</span>, "cost": <span class="number">20</span> }, { "name": <span class="string">"Ranged"</span>, "cost": <span class="number">50</span> }, { "name": <span class="string">"Bomb"</span>, "cost": <span class="number">75</span> }, { "name": <span class="string">"Factory"</span>, "cost": <span class="number">25</span> } ] var <span class="name">waveBaseData</span> = [<span class="number">300</span>, <span class="number">290</span>, <span class="number">280</span>, <span class="number">270</span>, <span class="number">220</span>, <span class="number">180</span>, <span class="number">160</span>, <span class="number">80</span>, <span class="number">80</span>, <span class="number">80</span>, <span class="number">30</span>, <span class="number">30</span>, <span class="number">30</span>, <span class="number">30</span>]; var <span class="name">waveData</span> = []; var <span class="name">towerComponents</span> = new <span class="name">Array</span>(<span class="name">towerData</span>.<span class="name">length</span>); var <span class="name">mobComponent</span> = <span class="name">Qt</span>.<span class="name">createComponent</span>(<span class="string">"mobs/MobBase.qml"</span>); <span class="keyword">function</span> <span class="name">endGame</span>() { <span class="name">gameState</span>.<span class="name">gameRunning</span> <span class="operator">=</span> <span class="number">false</span>; <span class="name">gameState</span>.<span class="name">gameOver</span> <span class="operator">=</span> <span class="number">true</span>; <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">i</span> = <span class="number">0</span>; <span class="name">i</span> <span class="operator"><</span> <span class="name">gameState</span>.<span class="name">cols</span>; i++) { <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">j</span> = <span class="number">0</span>; <span class="name">j</span> <span class="operator"><</span> <span class="name">gameState</span>.<span class="name">rows</span>; j++) { <span class="keyword">if</span> (<span class="name">gameState</span>.<span class="name">towers</span>[<span class="name">towerIdx</span>(<span class="name">i</span>, <span class="name">j</span>)]) { <span class="name">gameState</span>.<span class="name">towers</span>[<span class="name">towerIdx</span>(<span class="name">i</span>, <span class="name">j</span>)].<span class="name">destroy</span>(); <span class="name">gameState</span>.<span class="name">towers</span>[<span class="name">towerIdx</span>(<span class="name">i</span>, <span class="name">j</span>)] <span class="operator">=</span> <span class="number">null</span>; } } <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">j</span> in <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">i</span>]) <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">i</span>][<span class="name">j</span>].<span class="name">destroy</span>(); <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">i</span>].<span class="name">splice</span>(<span class="number">0</span>,<span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">i</span>].<span class="name">length</span>); <span class="comment">//Leaves queue reusable</span> } } <span class="keyword">function</span> <span class="name">startGame</span>(<span class="name">gameCanvas</span>) { <span class="name">waveData</span> <span class="operator">=</span> new <span class="name">Array</span>(); <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">i</span> in <span class="name">waveBaseData</span>) <span class="name">waveData</span>[<span class="name">i</span>] <span class="operator">=</span> <span class="name">waveBaseData</span>[<span class="name">i</span>]; <span class="name">gameState</span>.<span class="name">freshState</span>(); <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">i</span> = <span class="number">0</span>; <span class="name">i</span> <span class="operator"><</span> <span class="name">gameCanvas</span>.<span class="name">cols</span>; i++) { <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">j</span> = <span class="number">0</span>; <span class="name">j</span> <span class="operator"><</span> <span class="name">gameCanvas</span>.<span class="name">rows</span>; j++) <span class="name">gameState</span>.<span class="name">towers</span>[<span class="name">towerIdx</span>(<span class="name">i</span>, <span class="name">j</span>)] <span class="operator">=</span> <span class="number">null</span>; <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">i</span>] <span class="operator">=</span> new <span class="name">Array</span>(); } <span class="name">gameState</span>.<span class="name">towers</span>[<span class="name">towerIdx</span>(<span class="number">0</span>, <span class="number">0</span>)] <span class="operator">=</span> <span class="name">newTower</span>(<span class="number">3</span>, <span class="number">0</span>, <span class="number">0</span>);<span class="comment">//Start with a starfish in the corner</span> <span class="name">gameState</span>.