<?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>samegame.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-samegame-example.html">Qt Quick Demo - Same Game</a></td><td >samegame.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">samegame.js Example File</h1> <span class="subtitle">demos/samegame/content/samegame.js</span> <!-- $$$demos/samegame/content/samegame.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> <span class="comment">/* This script file handles the game logic */</span> .pragma library .import QtQuick.LocalStorage 2.0 as Sql var <span class="name">maxColumn</span> = <span class="number">10</span>; var <span class="name">maxRow</span> = <span class="number">13</span>; var <span class="name">types</span> = <span class="number">3</span>; var <span class="name">maxIndex</span> = <span class="name">maxColumn</span><span class="operator">*</span><span class="name">maxRow</span>; var <span class="name">board</span> = new <span class="name">Array</span>(<span class="name">maxIndex</span>); var <span class="name">blockSrc</span> = <span class="string">"Block.qml"</span>; var <span class="name">gameDuration</span>; var <span class="name">component</span> = <span class="name">Qt</span>.<span class="name">createComponent</span>(<span class="name">blockSrc</span>); var <span class="name">gameCanvas</span>; var <span class="name">betweenTurns</span> = <span class="number">false</span>; var <span class="name">puzzleLevel</span> = <span class="number">null</span>; var <span class="name">puzzlePath</span> = <span class="string">""</span>; var <span class="name">gameMode</span> = <span class="string">"arcade"</span>; <span class="comment">//Set in new game, then tweaks behaviour of other functions</span> var <span class="name">gameOver</span> = <span class="number">false</span>; <span class="keyword">function</span> <span class="name">changeBlock</span>(<span class="name">src</span>) { <span class="name">blockSrc</span> <span class="operator">=</span> <span class="name">src</span>; <span class="name">component</span> <span class="operator">=</span> <span class="name">Qt</span>.<span class="name">createComponent</span>(<span class="name">blockSrc</span>); } <span class="comment">// Index function used instead of a 2D array</span> <span class="keyword">function</span> <span class="name">index</span>(<span class="name">column</span>, row) { <span class="keyword">return</span> <span class="name">column</span> <span class="operator">+</span> <span class="name">row</span> <span class="operator">*</span> <span class="name">maxColumn</span>; } <span class="keyword">function</span> <span class="name">timeStr</span>(<span class="name">msecs</span>) { var <span class="name">secs</span> = <span class="name">Math</span>.<span class="name">floor</span>(<span class="name">msecs</span><span class="operator">/</span><span class="number">1000</span>); var <span class="name">m</span> = <span class="name">Math</span>.<span class="name">floor</span>(<span class="name">secs</span><span class="operator">/</span><span class="number">60</span>); var <span class="name">ret</span> = <span class="string">""</span> <span class="operator">+</span> <span class="name">m</span> <span class="operator">+</span> <span class="string">"m "</span> <span class="operator">+</span> (<span class="name">secs</span><span class="operator">%</span><span class="number">60</span>) <span class="operator">+</span> <span class="string">"s"</span>; <span class="keyword">return</span> <span class="name">ret</span>; } <span class="keyword">function</span> <span class="name">cleanUp</span>() { <span class="keyword">if</span> (<span class="name">gameCanvas</span> <span class="operator">==</span> <span class="name">undefined</span>) <span class="keyword">return</span>; <span class="comment">// Delete blocks from previous game</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">maxIndex</span>; i++) { <span class="keyword">if</span> (<span class="name">board</span>[<span class="name">i</span>] <span class="operator">!=</span> <span class="number">null</span>) <span class="name">board</span>[<span class="name">i</span>].<span class="name">destroy</span>(); <span class="name">board</span>[<span class="name">i</span>] <span class="operator">=</span> <span class="number">null</span>; } <span class="keyword">if</span> (<span class="name">puzzleLevel</span> <span class="operator">!=</span> <span class="number">null</span>){ <span class="name">puzzleLevel</span>.<span class="name">destroy</span>(); <span class="name">puzzleLevel</span> <span class="operator">=</span> <span class="number">null</span>; } <span class="name">gameCanvas</span>.<span class="name">mode</span> <span class="operator">=</span> <span class="string">""</span> } <span class="keyword">function</span> <span class="name">startNewGame</span>(<span class="name">gc</span>, mode, map) { <span class="name">gameCanvas</span> <span class="operator">=</span> <span class="name">gc</span>; <span class="keyword">if</span> (<span class="name">mode</span> <span class="operator">==</span> <span class="name">undefined</span>) <span class="name">gameMode</span> <span class="operator">=</span> <span class="string">"arcade"</span>; <span class="keyword">else</span> <span class="name">gameMode</span> <span class="operator">=</span> <span class="name">mode</span>; <span class="name">gameOver</span> <span class="operator">=</span> <span class="number">false</span>; <span class="name">cleanUp</span>(); <span class="name">gc</span>.<span class="name">gameOver</span> <span class="operator">=</span> <span class="number">false</span>; <span class="name">gc</span>.<span class="name">mode</span> <span class="operator">=</span> <span class="name">gameMode</span>; <span class="comment">// Calculate board size</span> <span class="name">maxColumn</span> <span class="operator">=</span> <span class="name">Math</span>.<span class="name">floor</span>(<span class="name">gameCanvas</span>.<span class="name">width</span><span class="operator">/</span><span class="name">gameCanvas</span>.<span class="name">blockSize</span>); <span class="name">maxRow</span> <span class="operator">=</span> <span class="name">Math</span>.<span class="name">floor</span>(<span class="name">gameCanvas</span>.<span class="name">height</span><span class="operator">/</span><span class="name">gameCanvas</span>.<span class="name">blockSize</span>); <span class="name">maxIndex</span> <span class="operator">=</span> <span class="name">maxRow</span> <span class="operator">*</span> <span class="name">maxColumn</span>; <span class="keyword">if</span> (<span class="name">gameMode</span> <span class="operator">==</span> <span class="string">"arcade"</span>) <span class="comment">//Needs to be after board sizing</span> <span class="name">getHighScore</span>(); <span class="comment">// Initialize Board</span> <span class="name">board</span> <span class="operator">=</span> new <span class="name">Array</span>(<span class="name">maxIndex</span>); <span class="name">gameCanvas</span>.