samegame.qml Example File
demos/samegame/samegame.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 QtQuick.Particles 2.0 import "content/samegame.js" as Logic import "content" Rectangle { id: root width: Settings.screenWidth; height: Settings.screenHeight property int acc: 0 function loadPuzzle() { if (gameCanvas.mode != "") Logic.cleanUp(); Logic.startNewGame(gameCanvas,"puzzle","levels/level"+acc+".qml") } function nextPuzzle() { acc = (acc + 1) % 10; loadPuzzle(); } Timer { id: gameOverTimer interval: 1500 running : gameCanvas.gameOver && gameCanvas.mode == "puzzle" //mode will be reset by cleanUp(); repeat : false onTriggered: { Logic.cleanUp(); nextPuzzle(); } } Image { source: "content/gfx/background.png" anchors.fill: parent } GameArea { id: gameCanvas z: 1 y: Settings.headerHeight width: parent.width height: parent.height - Settings.headerHeight - Settings.footerHeight backgroundVisible: root.state == "in-game" onModeChanged: if (gameCanvas.mode != "puzzle") puzzleWon = false; //UI has stricter constraints on this variable than the game does Age { groups: ["redspots", "greenspots", "bluespots", "yellowspots"] enabled: root.state == "" system: gameCanvas.ps } onPuzzleLost: acc--;//So that nextPuzzle() reloads the current one } Item { id: menu z: 2 width: parent.width; anchors.top: parent.top anchors.bottom: bottomBar.top LogoAnimation { x: 64 y: Settings.headerHeight particleSystem: gameCanvas.ps running: root.state == "" } Row { x: 112 y: 20 Image { source: "content/gfx/logo-a.png" } Image { source: "content/gfx/logo-m.png" } Image { source: "content/gfx/logo-e.png" } } Column { y: 100 + 40 spacing: Settings.menuButtonSpacing width: parent.width height: parent.height - (140 + Settings.footerHeight) Button { width: root.width rotatedButton: true imgSrc: "content/gfx/but-game-1.png" onClicked: { if (root.state == "in-game") return //Prevent double clicking root.state = "in-game" gameCanvas.blockFile = "Block.qml" gameCanvas.background = "gfx/background.png" arcadeTimer.start(); } //Emitted particles don't fade out, because ImageParticle is on the GameArea system: gameCanvas.ps group: "green" Timer { id: arcadeTimer interval: Settings.menuDelay running : false repeat : false onTriggered: Logic.startNewGame(gameCanvas) } } Button { width: root.width rotatedButton: true imgSrc: "content/gfx/but-game-2.png" onClicked: { if (root.state == "in-game") return root.state = "in-game" gameCanvas.blockFile = "Block.qml" gameCanvas.background = "gfx/background.png" twopTimer.start(); } system: gameCanvas.ps group: "green" Timer { id: twopTimer interval: Settings.menuDelay running : false repeat : false onTriggered: Logic.startNewGame(gameCanvas, "multiplayer") } } Button { width: root.width rotatedButton: true imgSrc: "content/gfx/but-game-3.png" onClicked: { if (root.state == "in-game") return root.state = "in-game" gameCanvas.blockFile = "SimpleBlock.qml" gameCanvas.background = "gfx/background.png" endlessTimer.start(); } system: gameCanvas.ps group: "blue" Timer { id: endlessTimer interval: Settings.menuDelay running : false repeat : false onTriggered: Logic.startNewGame(gameCanvas, "endless") } } Button { width: root.width rotatedButton: true imgSrc: "content/gfx/but-game-4.png" group: "yellow" onClicked: { if (root.state == "in-game") return root.state = "in-game" gameCanvas.blockFile = "PuzzleBlock.qml" gameCanvas.background = "gfx/background.png" puzzleTimer.start(); } Timer { id: puzzleTimer interval: Settings.menuDelay running : false repeat : false onTriggered: loadPuzzle(); } system: gameCanvas.ps } } } Image { id: scoreBar source: "content/gfx/bar.png" width: parent.width z: 6 y: -Settings.headerHeight height: Settings.headerHeight Behavior on opacity { NumberAnimation {} } SamegameText { id: arcadeScore anchors { right: parent.right; topMargin: 3; rightMargin: 11; top: parent.top} text: '<font color="#f7d303">P1:</font> ' + gameCanvas.score font.pixelSize: Settings.fontPixelSize textFormat: Text.StyledText color: "white" opacity: gameCanvas.mode == "arcade" ? 1 : 0 Behavior on opacity { NumberAnimation {} } } SamegameText { id: arcadeHighScore anchors { left: parent.left; topMargin: 3; leftMargin: 11; top: parent.top} text: '<font color="#f7d303">Highscore:</font> ' + gameCanvas.highScore opacity: gameCanvas.mode == "arcade" ? 