GameCanvas.qml Example File
demos/maroon/content/GameCanvas.qml/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** 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: ** ** "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 Digia Plc and its Subsidiary(-ies) 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.0 import "logic.js" as Logic import "towers" as Towers Item { id: grid property int squareSize: 64 property int rows: 6 property int cols: 4 property Item canvas: grid property int score: 0 property int coins: 100 property int lives: 3 property int waveNumber: 0 property int waveProgress: 0 property var towers property var mobs property bool gameRunning: false property bool gameOver: false property bool errored: false property string errorString: "" width: cols * squareSize height: rows * squareSize function freshState() { lives = 3 coins = 100 score = 0 waveNumber = 0 waveProgress = 0 gameOver = false gameRunning = false towerMenu.shown = false helpButton.comeBack(); } Text { id: errorText // Mostly for debug purposes text: errorString visible: errored color: "red" font.pixelSize: 18 wrapMode: Text.WordWrap width: parent.width / 1.2 height: parent.height / 1.2 anchors.centerIn: parent z: 1000 } Timer { interval: 16 running: true repeat: true onTriggered: Logic.tick() } MouseArea { id: ma anchors.fill: parent onClicked: { if (towerMenu.visible) towerMenu.finish() else towerMenu.open(mouse.x, mouse.y) } } Image { id: towerMenu visible: false z: 1500 scale: 0.9 opacity: 0.7 property int dragDistance: 16 property int targetRow: 0 property int targetCol: 0 property bool shown: false property bool towerExists: false function finish() { shown = false } function open(xp,yp) { if (!grid.gameRunning) return targetRow = Logic.row(yp) targetCol = Logic.col(xp) if (targetRow == 0) towerMenu.y = (targetRow + 1) * grid.squareSize else towerMenu.y = (targetRow - 1) * grid.squareSize towerExists = (grid.towers[Logic.towerIdx(targetCol, targetRow)] != null) shown = true helpButton.goAway(); } states: State { name: "shown"; when: towerMenu.shown && !grid.gameOver PropertyChanges { target: towerMenu; visible: true; scale: 1; opacity: 1 } } transitions: Transition { PropertyAction { property: "visible" } NumberAnimation { properties: "opacity,scale"; duration: 500; easing.type: Easing.OutElastic } } x: -32 source: "gfx/dialog.png" Row { id: buttonRow height: 100 anchors.centerIn: parent spacing: 8 BuildButton { row: towerMenu.targetRow; col: towerMenu.targetCol anchors.verticalCenter: parent.verticalCenter towerType: 1; index: 0 canBuild: !towerMenu.towerExists source: "gfx/dialog-melee.png" onClicked: towerMenu.finish() } BuildButton { row: towerMenu.targetRow; col: towerMenu.targetCol anchors.verticalCenter: parent.verticalCenter towerType: 2; index: 1 canBuild: !towerMenu.towerExists source: "gfx/dialog-shooter.png" onClicked: towerMenu.finish() } BuildButton { row: towerMenu.targetRow; col: towerMenu.targetCol anchors.verticalCenter: parent.verticalCenter towerType: 3; index: 2 canBuild: !towerMenu.towerExists source: "gfx/dialog-bomb.png" onClicked: towerMenu.finish() } BuildButton { row: towerMenu.targetRow; col: towerMenu.targetCol anchors.verticalCenter: parent.verticalCenter towerType: 4; index: 3 canBuild: !towerMenu.towerExists source: "gfx/dialog-factory.png" onClicked: towerMenu.finish() } } } Keys.onPressed: { // Cheat Codes while Testing if (event.key == Qt.Key_Up && (event.modifiers & Qt.ShiftModifier)) grid.coins += 10; if (event.key == Qt.Key_Left && (event.modifiers & Qt.ShiftModifier)) grid.lives += 1; if (event.key == Qt.Key_Down && (event.modifiers & Qt.ShiftModifier)) Logic.gameState.waveProgress += 1000; if (event.key == Qt.Key_Right && (event.modifiers & Qt.ShiftModifier)) Logic.endGame(); } Image { id: helpButton z: 1010 source: "gfx/button-help.png" function goAway() { helpMA.enabled = false; helpButton.opacity = 0; } function comeBack() { helpMA.enabled = true; helpButton.opacity = 1; } Behavior on opacity { NumberAnimation {} } MouseArea { id: helpMA anchors.fill: parent onClicked: {helpImage.visible = true; helpButton.visible = false;} } anchors.horizontalCenter: parent.horizontalCenter anchors.bottom: parent.bottom anchors.bottomMargin: 0 } Image { id: helpImage z: 1010 source: "gfx/help.png" anchors.fill: parent visible: false MouseArea { anchors.fill: parent onClicked: helpImage.visible = false; } } }
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