<span class="name">score</span> <span class="operator">=</span> <span class="number">0</span>; <span class="name">gameCanvas</span>.<span class="name">score2</span> <span class="operator">=</span> <span class="number">0</span>; <span class="name">gameCanvas</span>.<span class="name">moves</span> <span class="operator">=</span> <span class="number">0</span>; <span class="name">gameCanvas</span>.<span class="name">curTurn</span> <span class="operator">=</span> <span class="number">1</span>; <span class="keyword">if</span> (<span class="name">gameMode</span> <span class="operator">==</span> <span class="string">"puzzle"</span>) <span class="name">loadMap</span>(<span class="name">map</span>); <span class="keyword">else</span><span class="comment">//Note that we load them in reverse order for correct visual stacking</span> <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">column</span> = <span class="name">maxColumn</span> <span class="operator">-</span> <span class="number">1</span>; <span class="name">column</span> <span class="operator">>=</span> <span class="number">0</span>; column--) <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">row</span> = <span class="name">maxRow</span> <span class="operator">-</span> <span class="number">1</span>; <span class="name">row</span> <span class="operator">>=</span> <span class="number">0</span>; row--) <span class="name">createBlock</span>(<span class="name">column</span>, <span class="name">row</span>); <span class="keyword">if</span> (<span class="name">gameMode</span> <span class="operator">==</span> <span class="string">"puzzle"</span>) <span class="name">getLevelHistory</span>();<span class="comment">//Needs to be after map load</span> <span class="name">gameDuration</span> <span class="operator">=</span> new <span class="name">Date</span>(); } var <span class="name">fillFound</span>; <span class="comment">// Set after a floodFill call to the number of blocks found</span> var <span class="name">floodBoard</span>; <span class="comment">// Set to 1 if the floodFill reaches off that node</span> <span class="comment">// NOTE: Be careful with vars named x,y, as the calling object's x,y are still in scope</span> <span class="keyword">function</span> <span class="name">handleClick</span>(<span class="name">x</span>,y) { <span class="keyword">if</span> (<span class="name">betweenTurns</span> <span class="operator">||</span> <span class="name">gameOver</span> <span class="operator">||</span> <span class="name">gameCanvas</span> <span class="operator">==</span> <span class="name">undefined</span>) <span class="keyword">return</span>; var <span class="name">column</span> = <span class="name">Math</span>.<span class="name">floor</span>(<span class="name">x</span><span class="operator">/</span><span class="name">gameCanvas</span>.<span class="name">blockSize</span>); var <span class="name">row</span> = <span class="name">Math</span>.<span class="name">floor</span>(<span class="name">y</span><span class="operator">/</span><span class="name">gameCanvas</span>.<span class="name">blockSize</span>); <span class="keyword">if</span> (<span class="name">column</span> <span class="operator">>=</span> <span class="name">maxColumn</span> <span class="operator">||</span> <span class="name">column</span> <span class="operator"><</span> <span class="number">0</span> <span class="operator">||</span> <span class="name">row</span> <span class="operator">>=</span> <span class="name">maxRow</span> <span class="operator">||</span> <span class="name">row</span> <span class="operator"><</span> <span class="number">0</span>) <span class="keyword">return</span>; <span class="keyword">if</span> (<span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)] <span class="operator">==</span> <span class="number">null</span>) <span class="keyword">return</span>; <span class="comment">// If it's a valid block, remove it and all connected (does nothing if it's not connected)</span> <span class="name">floodFill</span>(<span class="name">column</span>,<span class="name">row</span>, -<span class="number">1</span>); <span class="keyword">if</span> (<span class="name">fillFound</span> <span class="operator"><=</span> <span class="number">0</span>) <span class="keyword">return</span>; <span class="keyword">if</span> (<span class="name">gameMode</span> <span class="operator">==</span> <span class="string">"multiplayer"</span> <span class="operator">&&</span> <span class="name">gameCanvas</span>.<span class="name">curTurn</span> <span class="operator">==</span> <span class="number">2</span>) <span class="name">gameCanvas</span>.<span class="name">score2</span> <span class="operator">+=</span> (<span class="name">fillFound</span> <span class="operator">-</span> <span class="number">1</span>) <span class="operator">*</span> (<span class="name">fillFound</span> <span class="operator">-</span> <span class="number">1</span>); <span class="keyword">else</span> <span class="name">gameCanvas</span>.<span class="name">score</span> <span class="operator">+=</span> (<span class="name">fillFound</span> <span class="operator">-</span> <span class="number">1</span>) <span class="operator">*</span> (<span class="name">fillFound</span> <span class="operator">-</span> <span class="number">1</span>); <span class="keyword">if</span> (<span class="name">gameMode</span> <span class="operator">==</span> <span class="string">"multiplayer"</span> <span class="operator">&&</span> <span class="name">gameCanvas</span>.<span class="name">curTurn</span> <span class="operator">==</span> <span class="number">2</span>) <span class="name">shuffleUp</span>(); <span class="keyword">else</span> <span class="name">shuffleDown</span>(); <span class="name">gameCanvas</span>.<span class="name">moves</span> <span class="operator">+=</span> <span class="number">1</span>; <span class="keyword">if</span> (<span class="name">gameMode</span> <span class="operator">==</span> <span class="string">"endless"</span>) <span class="name">refill</span>(); <span class="keyword">else</span> <span class="keyword">if</span> (<span class="name">gameMode</span> <span class="operator">!=</span> <span class="string">"multiplayer"</span>) <span class="name">victoryCheck</span>(); <span class="keyword">if</span> (<span class="name">gameMode</span> <span class="operator">==</span> <span class="string">"multiplayer"</span> <span class="operator">&&</span> !<span class="name">gc</span>.<span class="name">gameOver</span>){ <span class="name">betweenTurns</span> <span class="operator">=</span> <span class="number">true</span>; <span class="name">gameCanvas</span>.