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import QtQuick 2.0
Rectangle {
id: game
anchors.fill: parent
gradient: Gradient {
GradientStop { position: 0.0; color: "#222222" }
GradientStop { position: 0.3; color: "#666666" }
GradientStop { position: 0.8; color: "#444444" }
}
property int freeX: 2;
property int freeY: 2;
property int time: 0;
property int clicks: 0;
property bool gameRunning: false;
Toolbar { id: toolbar }
// Game table
Rectangle {
id: gameTable
color: "transparent"
smooth: true
anchors.fill: parent
anchors.centerIn: parent
anchors.leftMargin: 0.3*parent.width;
Image {
id: backgroundImage
anchors.fill: parent
source: "images/QtLogo_background.png"
smooth: true
opacity: 0.2
MouseArea {
anchors.fill: parent
onPressed: backgroundImage.opacity = 0.5
onReleased: backgroundImage.opacity = 0.2
}
}
ButtonList { id: buttons; }
Button {
index: 8
posX:2
posY:2
visible: !game.gameRunning
opacity: 1.0
}
}
// Click clock timer
Timer {
id: clockTimer
interval: 1000
running: false
repeat: true
onTriggered: {
toolbar.setElapsedSeconds(++time);
}
}
// Start timer
Timer {
id: startTimer
interval: 10
running: false
repeat: false
onTriggered: game.startGame()
}
// Move button to the x,y and set free position
function moveButton(button, x, y)
{
var tempX = button.posX;
var tempY = button.posY;
button.posX = x;
button.posY = y;
freeX = tempX;
freeY = tempY;
}
function move(button)
{
// Move button to the free place
if (((freeX == button.posX-1 || freeX == button.posX+1) && freeY === button.posY) ||
((freeY == button.posY-1 || freeY == button.posY+1) && freeX === button.posX))
{
if (game.gameRunning)
toolbar.setClicks(++clicks);
moveButton(button, freeX, freeY);
}
}
function buttonWidth() {
return 0.33*gameTable.width;
}
function buttonHeight() {
return 0.33*gameTable.height;
}
// Check if our game is over
function checkGameOver()
{
if (game.gameRunning)
{
var startX = buttonWidth()/2;
var startY = buttonHeight()/2;
var stepX = buttonWidth();
var stepY = buttonHeight();
var index = 0;
var ready = true;
// Check if we are ready. Set the ready-flag in the buttons
// from the start to the first wrong button
for (var y=0; y<3; y++)
{
for (var x=0; x<3; x++)
{
var xx = startX + x*stepX;
var yy = startY + y*stepY;
var btn = buttons.childAt(xx,yy);
if (btn !== null)
{
ready = ready & index === btn.index;
btn.ready = ready;
}
else if (y != 2 || x != 2)
{
ready = false;
}
index++;
}
}
if (ready)
{
game.gameRunning = false;
clockTimer.stop();
// show particles
}
}
}
// Here we change buttons position
function shakeButtons()
{
var startX = buttonWidth()/2;
var startY = buttonHeight()/2;
var stepX = buttonWidth();
var stepY = buttonHeight();
var now = new Date();
var seed = now.getMilliseconds();
for (var i=0; i<200; i++)
{
seed++;
var num = (Math.floor(4 * Math.random(seed)));
var xNew = freeX;
var yNew = freeY;
switch (num)
{
case 0: xNew = Math.max(0,freeX-1); break; //move left
case 1: xNew = Math.min(2,freeX+1); break; //move right
case 2: yNew = Math.max(0,freeY-1); break; //move up
default: yNew = Math.min(2,freeX+1); break; //move down
}
var xx = startX + xNew*stepX;
var yy = startY + yNew*stepY;
if (buttons.childAt(xx,yy) !== null)
game.move(buttons.childAt(xx,yy));
}
}
function startNewGame()
{
game.gameRunning = false;
clockTimer.stop();
startTimer.start();
}
// Start game with shaking buttons
function startGame()
{
// Shake buttons and start new game
shakeButtons();
game.gameRunning = true;
clicks = 0;
time = 0;
toolbar.setClicks(0);
toolbar.setElapsedSeconds(0);
clockTimer.start();
checkGameOver();
}
}
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