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<?xml version="1.0" encoding="UTF-8"?>
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  <title>samegame.js Example File | Qt Quick 5.5</title>
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<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) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** &quot;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
** &quot;AS IS&quot; 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.&quot;
**
** $QT_END_LICENSE$
**
****************************************************************************/</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">&quot;Block.qml&quot;</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">&quot;&quot;</span>;

var <span class="name">gameMode</span> = <span class="string">&quot;arcade&quot;</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">&quot;&quot;</span> <span class="operator">+</span> <span class="name">m</span> <span class="operator">+</span> <span class="string">&quot;m &quot;</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">&quot;s&quot;</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">&lt;</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">&quot;&quot;</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">&quot;arcade&quot;</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">&quot;arcade&quot;</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">&quot;puzzle&quot;</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">&gt;=</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">&gt;=</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">&quot;puzzle&quot;</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">&gt;=</span> <span class="name">maxColumn</span> <span class="operator">||</span> <span class="name">column</span> <span class="operator">&lt;</span> <span class="number">0</span> <span class="operator">||</span> <span class="name">row</span> <span class="operator">&gt;=</span> <span class="name">maxRow</span> <span class="operator">||</span> <span class="name">row</span> <span class="operator">&lt;</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">&lt;=</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">&quot;multiplayer&quot;</span> <span class="operator">&amp;&amp;</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">&quot;multiplayer&quot;</span> <span class="operator">&amp;&amp;</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">&quot;endless&quot;</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">&quot;multiplayer&quot;</span>)
        <span class="name">victoryCheck</span>();
    <span class="keyword">if</span> (<span class="name">gameMode</span> <span class="operator">==</span> <span class="string">&quot;multiplayer&quot;</span> <span class="operator">&amp;&amp;</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">&gt;=</span> <span class="name">maxColumn</span> <span class="operator">||</span> <span class="name">column</span> <span class="operator">&lt;</span> <span class="number">0</span> <span class="operator">||</span> <span class="name">row</span> <span class="operator">&gt;=</span> <span class="name">maxRow</span> <span class="operator">||</span> <span class="name">row</span> <span class="operator">&lt;</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">&amp;&amp;</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">&amp;&amp;</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">&lt;</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">&gt;=</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">&gt;</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">&lt;</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">&gt;</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">&lt;</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">&lt;</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">&lt;</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">&gt;</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">&lt;</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">&gt;</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">&lt;</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">&lt;</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">&lt;</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">&quot;puzzle&quot;</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">&quot;multiplayer&quot;</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">&gt;=</span> <span class="name">maxColumn</span> <span class="operator">||</span> <span class="name">column</span> <span class="operator">&lt;</span> <span class="number">0</span> <span class="operator">||</span> <span class="name">row</span> <span class="operator">&gt;=</span> <span class="name">maxRow</span> <span class="operator">||</span> <span class="name">row</span> <span class="operator">&lt;</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">&lt;</span> <span class="number">0</span> <span class="operator">||</span> <span class="name">type</span> <span class="operator">&gt;</span> <span class="number">4</span>) {
            <span class="name">console</span>.<span class="name">log</span>(<span class="string">&quot;Invalid type requested&quot;</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>,
                {&quot;type&quot;: <span class="name">type</span>,
                &quot;x&quot;: <span class="name">column</span><span class="operator">*</span><span class="name">gameCanvas</span>.<span class="name">blockSize</span>,
                &quot;y&quot;: -<span class="number">1</span><span class="operator">*</span><span class="name">gameCanvas</span>.<span class="name">blockSize</span>,
                &quot;width&quot;: <span class="name">gameCanvas</span>.<span class="name">blockSize</span>,
                &quot;height&quot;: <span class="name">gameCanvas</span>.<span class="name">blockSize</span>,
                &quot;particleSystem&quot;: <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">&quot;error creating block&quot;</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">&quot;error loading block component&quot;</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">&quot;Error loading level&quot;</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">&quot;Bugger!&quot;</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">&gt;=</span> <span class="number">0</span> <span class="operator">&amp;&amp;</span> <span class="name">puzzleLevel</span>.<span class="name">startingGrid</span>[<span class="name">i</span>] <span class="operator">&lt;=</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">&gt;</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">&lt;</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">&gt;</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">&amp;&amp;</span> <span class="name">gameCanvas</span>.<span class="name">score</span> <span class="operator">&lt;</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">&amp;&amp;</span> <span class="name">gameCanvas</span>.<span class="name">score</span> <span class="operator">&gt;=</span> <span class="name">puzzleLevel</span>.<span class="name">scoreTarget</span> <span class="operator">&amp;&amp;</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">&amp;&amp;</span> <span class="name">soFar</span><span class="operator">/</span><span class="number">1000.0</span> <span class="operator">&gt;</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">&amp;&amp;</span> <span class="name">gameCanvas</span>.<span class="name">moves</span> <span class="operator">&gt;=</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">&amp;&amp;</span> <span class="name">gameOver</span> <span class="operator">&amp;&amp;</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">&quot;SameGame&quot;</span>,
        <span class="string">&quot;2.0&quot;</span>,
        <span class="string">&quot;SameGame Local Data&quot;</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 = &quot;'</span>
                <span class="operator">+</span> <span class="name">maxColumn</span> <span class="operator">+</span> <span class="string">&quot;x&quot;</span> <span class="operator">+</span> <span class="name">maxRow</span> <span class="operator">+</span> <span class="string">'&quot; AND game = &quot;'</span> <span class="operator">+</span> <span class="name">gameMode</span> <span class="operator">+</span> <span class="string">'&quot; 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">&gt;</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">&quot;SameGame&quot;</span>,
        <span class="string">&quot;2.0&quot;</span>,
        <span class="string">&quot;SameGame Local Data&quot;</span>,
        <span class="number">100</span>
    );
    var <span class="name">dataStr</span> = <span class="string">&quot;INSERT INTO Scores VALUES(?, ?, ?, ?)&quot;</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">&quot;x&quot;</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">&gt;=</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">&quot;SameGame&quot;</span>,
        <span class="string">&quot;2.0&quot;</span>,
        <span class="string">&quot;SameGame Local Data&quot;</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 = &quot;'</span> <span class="operator">+</span> <span class="name">puzzlePath</span> <span class="operator">+</span> <span class="string">'&quot; 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">&gt;</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">&quot;SameGame&quot;</span>,
        <span class="string">&quot;2.0&quot;</span>,
        <span class="string">&quot;SameGame Local Data&quot;</span>,
        <span class="number">100</span>
    );
    var <span class="name">dataStr</span> = <span class="string">&quot;INSERT INTO Puzzle VALUES(?, ?, ?, ?)&quot;</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 &quot;Debug mode&quot;</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">&lt;=</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">&lt;</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">&quot;multiplayer&quot;</span> <span class="operator">&amp;&amp;</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">&quot;endless&quot;</span>)
        <span class="name">refill</span>();
    <span class="keyword">else</span>
        <span class="name">victoryCheck</span>();
}</pre>
</div>
<!-- @@@demos/samegame/content/samegame.js -->
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   <p>
   <acronym title="Copyright">&copy;</acronym> 2015 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
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