<span class="name">swapPlayers</span>();<span class="comment">//signal, animate and call turnChange() when ready</span> } } <span class="keyword">function</span> <span class="name">floodFill</span>(<span class="name">column</span>,row,type) { <span class="keyword">if</span> (<span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)] <span class="operator">==</span> <span class="number">null</span>) <span class="keyword">return</span>; var <span class="name">first</span> = <span class="number">false</span>; <span class="keyword">if</span> (<span class="name">type</span> <span class="operator">==</span> -<span class="number">1</span>) { <span class="name">first</span> <span class="operator">=</span> <span class="number">true</span>; <span class="name">type</span> <span class="operator">=</span> <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>,<span class="name">row</span>)].<span class="name">type</span>; <span class="comment">// Flood fill initialization</span> <span class="name">fillFound</span> <span class="operator">=</span> <span class="number">0</span>; <span class="name">floodBoard</span> <span class="operator">=</span> new <span class="name">Array</span>(<span class="name">maxIndex</span>); } <span class="keyword">if</span> (<span class="name">column</span> <span class="operator">>=</span> <span class="name">maxColumn</span> <span class="operator">||</span> <span class="name">column</span> <span class="operator"><</span> <span class="number">0</span> <span class="operator">||</span> <span class="name">row</span> <span class="operator">>=</span> <span class="name">maxRow</span> <span class="operator">||</span> <span class="name">row</span> <span class="operator"><</span> <span class="number">0</span>) <span class="keyword">return</span>; <span class="keyword">if</span> (<span class="name">floodBoard</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)] <span class="operator">==</span> <span class="number">1</span> <span class="operator">||</span> (!<span class="name">first</span> <span class="operator">&&</span> <span class="name">type</span> <span class="operator">!=</span> <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)].<span class="name">type</span>)) <span class="keyword">return</span>; <span class="name">floodBoard</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)] <span class="operator">=</span> <span class="number">1</span>; <span class="name">floodFill</span>(<span class="name">column</span> <span class="operator">+</span> <span class="number">1</span>, <span class="name">row</span>, <span class="name">type</span>); <span class="name">floodFill</span>(<span class="name">column</span> <span class="operator">-</span> <span class="number">1</span>, <span class="name">row</span>, <span class="name">type</span>); <span class="name">floodFill</span>(<span class="name">column</span>, <span class="name">row</span> <span class="operator">+</span> <span class="number">1</span>, <span class="name">type</span>); <span class="name">floodFill</span>(<span class="name">column</span>, <span class="name">row</span> <span class="operator">-</span> <span class="number">1</span>, <span class="name">type</span>); <span class="keyword">if</span> (<span class="name">first</span> <span class="operator">==</span> <span class="number">true</span> <span class="operator">&&</span> <span class="name">fillFound</span> <span class="operator">==</span> <span class="number">0</span>) <span class="keyword">return</span>; <span class="comment">// Can't remove single blocks</span> <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)].<span class="name">dying</span> <span class="operator">=</span> <span class="number">true</span>; <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)] <span class="operator">=</span> <span class="number">null</span>; <span class="name">fillFound</span> <span class="operator">+=</span> <span class="number">1</span>; } <span class="keyword">function</span> <span class="name">shuffleDown</span>() { <span class="comment">// Fall down</span> <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">column</span> = <span class="number">0</span>; <span class="name">column</span> <span class="operator"><</span> <span class="name">maxColumn</span>; column++) { var <span class="name">fallDist</span> = <span class="number">0</span>; <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">row</span> = <span class="name">maxRow</span> <span class="operator">-</span> <span class="number">1</span>; <span class="name">row</span> <span class="operator">>=</span> <span class="number">0</span>; row--) { <span class="keyword">if</span> (<span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>,<span class="name">row</span>)] <span class="operator">==</span> <span class="number">null</span>) { <span class="name">fallDist</span> <span class="operator">+=</span> <span class="number">1</span>; } <span class="keyword">else</span> { <span class="keyword">if</span> (<span class="name">fallDist</span> <span class="operator">></span> <span class="number">0</span>) { var <span class="name">obj</span> = <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)]; <span class="name">obj</span>.<span class="name">y</span> <span class="operator">=</span> (<span class="name">row</span> <span class="operator">+</span> <span class="name">fallDist</span>) <span class="operator">*</span> <span class="name">gameCanvas</span>.<span class="name">blockSize</span>; <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span> <span class="operator">+</span> <span class="name">fallDist</span>)] <span class="operator">=</span> <span class="name">obj</span>; <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)] <span class="operator">=</span> <span class="number">null</span>; } } } } <span class="comment">// Fall to the left</span> <span class="name">fallDist</span> <span class="operator">=</span> <span class="number">0</span>; <span class="keyword">for</span> (<span class="name">column</span> <span class="operator">=</span> <span class="number">0</span>; <span class="name">column</span> <span class="operator"><</span> <span class="name">maxColumn</span>; column++) { <span class="keyword">if</span> (<span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">maxRow</span> <span class="operator">-</span> <span class="number">1</span>)] <span class="operator">==</span> <span class="number">null</span>) { <span class="name">fallDist</span> <span class="operator">+=</span> <span class="number">1</span>; } <span class="keyword">else</span> { <span class="keyword">if</span> (<span class="name">fallDist</span> <span class="operator">></span> <span class="number">0</span>) { <span class="keyword">for</span> (<span class="name">row</span> <span class="operator">=</span> <span class="number">0</span>; <span class="name">row</span> <span class="operator"><</span> <span class="name">maxRow</span>; row++) { <span class="name">obj</span> <span class="operator">=</span> <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)]; <span class="keyword">if</span> (<span class="name">obj</span> <span class="operator">==</span> <span class="number">null</span>) <span class="keyword">continue</span>; <span class="name">obj</span>.