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+/****************************************************************************
+**
+** 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0
+import QtQuick.Particles 2.0
+import "content/samegame.js" as Logic
+import "settings.js" as Settings
+import "content"
+
+Rectangle {
+ id: root
+ width: 320; height: 480
+ 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
+
+ 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;
+}