<span class="name">gameRunning</span> <span class="operator">=</span> <span class="number">true</span>; <span class="name">gameState</span>.<span class="name">gameOver</span> <span class="operator">=</span> <span class="number">false</span>; } <span class="keyword">function</span> <span class="name">newGameState</span>(<span class="name">gameCanvas</span>) { <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">i</span> = <span class="number">0</span>; <span class="name">i</span> <span class="operator"><</span> <span class="name">towerComponents</span>.<span class="name">length</span>; i++) { <span class="name">towerComponents</span>[<span class="name">i</span>] <span class="operator">=</span> <span class="name">Qt</span>.<span class="name">createComponent</span>(<span class="string">"towers/"</span> <span class="operator">+</span> <span class="name">towerData</span>[<span class="name">i</span>].<span class="name">name</span> <span class="operator">+</span> <span class="string">".qml"</span>); <span class="keyword">if</span> (<span class="name">towerComponents</span>[<span class="name">i</span>].<span class="name">status</span> <span class="operator">==</span> <span class="name">QQ</span>.<span class="name">Component</span>.<span class="name">Error</span>) { <span class="name">gameCanvas</span>.<span class="name">errored</span> <span class="operator">=</span> <span class="number">true</span>; <span class="name">gameCanvas</span>.<span class="name">errorString</span> <span class="operator">+=</span> <span class="string">"Loading Tower "</span> <span class="operator">+</span> <span class="name">towerData</span>[<span class="name">i</span>].<span class="name">name</span> <span class="operator">+</span> <span class="string">"\n"</span> <span class="operator">+</span> (<span class="name">towerComponents</span>[<span class="name">i</span>].<span class="name">errorString</span>()); <span class="name">console</span>.<span class="name">log</span>(<span class="name">towerComponents</span>[<span class="name">i</span>].<span class="name">errorString</span>()); } } <span class="name">gameState</span> <span class="operator">=</span> <span class="name">gameCanvas</span>; <span class="name">gameState</span>.<span class="name">freshState</span>(); <span class="name">gameState</span>.<span class="name">towers</span> <span class="operator">=</span> new <span class="name">Array</span>(<span class="name">gameCanvas</span>.<span class="name">rows</span> <span class="operator">*</span> <span class="name">gameCanvas</span>.<span class="name">cols</span>); <span class="name">gameState</span>.<span class="name">mobs</span> <span class="operator">=</span> new <span class="name">Array</span>(<span class="name">gameCanvas</span>.<span class="name">cols</span>); <span class="keyword">return</span> <span class="name">gameState</span>; } <span class="keyword">function</span> <span class="name">row</span>(<span class="name">y</span>) { <span class="keyword">return</span> <span class="name">Math</span>.<span class="name">floor</span>(<span class="name">y</span> <span class="operator">/</span> <span class="name">gameState</span>.<span class="name">squareSize</span>); } <span class="keyword">function</span> <span class="name">col</span>(<span class="name">x</span>) { <span class="keyword">return</span> <span class="name">Math</span>.<span class="name">floor</span>(<span class="name">x</span> <span class="operator">/</span> <span class="name">gameState</span>.<span class="name">squareSize</span>); } <span class="keyword">function</span> <span class="name">towerIdx</span>(<span class="name">x</span>, y) { <span class="keyword">return</span> <span class="name">y</span> <span class="operator">+</span> (<span class="name">x</span> <span class="operator">*</span> <span class="name">gameState</span>.<span class="name">rows</span>); } <span class="keyword">function</span> <span class="name">newMob</span>(<span class="name">col</span>) { var <span class="name">ret</span> = <span class="name">mobComponent</span>.<span class="name">createObject</span>(<span class="name">gameState</span>.<span class="name">canvas</span>, { "col" : <span class="name">col</span>, "speed" : (<span class="name">Math</span>.<span class="name">min</span>(<span class="number">2.0</span>, <span class="number">0.10</span> <span class="operator">*</span> (<span class="name">gameState</span>.<span class="name">waveNumber</span> <span class="operator">+</span> <span class="number">1</span>))), "y" : <span class="name">gameState</span>.<span class="name">canvas</span>.<span class="name">height</span> }); <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">col</span>].