<span class="name">x</span> <span class="operator">=</span> (<span class="name">column</span> <span class="operator">-</span> <span class="name">fallDist</span>) <span class="operator">*</span> <span class="name">gameCanvas</span>.<span class="name">blockSize</span>; <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span> <span class="operator">-</span> <span class="name">fallDist</span>,<span class="name">row</span>)] <span class="operator">=</span> <span class="name">obj</span>; <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)] <span class="operator">=</span> <span class="number">null</span>; } } } } } <span class="keyword">function</span> <span class="name">shuffleUp</span>() { <span class="comment">// Fall up</span> <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">column</span> = <span class="number">0</span>; <span class="name">column</span> <span class="operator"><</span> <span class="name">maxColumn</span>; column++) { var <span class="name">fallDist</span> = <span class="number">0</span>; <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">row</span> = <span class="number">0</span>; <span class="name">row</span> <span class="operator"><</span> <span class="name">maxRow</span>; row++) { <span class="keyword">if</span> (<span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>,<span class="name">row</span>)] <span class="operator">==</span> <span class="number">null</span>) { <span class="name">fallDist</span> <span class="operator">+=</span> <span class="number">1</span>; } <span class="keyword">else</span> { <span class="keyword">if</span> (<span class="name">fallDist</span> <span class="operator">></span> <span class="number">0</span>) { var <span class="name">obj</span> = <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)]; <span class="name">obj</span>.<span class="name">y</span> <span class="operator">=</span> (<span class="name">row</span> <span class="operator">-</span> <span class="name">fallDist</span>) <span class="operator">*</span> <span class="name">gameCanvas</span>.<span class="name">blockSize</span>; <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span> <span class="operator">-</span> <span class="name">fallDist</span>)] <span class="operator">=</span> <span class="name">obj</span>; <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)] <span class="operator">=</span> <span class="number">null</span>; } } } } <span class="comment">// Fall to the left (or should it be right, so as to be left for P2?)</span> <span class="name">fallDist</span> <span class="operator">=</span> <span class="number">0</span>; <span class="keyword">for</span> (<span class="name">column</span> <span class="operator">=</span> <span class="number">0</span>; <span class="name">column</span> <span class="operator"><</span> <span class="name">maxColumn</span>; column++) { <span class="keyword">if</span> (<span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="number">0</span>)] <span class="operator">==</span> <span class="number">null</span>) { <span class="name">fallDist</span> <span class="operator">+=</span> <span class="number">1</span>; } <span class="keyword">else</span> { <span class="keyword">if</span> (<span class="name">fallDist</span> <span class="operator">></span> <span class="number">0</span>) { <span class="keyword">for</span> (<span class="name">row</span> <span class="operator">=</span> <span class="number">0</span>; <span class="name">row</span> <span class="operator"><</span> <span class="name">maxRow</span>; row++) { <span class="name">obj</span> <span class="operator">=</span> <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)]; <span class="keyword">if</span> (<span class="name">obj</span> <span class="operator">==</span> <span class="number">null</span>) <span class="keyword">continue</span>; <span class="name">obj</span>.<span class="name">x</span> <span class="operator">=</span> (<span class="name">column</span> <span class="operator">-</span> <span class="name">fallDist</span>) <span class="operator">*</span> <span class="name">gameCanvas</span>.<span class="name">blockSize</span>; <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span> <span class="operator">-</span> <span class="name">fallDist</span>,<span class="name">row</span>)] <span class="operator">=</span> <span class="name">obj</span>; <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)] <span class="operator">=</span> <span class="number">null</span>; } } } } } <span class="keyword">function</span> <span class="name">turnChange</span>()<span class="comment">//called by ui outside</span> { <span class="name">betweenTurns</span> <span class="operator">=</span> <span class="number">false</span>; <span class="keyword">if</span> (<span class="name">gameCanvas</span>.<span class="name">curTurn</span> <span class="operator">==</span> <span class="number">1</span>){ <span class="name">shuffleUp</span>(); <span class="name">gameCanvas</span>.<span class="name">curTurn</span> <span class="operator">=</span> <span class="number">2</span>; <span class="name">victoryCheck</span>(); }<span class="keyword">else</span>{ <span class="name">shuffleDown</span>(); <span class="name">gameCanvas</span>.<span class="name">curTurn</span> <span class="operator">=</span> <span class="number">1</span>; <span class="name">victoryCheck</span>(); } } <span class="keyword">function</span> <span class="name">refill</span>() { <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">column</span> = <span class="number">0</span>; <span class="name">column</span> <span class="operator"><</span> <span class="name">maxColumn</span>; column++) { <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">row</span> = <span class="number">0</span>; <span class="name">row</span> <span class="operator"><</span> <span class="name">maxRow</span>; row++) { <span class="keyword">if</span> (<span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)] <span class="operator">==</span> <span class="number">null</span>) <span class="name">createBlock</span>(<span class="name">column</span>, <span class="name">row</span>); } } } <span class="keyword">function</span> <span class="name">victoryCheck</span>() { <span class="comment">// Awards bonuses for no blocks left</span> var <span class="name">deservesBonus</span> = <span class="number">true</span>; <span class="keyword">if</span> (<span class="name">board</span>[<span class="name">index</span>(<span class="number">0</span>,<span class="name">maxRow</span> <span class="operator">-</span> <span class="number">1</span>)] <span class="operator">!