Qt Reference Documentation

samegame.js Example File

declarative/tutorials/samegame/samegame2/samegame.js
 var blockSize = 40;
 var maxColumn = 10;
 var maxRow = 15;
 var maxIndex = maxColumn * maxRow;
 var board = new Array(maxIndex);
 var component;

 //Index function used instead of a 2D array
 function index(column, row) {
     return column + (row * maxColumn);
 }

 function startNewGame() {
     //Delete blocks from previous game
     for (var i = 0; i < maxIndex; i++) {
         if (board[i] != null)
             board[i].destroy();
     }

     //Calculate board size
     maxColumn = Math.floor(background.width / blockSize);
     maxRow = Math.floor(background.height / blockSize);
     maxIndex = maxRow * maxColumn;

     //Initialize Board
     board = new Array(maxIndex);
     for (var column = 0; column < maxColumn; column++) {
         for (var row = 0; row < maxRow; row++) {
             board[index(column, row)] = null;
             createBlock(column, row);
         }
     }
 }

 function createBlock(column, row) {
     if (component == null)
         component = Qt.createComponent("Block.qml");

     // Note that if Block.qml was not a local file, component.status would be
     // Loading and we should wait for the component's statusChanged() signal to
     // know when the file is downloaded and ready before calling createObject().
     if (component.status == Component.Ready) {
         var dynamicObject = component.createObject(background);
         if (dynamicObject == null) {
             console.log("error creating block");
             console.log(component.errorString());
             return false;
         }
         dynamicObject.x = column * blockSize;
         dynamicObject.y = row * blockSize;
         dynamicObject.width = blockSize;
         dynamicObject.height = blockSize;
         board[index(column, row)] = dynamicObject;
     } else {
         console.log("error loading block component");
         console.log(component.errorString());
         return false;
     }
     return true;
 }
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