<span class="name">push</span>(<span class="name">ret</span>); <span class="keyword">return</span> <span class="name">ret</span>; } <span class="keyword">function</span> <span class="name">newTower</span>(<span class="name">type</span>, row, col) { var <span class="name">ret</span> = <span class="name">towerComponents</span>[<span class="name">type</span>].<span class="name">createObject</span>(<span class="name">gameState</span>.<span class="name">canvas</span>); <span class="name">ret</span>.<span class="name">row</span> <span class="operator">=</span> <span class="name">row</span>; <span class="name">ret</span>.<span class="name">col</span> <span class="operator">=</span> <span class="name">col</span>; <span class="name">ret</span>.<span class="name">fireCounter</span> <span class="operator">=</span> <span class="name">ret</span>.<span class="name">rof</span>; <span class="name">ret</span>.<span class="name">spawn</span>(); <span class="keyword">return</span> <span class="name">ret</span>; } <span class="keyword">function</span> <span class="name">buildTower</span>(<span class="name">type</span>, x, y) { <span class="keyword">if</span> (<span class="name">gameState</span>.<span class="name">towers</span>[<span class="name">towerIdx</span>(<span class="name">x</span>,<span class="name">y</span>)] <span class="operator">!=</span> <span class="number">null</span>) { <span class="keyword">if</span> (<span class="name">type</span> <span class="operator"><=</span> <span class="number">0</span>) { <span class="name">gameState</span>.<span class="name">towers</span>[<span class="name">towerIdx</span>(<span class="name">x</span>,<span class="name">y</span>)].<span class="name">sell</span>(); <span class="name">gameState</span>.<span class="name">towers</span>[<span class="name">towerIdx</span>(<span class="name">x</span>,<span class="name">y</span>)] <span class="operator">=</span> <span class="number">null</span>; } } <span class="keyword">else</span> { <span class="keyword">if</span> (<span class="name">gameState</span>.<span class="name">coins</span> <span class="operator"><</span> <span class="name">towerData</span>[<span class="name">type</span> <span class="operator">-</span> <span class="number">1</span>].<span class="name">cost</span>) <span class="keyword">return</span>; <span class="name">gameState</span>.<span class="name">towers</span>[<span class="name">towerIdx</span>(<span class="name">x</span>, <span class="name">y</span>)] <span class="operator">=</span> <span class="name">newTower</span>(<span class="name">type</span> <span class="operator">-</span> <span class="number">1</span>, <span class="name">y</span>, <span class="name">x</span>); <span class="name">gameState</span>.<span class="name">coins</span> <span class="operator">-=</span> <span class="name">towerData</span>[<span class="name">type</span> <span class="operator">-</span> <span class="number">1</span>].<span class="name">cost</span>; } } <span class="keyword">function</span> <span class="name">killMob</span>(<span class="name">col</span>, mob) { <span class="keyword">if</span> (!<span class="name">mob</span>) <span class="keyword">return</span>; var <span class="name">idx</span> = <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">col</span>].<span class="name">indexOf</span>(<span class="name">mob</span>); <span class="keyword">if</span> (<span class="name">idx</span> <span class="operator">==</span> -<span class="number">1</span> <span class="operator">||</span> !<span class="name">mob</span>.<span class="name">hp</span>) <span class="keyword">return</span>; <span class="name">mob</span>.<span class="name">hp</span> <span class="operator">=</span> <span class="number">0</span>; <span class="name">mob</span>.<span class="name">die</span>(); <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">col</span>].<span class="name">splice</span>(<span class="name">idx</span>,<span class="number">1</span>); } <span class="keyword">function</span> <span class="name">killTower</span>(<span class="name">row</span>, col) { var <span class="name">tower</span> = <span class="name">gameState</span>.<span class="name">towers</span>[<span class="name">towerIdx</span>(<span class="name">col</span>, <span class="name">row</span>)]; <span class="keyword">if</span> (!<span class="name">tower</span>) <span class="keyword">return</span>; <span class="name">tower</span>.<span class="name">hp</span> <span class="operator">=</span> <span class="number">0</span>; <span class="name">tower</span>.<span class="name">die</span>(); <span class="name">gameState</span>.<span class="name">towers</span>[<span class="name">towerIdx</span>(<span class="name">col</span>, <span class="name">row</span>)] <span class="operator">=</span> <span class="number">null</span>; } <span class="keyword">function</span> <span class="name">tick</span>() { <span class="keyword">if</span> (!<span class="name">gameState</span>.<span class="name">gameRunning</span>) <span class="keyword">return</span>; <span class="comment">// Spawn</span> <span class="name">gameState</span>.