1 : 0 } SamegameText { id: p1Score anchors { right: parent.right; topMargin: 3; rightMargin: 11; top: parent.top} text: '<font color="#f7d303">P1:</font> ' + gameCanvas.score opacity: gameCanvas.mode == "multiplayer" ? 1 : 0 } SamegameText { id: p2Score anchors { left: parent.left; topMargin: 3; leftMargin: 11; top: parent.top} text: '<font color="#f7d303">P2:</font> ' + gameCanvas.score2 opacity: gameCanvas.mode == "multiplayer" ? 1 : 0 rotation: 180 } SamegameText { id: puzzleMoves anchors { left: parent.left; topMargin: 3; leftMargin: 11; top: parent.top} text: '<font color="#f7d303">Moves:</font> ' + gameCanvas.moves opacity: gameCanvas.mode == "puzzle" ? 1 : 0 } SamegameText { Image { source: "content/gfx/icon-time.png" x: -20 } id: puzzleTime anchors { topMargin: 3; top: parent.top; horizontalCenter: parent.horizontalCenter; horizontalCenterOffset: 20} text: "00:00" opacity: gameCanvas.mode == "puzzle" ? 1 : 0 Timer { interval: 1000 repeat: true running: gameCanvas.mode == "puzzle" && !gameCanvas.gameOver onTriggered: { var elapsed = Math.floor((new Date() - Logic.gameDuration)/ 1000.0); var mins = Math.floor(elapsed/60.0); var secs = (elapsed % 60); puzzleTime.text = (mins < 10 ? "0" : "") + mins + ":" + (secs < 10 ? "0" : "") + secs; } } } SamegameText { id: puzzleScore anchors { right: parent.right; topMargin: 3; rightMargin: 11; top: parent.top} text: '<font color="#f7d303">Score:</font> ' + gameCanvas.score opacity: gameCanvas.mode == "puzzle" ? 1 : 0 } } Image { id: bottomBar width: parent.width height: Settings.footerHeight source: "content/gfx/bar.png" y: parent.height - Settings.footerHeight; z: 2 Button { id: quitButton height: Settings.toolButtonHeight imgSrc: "content/gfx/but-quit.png" onClicked: {Qt.quit(); } anchors { left: parent.left; verticalCenter: parent.verticalCenter; leftMargin: 11 } } Button { id: menuButton height: Settings.toolButtonHeight imgSrc: "content/gfx/but-menu.png" visible: (root.state == "in-game"); onClicked: {root.state = ""; Logic.cleanUp(); gameCanvas.mode = ""} anchors { left: quitButton.right; verticalCenter: parent.verticalCenter; leftMargin: 0 } } Button { id: againButton height: Settings.toolButtonHeight imgSrc: "content/gfx/but-game-new.png" visible: (root.state == "in-game"); opacity: gameCanvas.gameOver && (gameCanvas.mode == "arcade" || gameCanvas.mode == "multiplayer") Behavior on opacity{ NumberAnimation {} } onClicked: {if (gameCanvas.gameOver) { Logic.startNewGame(gameCanvas, gameCanvas.mode);}} anchors { right: parent.right; verticalCenter: parent.verticalCenter; rightMargin: 11 } } Button { id: nextButton height: Settings.toolButtonHeight imgSrc: "content/gfx/but-puzzle-next.png" visible: (root.state == "in-game") && gameCanvas.mode == "puzzle" && gameCanvas.puzzleWon opacity: gameCanvas.puzzleWon ? 1 : 0 Behavior on opacity{ NumberAnimation {} } onClicked: {if (gameCanvas.puzzleWon) nextPuzzle();} anchors { right: parent.right; verticalCenter: parent.verticalCenter; rightMargin: 11 } } } Connections { target: root onStateChanged: stateChangeAnim.running = true } SequentialAnimation { id: stateChangeAnim ParallelAnimation { NumberAnimation { target: bottomBar; property: "y"; to: root.height; duration: Settings.menuDelay/2; easing.type: Easing.OutQuad } NumberAnimation { target: scoreBar; property: "y"; to: -Settings.headerHeight; duration: Settings.menuDelay/2; easing.type: Easing.OutQuad } } ParallelAnimation { NumberAnimation { target: bottomBar; property: "y"; to: root.height - Settings.footerHeight; duration: Settings.menuDelay/2; easing.type: Easing.OutBounce} NumberAnimation { target: scoreBar; property: "y"; to: root.state == "" ? -Settings.headerHeight : 0; duration: Settings.menuDelay/2; easing.type: Easing.OutBounce} } } states: [ State { name: "in-game" PropertyChanges { target: menu opacity: 0 visible: false } } ] transitions: [ Transition { NumberAnimation {properties: "x,y,opacity"} } ] //"Debug mode" focus: true Keys.onAsteriskPressed: Logic.nuke(); Keys.onSpacePressed: gameCanvas.puzzleWon = true; }
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