=</span> <span class="number">null</span> <span class="operator">||</span> <span class="name">board</span>[<span class="name">index</span>(<span class="number">0</span>,<span class="number">0</span>)] <span class="operator">!=</span> <span class="number">null</span>) <span class="name">deservesBonus</span> <span class="operator">=</span> <span class="number">false</span>; <span class="comment">// Checks for game over</span> <span class="keyword">if</span> (<span class="name">deservesBonus</span>){ <span class="keyword">if</span> (<span class="name">gameCanvas</span>.<span class="name">curTurn</span> <span class="operator">=</span> <span class="number">1</span>) <span class="name">gameCanvas</span>.<span class="name">score</span> <span class="operator">+=</span> <span class="number">1000</span>; <span class="keyword">else</span> <span class="name">gameCanvas</span>.<span class="name">score2</span> <span class="operator">+=</span> <span class="number">1000</span>; } <span class="name">gameOver</span> <span class="operator">=</span> <span class="name">deservesBonus</span>; <span class="keyword">if</span> (<span class="name">gameCanvas</span>.<span class="name">curTurn</span> <span class="operator">==</span> <span class="number">1</span>){ <span class="keyword">if</span> (!(<span class="name">floodMoveCheck</span>(<span class="number">0</span>, <span class="name">maxRow</span> <span class="operator">-</span> <span class="number">1</span>, -<span class="number">1</span>))) <span class="name">gameOver</span> <span class="operator">=</span> <span class="number">true</span>; }<span class="keyword">else</span>{ <span class="keyword">if</span> (!(<span class="name">floodMoveCheck</span>(<span class="number">0</span>, <span class="number">0</span>, -<span class="number">1</span>, <span class="number">true</span>))) <span class="name">gameOver</span> <span class="operator">=</span> <span class="number">true</span>; } <span class="keyword">if</span> (<span class="name">gameMode</span> <span class="operator">==</span> <span class="string">"puzzle"</span>){ <span class="name">puzzleVictoryCheck</span>(<span class="name">deservesBonus</span>);<span class="comment">//Takes it from here</span> <span class="keyword">return</span>; } <span class="keyword">if</span> (<span class="name">gameOver</span>) { var <span class="name">winnerScore</span> = <span class="name">Math</span>.<span class="name">max</span>(<span class="name">gameCanvas</span>.<span class="name">score</span>, <span class="name">gameCanvas</span>.<span class="name">score2</span>); <span class="keyword">if</span> (<span class="name">gameMode</span> <span class="operator">==</span> <span class="string">"multiplayer"</span>){ <span class="name">gameCanvas</span>.<span class="name">score</span> <span class="operator">=</span> <span class="name">winnerScore</span>; <span class="name">saveHighScore</span>(<span class="name">gameCanvas</span>.<span class="name">score2</span>); } <span class="name">saveHighScore</span>(<span class="name">gameCanvas</span>.<span class="name">score</span>); <span class="name">gameDuration</span> <span class="operator">=</span> new <span class="name">Date</span>() <span class="operator">-</span> <span class="name">gameDuration</span>; <span class="name">gameCanvas</span>.<span class="name">gameOver</span> <span class="operator">=</span> <span class="number">true</span>; } } <span class="comment">// Only floods up and right, to see if it can find adjacent same-typed blocks</span> <span class="keyword">function</span> <span class="name">floodMoveCheck</span>(<span class="name">column</span>, row, type, goDownInstead) { <span class="keyword">if</span> (<span class="name">column</span> <span class="operator">>=</span> <span class="name">maxColumn</span> <span class="operator">||</span> <span class="name">column</span> <span class="operator"><</span> <span class="number">0</span> <span class="operator">||</span> <span class="name">row</span> <span class="operator">>=</span> <span class="name">maxRow</span> <span class="operator">||</span> <span class="name">row</span> <span class="operator"><</span> <span class="number">0</span>) <span class="keyword">return</span> <span class="number">false</span>; <span class="keyword">if</span> (<span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)] <span class="operator">==</span> <span class="number">null</span>) <span class="keyword">return</span> <span class="number">false</span>; var <span class="name">myType</span> = <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>, <span class="name">row</span>)].<span class="name">type</span>; <span class="keyword">if</span> (<span class="name">type</span> <span class="operator">==</span> <span class="name">myType</span>) <span class="keyword">return</span> <span class="number">true</span>; <span class="keyword">if</span> (<span class="name">goDownInstead</span>) <span class="keyword">return</span> <span class="name">floodMoveCheck</span>(<span class="name">column</span> <span class="operator">+</span> <span class="number">1</span>, <span class="name">row</span>, <span class="name">myType</span>, <span class="name">goDownInstead</span>) <span class="operator">||</span> <span class="name">floodMoveCheck</span>(<span class="name">column</span>, <span class="name">row</span> <span class="operator">+</span> <span class="number">1</span>, <span class="name">myType</span>, <span class="name">goDownInstead</span>); <span class="keyword">else</span> <span class="keyword">return</span> <span class="name">floodMoveCheck</span>(<span class="name">column</span> <span class="operator">+</span> <span class="number">1</span>, <span class="name">row</span>, <span class="name">myType</span>) <span class="operator">||</span> <span class="name">floodMoveCheck</span>(<span class="name">column</span>, <span class="name">row</span> <span class="operator">-</span> <span class="number">1</span>, <span class="name">myType</span>); } <span class="keyword">function</span> <span class="name">createBlock</span>(<span class="name">column</span>,row,type) { <span class="comment">// Note that we don't wait for the component to become ready. This will</span> <span class="comment">// only work if the block QML is a local file. Otherwise the component will</span> <span class="comment">// not be ready immediately. There is a statusChanged signal on the</span> <span class="comment">// component you could use if you want to wait to load remote files.</span> <span class="keyword">if</span> (<span class="name">component</span>.