From ca01d5f9f5e960337a044be6e00de58fd4fbdb05 Mon Sep 17 00:00:00 2001 From: Topi Reinio Date: Fri, 24 Jan 2014 13:22:02 +0100 Subject: Make basicsuite demos run stand-alone This change will make the demos run standalone when built in Qt Creator. - Rename example directories to lowercase/non-whitespace to avoid build & deployment problems - Add title.txt files so titles remain displayed correctly in the launcher - Add a common shared source files used for the standalone apps, and .pro-files for each example - Remove .qmlproject files (not needed) - Adjust documentation to match the new directory structure Change-Id: Ib24e461952da3b2c88aab0363249115ea44ee0f2 Reviewed-by: Eirik Aavitsland --- .../qt5-everywhere/demos/maroon/content/logic.js | 264 +++++++++++++++++++++ 1 file changed, 264 insertions(+) create mode 100644 basicsuite/qt5-everywhere/demos/maroon/content/logic.js (limited to 'basicsuite/qt5-everywhere/demos/maroon/content/logic.js') diff --git a/basicsuite/qt5-everywhere/demos/maroon/content/logic.js b/basicsuite/qt5-everywhere/demos/maroon/content/logic.js new file mode 100644 index 0000000..dd76b7e --- /dev/null +++ b/basicsuite/qt5-everywhere/demos/maroon/content/logic.js @@ -0,0 +1,264 @@ +/**************************************************************************** +** +** Copyright (C) 2012 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." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +.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; + } + } + } + +} -- cgit v1.2.3