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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module 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 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."
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+var levelPlugin = null
+
+// ---------------------------------------------------------------------------
+// hideMissiles
+function hideMissiles() {
+ missile_1.stop()
+ missile_1.opacity = 0;
+
+ missile_2.stop()
+ missile_2.opacity = 0;
+
+ missile_3.stop()
+ missile_3.opacity = 0;
+
+ missile_4.stop()
+ missile_4.opacity = 0;
+
+ missile_5.stop()
+ missile_5.opacity = 0;
+
+ enemy_missile_1.opacity = 0;
+ enemy_missile_2.opacity = 0;
+}
+
+// ---------------------------------------------------------------------------
+// GameOver
+function gameOver() {
+
+ // Stop GameEngine timers
+ GameEngine.enableEngineTimer(false)
+
+ // Delete loaded plugin level
+ deleteLevel()
+
+ // Hiding
+ myShip.opacity = 0
+ btnPause.opacity = 0
+}
+
+// ---------------------------------------------------------------------------
+// Pause game
+function pauseGame(doPause) {
+ missile_1.pause(doPause)
+ missile_2.pause(doPause)
+ missile_3.pause(doPause)
+ missile_4.pause(doPause)
+ missile_5.pause(doPause)
+ enemy_missile_1.pause(doPause)
+ enemy_missile_2.pause(doPause)
+
+ if (doPause) {
+ btnPause.opacity = 0
+ } else {
+ btnPause.opacity = 1
+ }
+
+ GameEngine.pauseLevel(doPause)
+}
+
+// ---------------------------------------------------------------------------
+// Fire your missile
+function fireMissile(aXpox, aFromYpos, aToYpos) {
+ if (missile_1.opacity<1) {
+ missile_1.fire(aXpox,aFromYpos,aToYpos)
+ }
+ else if (missile_2.opacity<1) {
+ missile_2.fire(aXpox,aFromYpos,aToYpos)
+ }
+ else if (missile_3.opacity<1) {
+ missile_3.fire(aXpox,aFromYpos,aToYpos)
+ }
+ else if (missile_4.opacity<1) {
+ missile_4.fire(aXpox,aFromYpos,aToYpos)
+ }
+ else if (missile_5.opacity<1) {
+ missile_5.fire(aXpox,aFromYpos,aToYpos)
+ }
+}
+
+// ---------------------------------------------------------------------------
+// Fire enemy missile
+function fireEnemyMissile(aXpox, aFromYpos, aToYpos) {
+ if (enemy_missile_1.opacity==0) {
+ enemy_missile_1.enemyFire(aXpox,aFromYpos,aToYpos)
+ }
+ else if (enemy_missile_2.opacity==0) {
+ enemy_missile_2.enemyFire(aXpox,aFromYpos,aToYpos)
+ }
+}
+
+// ---------------------------------------------------------------------------
+// Create level QML component
+function createLevel() {
+ console.log("Creating level "+LevelPlugin.qmlRootPath()+"Level.qml")
+ var levelComponent = Qt.createComponent("file:/"+LevelPlugin.qmlRootPath()+"Level.qml");
+ if (levelComponent.status == Component.Ready) {
+ if (levelPlugin) {
+ deleteLevel()
+ }
+ levelPlugin = levelComponent.createObject(levelId);
+ if (levelPlugin != null) {
+ console.log("Level created")
+ } else {
+ console.log("Can not create level")
+ messageBox.showErrorMessage("ERROR: Can not create level!",6000)
+ return 1
+ }
+ } else {
+ console.log("Can not find level, error:"+levelComponent.errorString())
+ messageBox.showErrorMessage("ERROR: Can not find level!",6000)
+ return 1
+ }
+
+ missile_1.createGraphicsForLevel()
+ missile_1.setToDefaultPos()
+ missile_2.createGraphicsForLevel()
+ missile_2.setToDefaultPos()
+ missile_3.createGraphicsForLevel()
+ missile_3.setToDefaultPos()
+ missile_4.createGraphicsForLevel()
+ missile_4.setToDefaultPos()
+ missile_5.createGraphicsForLevel()
+ missile_5.setToDefaultPos()
+ enemy_missile_1.createGraphicsForLevel()
+ enemy_missile_2.createGraphicsForLevel()
+ myShip.createGraphicsForLevel()
+
+ return 0
+}
+
+// ---------------------------------------------------------------------------
+// Delete level
+function deleteLevel() {
+ if (levelPlugin) {
+ GameEngine.clearQmlObjects()
+ levelPlugin.destroy()
+
+ }
+ levelPlugin = null;
+}