<span class="name">status</span> <span class="operator">==</span> <span class="number">1</span>){ <span class="keyword">if</span> (<span class="name">type</span> <span class="operator">==</span> <span class="name">undefined</span>) <span class="name">type</span> <span class="operator">=</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">types</span>); <span class="keyword">if</span> (<span class="name">type</span> <span class="operator"><</span> <span class="number">0</span> <span class="operator">||</span> <span class="name">type</span> <span class="operator">></span> <span class="number">4</span>) { <span class="name">console</span>.<span class="name">log</span>(<span class="string">"Invalid type requested"</span>);<span class="comment">//TODO: Is this triggered by custom levels much?</span> <span class="keyword">return</span>; } var <span class="name">dynamicObject</span> = <span class="name">component</span>.<span class="name">createObject</span>(<span class="name">gameCanvas</span>, {"type": <span class="name">type</span>, "x": <span class="name">column</span><span class="operator">*</span><span class="name">gameCanvas</span>.<span class="name">blockSize</span>, "y": -<span class="number">1</span><span class="operator">*</span><span class="name">gameCanvas</span>.<span class="name">blockSize</span>, "width": <span class="name">gameCanvas</span>.<span class="name">blockSize</span>, "height": <span class="name">gameCanvas</span>.<span class="name">blockSize</span>, "particleSystem": <span class="name">gameCanvas</span>.<span class="name">ps</span>}); <span class="keyword">if</span> (<span class="name">dynamicObject</span> <span class="operator">==</span> <span class="number">null</span>){ <span class="name">console</span>.<span class="name">log</span>(<span class="string">"error creating block"</span>); <span class="name">console</span>.<span class="name">log</span>(<span class="name">component</span>.<span class="name">errorString</span>()); <span class="keyword">return</span> <span class="number">false</span>; } <span class="name">dynamicObject</span>.<span class="name">y</span> <span class="operator">=</span> <span class="name">row</span><span class="operator">*</span><span class="name">gameCanvas</span>.<span class="name">blockSize</span>; <span class="name">dynamicObject</span>.<span class="name">spawned</span> <span class="operator">=</span> <span class="number">true</span>; <span class="name">board</span>[<span class="name">index</span>(<span class="name">column</span>,<span class="name">row</span>)] <span class="operator">=</span> <span class="name">dynamicObject</span>; }<span class="keyword">else</span>{ <span class="name">console</span>.<span class="name">log</span>(<span class="string">"error loading block component"</span>); <span class="name">console</span>.<span class="name">log</span>(<span class="name">component</span>.<span class="name">errorString</span>()); <span class="keyword">return</span> <span class="number">false</span>; } <span class="keyword">return</span> <span class="number">true</span>; } <span class="keyword">function</span> <span class="name">showPuzzleError</span>(<span class="name">str</span>) { <span class="comment">//TODO: Nice user visible UI?</span> <span class="name">console</span>.<span class="name">log</span>(<span class="name">str</span>); } <span class="keyword">function</span> <span class="name">loadMap</span>(<span class="name">map</span>) { <span class="name">puzzlePath</span> <span class="operator">=</span> <span class="name">map</span>; var <span class="name">levelComp</span> = <span class="name">Qt</span>.<span class="name">createComponent</span>(<span class="name">puzzlePath</span>); <span class="keyword">if</span> (<span class="name">levelComp</span>.<span class="name">status</span> <span class="operator">!=</span> <span class="number">1</span>){ <span class="name">console</span>.<span class="name">log</span>(<span class="string">"Error loading level"</span>); <span class="name">showPuzzleError</span>(<span class="name">levelComp</span>.<span class="name">errorString</span>()); <span class="keyword">return</span>; } <span class="name">puzzleLevel</span> <span class="operator">=</span> <span class="name">levelComp</span>.<span class="name">createObject</span>(); <span class="keyword">if</span> (<span class="name">puzzleLevel</span> <span class="operator">==</span> <span class="number">null</span> <span class="operator">||</span> !<span class="name">puzzleLevel</span>.<span class="name">startingGrid</span> <span class="operator">instanceof</span> <span class="name">Array</span>) { <span class="name">showPuzzleError</span>(<span class="string">"Bugger!"</span>); <span class="keyword">return</span>; } <span class="name">gameCanvas</span>.<span class="name">showPuzzleGoal</span>(<span class="name">puzzleLevel</span>.<span class="name">goalText</span>); <span class="comment">//showPuzzleGoal should call finishLoadingMap as the next thing it does, before handling more events</span> } <span class="keyword">function</span> <span class="name">finishLoadingMap</span>() { <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">i</span> in <span class="name">puzzleLevel</span>.<span class="name">startingGrid</span>) <span class="keyword">if</span> (! (<span class="name">puzzleLevel</span>.<span class="name">startingGrid</span>[<span class="name">i</span>] <span class="operator">>=</span> <span class="number">0</span> <span class="operator">&&</span> <span class="name">puzzleLevel</span>.<span class="name">startingGrid</span>[<span class="name">i</span>] <span class="operator"><=</span> <span class="number">9</span>) ) <span class="name">puzzleLevel</span>.<span class="name">startingGrid</span>[<span class="name">i</span>] <span class="operator">=</span> <span class="number">0</span>; <span class="comment">//TODO: Don't allow loading larger levels, leads to cheating</span> <span class="keyword">while</span> (<span class="name">puzzleLevel</span>.<span class="name">startingGrid</span>.<span class="name">length</span> <span class="operator">></span> <span class="name">maxIndex</span>) <span class="name">puzzleLevel</span>.<span class="name">startingGrid</span>.<span class="name">shift</span>(); <span class="keyword">while</span> (<span class="name">puzzleLevel</span>.<span class="name">startingGrid</span>.<span class="name">length</span> <span class="operator"><</span> <span class="name">maxIndex</span>) <span class="name">puzzleLevel</span>.<span class="name">startingGrid</span>.<span class="name">unshift</span>(<span class="number">0</span>); <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">i</span> in <span class="name">puzzleLevel</span>.<span class="name">startingGrid</span>) <span class="keyword">if</span> (<span class="name">puzzleLevel</span>.<span class="name">startingGrid</span>[<span class="name">i</span>] <span class="operator">></span> <span class="number">0</span>) <span class="name">createBlock</span>(<span class="name">i</span> <span class="operator">%</span> <span class="name">maxColumn</span>, <span class="name">Math</span>.