<span class="name">waveProgress</span> <span class="operator">+=</span> <span class="number">1</span>; var <span class="name">i</span> = <span class="name">gameState</span>.<span class="name">waveProgress</span>; var <span class="name">j</span> = <span class="number">0</span>; <span class="keyword">while</span> (<span class="name">i</span> <span class="operator">></span> <span class="number">0</span> <span class="operator">&&</span> <span class="name">j</span> <span class="operator"><</span> <span class="name">waveData</span>.<span class="name">length</span>) <span class="name">i</span> <span class="operator">-=</span> <span class="name">waveData</span>[j++]; <span class="keyword">if</span> ( <span class="name">i</span> <span class="operator">==</span> <span class="number">0</span> ) <span class="comment">// Spawn a mob</span> <span class="name">newMob</span>(<span class="name">Math</span>.<span class="name">floor</span>(<span class="name">Math</span>.<span class="name">random</span>() <span class="operator">*</span> <span class="name">gameState</span>.<span class="name">cols</span>)); <span class="keyword">if</span> ( <span class="name">j</span> <span class="operator">==</span> <span class="name">waveData</span>.<span class="name">length</span> ) { <span class="comment">// Next Wave</span> <span class="name">gameState</span>.<span class="name">waveNumber</span> <span class="operator">+=</span> <span class="number">1</span>; <span class="name">gameState</span>.<span class="name">waveProgress</span> <span class="operator">=</span> <span class="number">0</span>; var <span class="name">waveModifier</span> = <span class="number">10</span>; <span class="comment">// Constant governing how much faster the next wave is to spawn (not fish speed)</span> <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">k</span> in <span class="name">waveData</span> ) <span class="comment">// Slightly faster</span> <span class="keyword">if</span> (<span class="name">waveData</span>[<span class="name">k</span>] <span class="operator">></span> <span class="name">waveModifier</span>) <span class="name">waveData</span>[<span class="name">k</span>] <span class="operator">-=</span> <span class="name">waveModifier</span>; } <span class="comment">// Towers Attack</span> <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">j</span> in <span class="name">gameState</span>.<span class="name">towers</span>) { var <span class="name">tower</span> = <span class="name">gameState</span>.<span class="name">towers</span>[<span class="name">j</span>]; <span class="keyword">if</span> (<span class="name">tower</span> <span class="operator">==</span> <span class="number">null</span>) <span class="keyword">continue</span>; <span class="keyword">if</span> (<span class="name">tower</span>.<span class="name">fireCounter</span> <span class="operator">></span> <span class="number">0</span>) { <span class="name">tower</span>.<span class="name">fireCounter</span> <span class="operator">-=</span> <span class="number">1</span>; <span class="keyword">continue</span>; } var <span class="name">column</span> = <span class="name">tower</span>.<span class="name">col</span>; <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">k</span> in <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">column</span>]) { var <span class="name">conflict</span> = <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">column</span>][<span class="name">k</span>]; <span class="keyword">if</span> (<span class="name">conflict</span>.<span class="name">y</span> <span class="operator"><=</span> <span class="name">gameState</span>.<span class="name">canvas</span>.<span class="name">height</span> <span class="operator">&&</span> <span class="name">conflict</span>.<span class="name">y</span> <span class="operator">+</span> <span class="name">conflict</span>.<span class="name">height</span> <span class="operator">></span> <span class="name">tower</span>.<span class="name">y</span> <span class="operator">&&</span> <span class="name">conflict</span>.<span class="name">y</span> <span class="operator">-</span> ((<span class="name">tower</span>.<span class="name">row</span> <span class="operator">+</span> <span class="number">1</span>) <span class="operator">*</span> <span class="name">gameState</span>.<span class="name">squareSize</span>) <span class="operator"><</span> <span class="name">gameState</span>.<span class="name">squareSize</span> <span class="operator">*</span> <span class="name">tower</span>.<span class="name">range</span>) { <span class="comment">// In Range</span> <span class="name">tower</span>.<span class="name">fire</span>(); <span class="name">tower</span>.<span class="name">fireCounter</span> <span class="operator">=</span> <span class="name">tower</span>.<span class="name">rof</span>; <span class="name">conflict</span>.<span class="name">hit</span>(<span class="name">tower</span>.