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/****************************************************************************
**
** This file is part of QtFlyingBus
**
** Copyright (c) 2010 Nokia Corporation and/or its subsidiary(-ies).*
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** 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 Nokia Corporation 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."
**
****************************************************************************/
import Qt 4.7
import "engine.js" as Engine
Item {
id: screen
property int score : 0
property int highScore : 0
property bool ready : false
property bool paused : true
signal levelLoaded();
LevelModel {
id: levelModel
onStatusChanged: {
if (status == XmlListModel.Ready) {
levelLoaded();
Engine.startGame(ready);
ready = true;
}
}
}
Item {
id: canvas
anchors.fill: parent
property real sceneX: 0.0
property real sceneY: Math.min(player.balloonTop, 0)
property real sceneWidth: 0.0
property real sceneHeight: canvas.height * 6.0
Background {
id: background
anchors.fill: parent
}
Score {
life: player.life
value: screen.score
anchors.top: parent.top
anchors.left: parent.left
}
Item {
id: foreground
y: -canvas.sceneY
width: canvas.width
height: canvas.sceneHeight
Player { id: player; z: 1; }
}
}
Rectangle {
id: overlay
color: "black"
opacity: 0.7
anchors.fill: canvas
anchors.leftMargin: -2
MouseArea {
// block mouse event
anchors.fill: parent
}
}
Menu {
id: menu
y: screen.height / 2 - menu.height / 2
anchors.horizontalCenter: parent.horizontalCenter
onHelpClicked: screen.state = "help";
onPlayClicked: Engine.resumeGame();
onRestartClicked: Engine.restartGame();
onNextLevelClicked: Engine.gotoNextLevel();
}
Button {
id: pauseButton
visible: false
anchors.top: parent.top
anchors.right: parent.right
normalImage: "images/buttons/pause.png"
pressedImage: "images/buttons/pause2.png"
onClicked: {
menu.setState("default");
screen.state = "";
}
}
Button {
id: closeButton
anchors.top: parent.top
anchors.right: parent.right
normalImage: "images/buttons/close.png"
pressedImage: "images/buttons/close2.png"
onClicked: menu.setState("leave");
}
HelpScreen {
id: helpScreen
visible: false
anchors.fill: parent
onBackClicked: screen.state = "";
}
FinalSplash {
id: finalSplash
anchors.fill: parent
onDialogRequest: {
menu.setState("youwon", false);
screen.state = "";
}
}
Timer {
id: timer
repeat: true
interval: 30
running: false
onTriggered: Engine.tick();
}
states : [
State {
name: "running"
PropertyChanges { target: timer; running: true; }
PropertyChanges { target: pauseButton; visible: true; }
PropertyChanges { target: closeButton; visible: false; }
PropertyChanges { target: menu; visible: false; opacity: 0.0;
y: screen.height / 2 - menu.height / 2 - 20; }
PropertyChanges { target: overlay; visible: false; opacity: 0.0; }
},
State {
name: "help"
PropertyChanges { target: canvas; visible: false; }
PropertyChanges { target: helpScreen; visible: true; }
PropertyChanges { target: closeButton; visible: false; }
PropertyChanges { target: menu; visible: false; opacity: 0.0; }
PropertyChanges { target: overlay; visible: false; opacity: 0.0; }
}
]
transitions: [
Transition {
from: "running"; to: ""; reversible: true;
PropertyAction { target: menu; property: "visible"; }
NumberAnimation { target: menu; properties: "y,opacity"; duration: 200; }
}
]
Component.onCompleted: {
Engine.loadDatabase();
Engine.loadLevel(0);
}
}
|