<span class="name">floor</span>(<span class="name">i</span> <span class="operator">/</span> <span class="name">maxColumn</span>), <span class="name">puzzleLevel</span>.<span class="name">startingGrid</span>[<span class="name">i</span>] <span class="operator">-</span> <span class="number">1</span>); <span class="comment">//### Experimental feature - allow levels to contain arbitrary QML scenes as well!</span> <span class="comment">//while (puzzleLevel.children.length)</span> <span class="comment">// puzzleLevel.children[0].parent = gameCanvas;</span> <span class="name">gameDuration</span> <span class="operator">=</span> new <span class="name">Date</span>(); <span class="comment">//Don't start until we finish loading</span> } <span class="keyword">function</span> <span class="name">puzzleVictoryCheck</span>(<span class="name">clearedAll</span>)<span class="comment">//gameOver has also been set if no more moves</span> { var <span class="name">won</span> = <span class="number">true</span>; var <span class="name">soFar</span> = new <span class="name">Date</span>() <span class="operator">-</span> <span class="name">gameDuration</span>; <span class="keyword">if</span> (<span class="name">puzzleLevel</span>.<span class="name">scoreTarget</span> <span class="operator">!=</span> -<span class="number">1</span> <span class="operator">&&</span> <span class="name">gameCanvas</span>.<span class="name">score</span> <span class="operator"><</span> <span class="name">puzzleLevel</span>.<span class="name">scoreTarget</span>){ <span class="name">won</span> <span class="operator">=</span> <span class="number">false</span>; } <span class="keyword">if</span> (<span class="name">puzzleLevel</span>.<span class="name">scoreTarget</span> <span class="operator">!=</span> -<span class="number">1</span> <span class="operator">&&</span> <span class="name">gameCanvas</span>.<span class="name">score</span> <span class="operator">>=</span> <span class="name">puzzleLevel</span>.<span class="name">scoreTarget</span> <span class="operator">&&</span> !<span class="name">puzzleLevel</span>.<span class="name">mustClear</span>){ <span class="name">gameOver</span> <span class="operator">=</span> <span class="number">true</span>; } <span class="keyword">if</span> (<span class="name">puzzleLevel</span>.<span class="name">timeTarget</span> <span class="operator">!=</span> -<span class="number">1</span> <span class="operator">&&</span> <span class="name">soFar</span><span class="operator">/</span><span class="number">1000.0</span> <span class="operator">></span> <span class="name">puzzleLevel</span>.<span class="name">timeTarget</span>){ <span class="name">gameOver</span> <span class="operator">=</span> <span class="number">true</span>; } <span class="keyword">if</span> (<span class="name">puzzleLevel</span>.<span class="name">moveTarget</span> <span class="operator">!=</span> -<span class="number">1</span> <span class="operator">&&</span> <span class="name">gameCanvas</span>.<span class="name">moves</span> <span class="operator">>=</span> <span class="name">puzzleLevel</span>.<span class="name">moveTarget</span>){ <span class="name">gameOver</span> <span class="operator">=</span> <span class="number">true</span>; } <span class="keyword">if</span> (<span class="name">puzzleLevel</span>.<span class="name">mustClear</span> <span class="operator">&&</span> <span class="name">gameOver</span> <span class="operator">&&</span> !<span class="name">clearedAll</span>) { <span class="name">won</span> <span class="operator">=</span> <span class="number">false</span>; } <span class="keyword">if</span> (<span class="name">gameOver</span>) { <span class="name">gameCanvas</span>.<span class="name">gameOver</span> <span class="operator">=</span> <span class="number">true</span>; <span class="name">gameCanvas</span>.<span class="name">showPuzzleEnd</span>(<span class="name">won</span>); <span class="keyword">if</span> (<span class="name">won</span>) { <span class="comment">// Store progress</span> <span class="name">saveLevelHistory</span>(); } } } <span class="keyword">function</span> <span class="name">getHighScore</span>() { var <span class="name">db</span> = <span class="name">Sql</span>.<span class="name">LocalStorage</span>.<span class="name">openDatabaseSync</span>( <span class="string">"SameGame"</span>, <span class="string">"2.0"</span>, <span class="string">"SameGame Local Data"</span>, <span class="number">100</span> ); <span class="name">db</span>.<span class="name">transaction</span>( <span class="keyword">function</span>(<span class="name">tx</span>) { <span class="name">tx</span>.<span class="name">executeSql</span>(<span class="string">'CREATE TABLE IF NOT EXISTS Scores(game TEXT, score NUMBER, gridSize TEXT, time NUMBER)'</span>); <span class="comment">// Only show results for the current grid size</span> var <span class="name">rs</span> = <span class="name">tx</span>.<span class="name">executeSql</span>(<span class="string">'SELECT * FROM Scores WHERE gridSize = "'</span> <span class="operator">+</span> <span class="name">maxColumn</span> <span class="operator">+</span> <span class="string">"x"</span> <span class="operator">+</span> <span class="name">maxRow</span> <span class="operator">+</span> <span class="string">'" AND game = "'</span> <span class="operator">+</span> <span class="name">gameMode</span> <span class="operator">+</span> <span class="string">'" ORDER BY score desc'</span>); <span class="keyword">if</span> (<span class="name">rs</span>.<span class="name">rows</span>.<span class="name">length</span> <span class="operator">></span> <span class="number">0</span>) <span class="name">gameCanvas</span>.<span class="name">highScore</span> <span class="operator">=</span> <span class="name">rs</span>.<span class="name">rows</span>.<span class="name">item</span>(<span class="number">0</span>).<span class="name">score</span>; <span class="keyword">else</span> <span class="name">gameCanvas</span>.<span class="name">highScore</span> <span class="operator">=</span> <span class="number">0</span>; } ); } <span class="keyword">function</span> <span class="name">saveHighScore</span>(<span class="name">score</span>) { <span class="comment">// Offline storage</span> var <span class="name">db</span> = <span class="name">Sql</span>.<span class="name">LocalStorage</span>.<span class="name">openDatabaseSync</span>( <span class="string">"SameGame"</span>, <span class="string">"2.0"</span>, <span class="string">"SameGame Local Data"</span>, <span class="number">100</span> ); var <span class="name">dataStr</span> = <span class="string">"INSERT INTO Scores VALUES(?, ?, ?, ?)"