<span class="name">damage</span>); } } <span class="comment">// Income</span> <span class="keyword">if</span> (<span class="name">tower</span>.<span class="name">income</span>) { <span class="name">gameState</span>.<span class="name">coins</span> <span class="operator">+=</span> <span class="name">tower</span>.<span class="name">income</span>; <span class="name">tower</span>.<span class="name">fire</span>(); <span class="name">tower</span>.<span class="name">fireCounter</span> <span class="operator">=</span> <span class="name">tower</span>.<span class="name">rof</span>; } } <span class="comment">// Mobs move</span> <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">i</span> = <span class="number">0</span>; <span class="name">i</span> <span class="operator"><</span> <span class="name">gameState</span>.<span class="name">cols</span>; i++) { <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">j</span> = <span class="number">0</span>; <span class="name">j</span> <span class="operator"><</span> <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">i</span>].<span class="name">length</span>; j++) { var <span class="name">mob</span> = <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">i</span>][<span class="name">j</span>]; var <span class="name">newPos</span> = <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">i</span>][<span class="name">j</span>].<span class="name">y</span> <span class="operator">-</span> <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">i</span>][<span class="name">j</span>].<span class="name">speed</span>; <span class="keyword">if</span> (<span class="name">newPos</span> <span class="operator"><</span> <span class="number">0</span>) { <span class="name">gameState</span>.<span class="name">lives</span> <span class="operator">-=</span> <span class="number">1</span>; <span class="name">killMob</span>(<span class="name">i</span>, <span class="name">mob</span>); <span class="keyword">if</span> (<span class="name">gameState</span>.<span class="name">lives</span> <span class="operator"><=</span> <span class="number">0</span>) <span class="name">endGame</span>(); <span class="keyword">continue</span>; } var <span class="name">conflict</span> = <span class="name">gameState</span>.<span class="name">towers</span>[<span class="name">towerIdx</span>(<span class="name">i</span>, <span class="name">row</span>(<span class="name">newPos</span>))]; <span class="keyword">if</span> (<span class="name">conflict</span> <span class="operator">!=</span> <span class="number">null</span>) { <span class="keyword">if</span> (<span class="name">mob</span>.<span class="name">y</span> <span class="operator"><</span> <span class="name">conflict</span>.<span class="name">y</span> <span class="operator">+</span> <span class="name">gameState</span>.<span class="name">squareSize</span>) <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">i</span>][<span class="name">j</span>].<span class="name">y</span> <span class="operator">+=</span> <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">i</span>][<span class="name">j</span>].<span class="name">speed</span> <span class="operator">*</span> <span class="number">10</span>; <span class="comment">// Moved inside tower, now hurry back out</span> <span class="keyword">if</span> (<span class="name">mob</span>.<span class="name">fireCounter</span> <span class="operator">></span> <span class="number">0</span>) { mob.fireCounter--; } <span class="keyword">else</span> { <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">i</span>][<span class="name">j</span>].<span class="name">fire</span>(); <span class="name">conflict</span>.<span class="name">hp</span> <span class="operator">-=</span> <span class="name">mob</span>.<span class="name">damage</span>; <span class="keyword">if</span> (<span class="name">conflict</span>.<span class="name">hp</span> <span class="operator"><=</span> <span class="number">0</span>) <span class="name">killTower</span>(<span class="name">conflict</span>.<span class="name">row</span>, <span class="name">conflict</span>.<span class="name">col</span>); <span class="name">mob</span>.<span class="name">fireCounter</span> <span class="operator">=</span> <span class="name">mob</span>.<span class="name">rof</span>; } } <span class="keyword">else</span> { <span class="name">gameState</span>.<span class="name">mobs</span>[<span class="name">i</span>][<span class="name">j</span>].<span class="name">y</span> <span class="operator">=</span> <span class="name">newPos</span>; } } } } </pre> </div> <!-- @@@demos/maroon/content/logic.js --> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2017 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.<br> The documentation provided herein is licensed under the terms of the <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation License version 1.3</a> as published by the Free Software Foundation.<br> Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. </p> </div> </body> </html>