Qt Quick Demo - Maroon in Trouble | Qt 5.15

- Qt 5.15
- Qt Quick Demo - Maroon in Trouble
- Qt 5.15.18 Reference Documentation

# Qt Quick Demo - Maroon in Trouble

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     .pragma library // Shared game state
     .import QtQuick 2.0 as QQ

     // Game Stuff
     var gameState // Local reference
     function getGameState() { return gameState; }

     var towerData = [ // Name and cost, stats are in the delegate per instance
         { "name": "Melee", "cost": 20 },
         { "name": "Ranged", "cost": 50 },
         { "name": "Bomb", "cost": 75 },
         { "name": "Factory", "cost": 25 }
     ]

     var waveBaseData = [300, 290, 280, 270, 220, 180, 160, 80, 80, 80, 30, 30, 30, 30];
     var waveData = [];

     var towerComponents = new Array(towerData.length);
     var mobComponent = Qt.createComponent("mobs/MobBase.qml");

     function endGame()
     {
         gameState.gameRunning = false;
         gameState.gameOver = true;
         for (var i = 0; i < gameState.cols; i++) {
             for (var j = 0; j < gameState.rows; j++) {
                 if (gameState.towers[towerIdx(i, j)]) {
                     gameState.towers[towerIdx(i, j)].destroy();
                     gameState.towers[towerIdx(i, j)] = null;
                 }
             }
             for (var j in gameState.mobs[i])
                 gameState.mobs[i][j].destroy();
             gameState.mobs[i].splice(0,gameState.mobs[i].length); //Leaves queue reusable
         }
     }

     function startGame(gameCanvas)
     {
         waveData = new Array();
         for (var i in waveBaseData)
             waveData[i] = waveBaseData[i];
         gameState.freshState();
         for (var i = 0; i < gameCanvas.cols; i++) {
             for (var j = 0; j < gameCanvas.rows; j++)
                 gameState.towers[towerIdx(i, j)] = null;
             gameState.mobs[i] = new Array();
         }
         gameState.towers[towerIdx(0, 0)] = newTower(3, 0, 0);//Start with a starfish in the corner
         gameState.gameRunning = true;
         gameState.gameOver = false;
     }

     function newGameState(gameCanvas)
     {
         for (var i = 0; i < towerComponents.length; i++) {
             towerComponents[i] = Qt.createComponent("towers/" + towerData[i].name + ".qml");
             if (towerComponents[i].status == QQ.Component.Error) {
                 gameCanvas.errored = true;
                 gameCanvas.errorString += "Loading Tower " + towerData[i].name + "\n" + (towerComponents[i].errorString());
                 console.log(towerComponents[i].errorString());
             }
         }
         gameState = gameCanvas;
         gameState.freshState();
         gameState.towers = new Array(gameCanvas.rows * gameCanvas.cols);
         gameState.mobs = new Array(gameCanvas.cols);
         return gameState;
     }

     function row(y)
     {
         return Math.floor(y / gameState.squareSize);
     }

     function col(x)
     {
         return Math.floor(x / gameState.squareSize);
     }

     function towerIdx(x, y)
     {
         return y + (x * gameState.rows);
     }

     function newMob(col)
     {
         var ret = mobComponent.createObject(gameState.canvas,
             { "col" : col,
               "speed" : (Math.min(2.0, 0.10 * (gameState.waveNumber + 1))),
               "y" : gameState.canvas.height });
         gameState.mobs[col].push(ret);
         return ret;
     }

     function newTower(type, row, col)
     {
         var ret = towerComponents[type].createObject(gameState.canvas);
         ret.row = row;
         ret.col = col;
         ret.fireCounter = ret.rof;
         ret.spawn();
         return ret;
     }

     function buildTower(type, x, y)
     {
         if (gameState.towers[towerIdx(x,y)] != null) {
             if (type <= 0) {
                 gameState.towers[towerIdx(x,y)].sell();
                 gameState.towers[towerIdx(x,y)] = null;
             }
         } else {
             if (gameState.coins < towerData[type - 1].cost)
                 return;
             gameState.towers[towerIdx(x, y)] = newTower(type - 1, y, x);
             gameState.coins -= towerData[type - 1].cost;
         }
     }

     function killMob(col, mob)
     {
         if (!mob)
             return;
         var idx = gameState.mobs[col].indexOf(mob);
         if (idx == -1 || !mob.hp)
             return;
         mob.hp = 0;
         mob.die();
         gameState.mobs[col].splice(idx,1);
     }

     function killTower(row, col)
     {
         var tower = gameState.towers[towerIdx(col, row)];
         if (!tower)
             return;
         tower.hp = 0;
         tower.die();
         gameState.towers[towerIdx(col, row)] = null;
     }

     function tick()
     {
         if (!gameState.gameRunning)
             return;

         // Spawn
         gameState.waveProgress += 1;
         var i = gameState.waveProgress;
         var j = 0;
         while (i > 0 && j < waveData.length)
             i -= waveData[j++];
         if ( i == 0 ) // Spawn a mob
             newMob(Math.floor(Math.random() * gameState.cols));
         if ( j == waveData.length ) { // Next Wave
             gameState.waveNumber += 1;
             gameState.waveProgress = 0;
             var waveModifier = 10; // Constant governing how much faster the next wave is to spawn (not fish speed)
             for (var k in waveData ) // Slightly faster
                 if (waveData[k] > waveModifier)
                     waveData[k] -= waveModifier;
         }

         // Towers Attack
         for (var j in gameState.towers) {
             var tower = gameState.towers[j];
             if (tower == null)
                 continue;
             if (tower.fireCounter > 0) {
                 tower.fireCounter -= 1;
                 continue;
             }
             var column = tower.col;
             for (var k in gameState.mobs[column]) {
                 var conflict = gameState.mobs[column][k];
                 if (conflict.y <= gameState.canvas.height && conflict.y + conflict.height > tower.y
                     && conflict.y - ((tower.row + 1) * gameState.squareSize) < gameState.squareSize * tower.range) { // In Range
                     tower.fire();
                     tower.fireCounter = tower.rof;
                     conflict.hit(tower.damage);
                 }
             }

             // Income
             if (tower.income) {
                 gameState.coins += tower.income;
                 tower.fire();
                 tower.fireCounter = tower.rof;
             }
         }

         // Mobs move
         for (var i = 0; i < gameState.cols; i++) {
             for (var j = 0; j < gameState.mobs[i].length; j++) {
                 var mob = gameState.mobs[i][j];
                 var newPos = gameState.mobs[i][j].y - gameState.mobs[i][j].speed;
                 if (newPos < 0) {
                     gameState.lives -= 1;
                     killMob(i, mob);
                     if (gameState.lives <= 0)
                         endGame();
                     continue;
                 }
                 var conflict = gameState.towers[towerIdx(i, row(newPos))];
                 if (conflict != null) {
                     if (mob.y < conflict.y + gameState.squareSize)
                         gameState.mobs[i][j].y += gameState.mobs[i][j].speed * 10; // Moved inside tower, now hurry back out
                     if (mob.fireCounter > 0) {
                         mob.fireCounter--;
                     } else {
                         gameState.mobs[i][j].fire();
                         conflict.hp -= mob.damage;
                         if (conflict.hp <= 0)
                             killTower(conflict.row, conflict.col);
                         mob.fireCounter = mob.rof;
                     }
                 } else {
                     gameState.mobs[i][j].y = newPos;
                 }
             }
         }

     }