</span>; var <span class="name">data</span> = [ <span class="name">gameMode</span>, <span class="name">score</span>, <span class="name">maxColumn</span> <span class="operator">+</span> <span class="string">"x"</span> <span class="operator">+</span> <span class="name">maxRow</span>, <span class="name">Math</span>.<span class="name">floor</span>(<span class="name">gameDuration</span> <span class="operator">/</span> <span class="number">1000</span>) ]; <span class="keyword">if</span> (<span class="name">score</span> <span class="operator">>=</span> <span class="name">gameCanvas</span>.<span class="name">highScore</span>)<span class="comment">//Update UI field</span> <span class="name">gameCanvas</span>.<span class="name">highScore</span> <span class="operator">=</span> <span class="name">score</span>; <span class="name">db</span>.<span class="name">transaction</span>( <span class="keyword">function</span>(<span class="name">tx</span>) { <span class="name">tx</span>.<span class="name">executeSql</span>(<span class="string">'CREATE TABLE IF NOT EXISTS Scores(game TEXT, score NUMBER, gridSize TEXT, time NUMBER)'</span>); <span class="name">tx</span>.<span class="name">executeSql</span>(<span class="name">dataStr</span>, <span class="name">data</span>); } ); } <span class="keyword">function</span> <span class="name">getLevelHistory</span>() { var <span class="name">db</span> = <span class="name">Sql</span>.<span class="name">LocalStorage</span>.<span class="name">openDatabaseSync</span>( <span class="string">"SameGame"</span>, <span class="string">"2.0"</span>, <span class="string">"SameGame Local Data"</span>, <span class="number">100</span> ); <span class="name">db</span>.<span class="name">transaction</span>( <span class="keyword">function</span>(<span class="name">tx</span>) { <span class="name">tx</span>.<span class="name">executeSql</span>(<span class="string">'CREATE TABLE IF NOT EXISTS Puzzle(level TEXT, score NUMBER, moves NUMBER, time NUMBER)'</span>); var <span class="name">rs</span> = <span class="name">tx</span>.<span class="name">executeSql</span>(<span class="string">'SELECT * FROM Puzzle WHERE level = "'</span> <span class="operator">+</span> <span class="name">puzzlePath</span> <span class="operator">+</span> <span class="string">'" ORDER BY score desc'</span>); <span class="keyword">if</span> (<span class="name">rs</span>.<span class="name">rows</span>.<span class="name">length</span> <span class="operator">></span> <span class="number">0</span>) { <span class="name">gameCanvas</span>.<span class="name">puzzleWon</span> <span class="operator">=</span> <span class="number">true</span>; <span class="name">gameCanvas</span>.<span class="name">highScore</span> <span class="operator">=</span> <span class="name">rs</span>.<span class="name">rows</span>.<span class="name">item</span>(<span class="number">0</span>).<span class="name">score</span>; } <span class="keyword">else</span> { <span class="name">gameCanvas</span>.<span class="name">puzzleWon</span> <span class="operator">=</span> <span class="number">false</span>; <span class="name">gameCanvas</span>.<span class="name">highScore</span> <span class="operator">=</span> <span class="number">0</span>; } } ); } <span class="keyword">function</span> <span class="name">saveLevelHistory</span>() { var <span class="name">db</span> = <span class="name">Sql</span>.<span class="name">LocalStorage</span>.<span class="name">openDatabaseSync</span>( <span class="string">"SameGame"</span>, <span class="string">"2.0"</span>, <span class="string">"SameGame Local Data"</span>, <span class="number">100</span> ); var <span class="name">dataStr</span> = <span class="string">"INSERT INTO Puzzle VALUES(?, ?, ?, ?)"</span>; var <span class="name">data</span> = [ <span class="name">puzzlePath</span>, <span class="name">gameCanvas</span>.<span class="name">score</span>, <span class="name">gameCanvas</span>.<span class="name">moves</span>, <span class="name">Math</span>.<span class="name">floor</span>(<span class="name">gameDuration</span> <span class="operator">/</span> <span class="number">1000</span>) ]; <span class="name">gameCanvas</span>.<span class="name">puzzleWon</span> <span class="operator">=</span> <span class="number">true</span>; <span class="name">db</span>.<span class="name">transaction</span>( <span class="keyword">function</span>(<span class="name">tx</span>) { <span class="name">tx</span>.<span class="name">executeSql</span>(<span class="string">'CREATE TABLE IF NOT EXISTS Puzzle(level TEXT, score NUMBER, moves NUMBER, time NUMBER)'</span>); <span class="name">tx</span>.<span class="name">executeSql</span>(<span class="name">dataStr</span>, <span class="name">data</span>); } ); } <span class="keyword">function</span> <span class="name">nuke</span>() <span class="comment">//For "Debug mode"</span> { <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">row</span> = <span class="number">1</span>; <span class="name">row</span> <span class="operator"><=</span> <span class="number">5</span>; row++) { <span class="keyword">for</span> (<span class="keyword">var</span> <span class="name">col</span> = <span class="number">0</span>; <span class="name">col</span> <span class="operator"><</span> <span class="number">5</span>; col++) { <span class="keyword">if</span> (<span class="name">board</span>[<span class="name">index</span>(<span class="name">col</span>, <span class="name">maxRow</span> <span class="operator">-</span> <span class="name">row</span>)] <span class="operator">!=</span> <span class="number">null</span>) { <span class="name">board</span>[<span class="name">index</span>(<span class="name">col</span>, <span class="name">maxRow</span> <span class="operator">-</span> <span class="name">row</span>)].<span class="name">dying</span> <span class="operator">=</span> <span class="number">true</span>; <span class="name">board</span>[<span class="name">index</span>(<span class="name">col</span>, <span class="name">maxRow</span> <span class="operator">-</span> <span class="name">row</span>)] <span class="operator">=</span> <span class="number">null</span>; } } } <span class="keyword">if</span> (<span class="name">gameMode</span> <span class="operator">==</span> <span class="string">"multiplayer"</span> <span class="operator">&&</span> <span class="name">gameCanvas</span>.<span class="name">curTurn</span> <span class="operator">==</span> <span class="number">2</span>) <span class="name">shuffleUp</span>(); <span class="keyword">else</span> <span class="name">shuffleDown</span>(); <span class="keyword">if</span> (<span class="name">gameMode</span> <span class="operator">==</span> <span class="string">"endless"</span>) <span class="name">refill</span>(); <span class="keyword">else</span> <span class="name">victoryCheck</span>(); } </pre> </div> <!-- @@@demos/samegame/content/samegame.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>