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authorLincoln Ramsay <lincoln.ramsay@nokia.com>2012-06-19 15:47:09 +1000
committerQt by Nokia <qt-info@nokia.com>2012-06-20 01:56:15 +0200
commitb2e97817684f40ab9353fa279a4c02ef9c12e13d (patch)
treeb7c7114b555539de9e1bc5a1bd1ed5afeed777bb /examples/sensors/maze/maze.qml
parent5e89b386f4aae5a4953c725b6aab565b21a3330f (diff)
Remove the 'special' naming of examples.
Just go back to the naming convention we had before. Change-Id: Iefecb7a5e0ab3aa4d22267b4f475a8e9c1c96058 Reviewed-by: Lorn Potter <lorn.potter@nokia.com>
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diff --git a/examples/sensors/maze/maze.qml b/examples/sensors/maze/maze.qml
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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the QtSensors 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/* Layout
+ mainWnd
+ /
+------------------------------/ gameRect
+| /
+|-----------------------------/
+||---------------------------|
+||||M| ||
+||| \ ||
+||| mouseCtrl ||
+||| ||
+||| ||
+||| Labyrinth ||
+||| ||
+||| ||
+||| cheeseSquare ||
+||| \ ||
+||| |C|||
+||---------------------------|
+|-----------------------------
+|
+|-----------------------------
+|| || |
+|-----------------------------
+| \ \
+| \ timePlayingLabel
+| newGameButton
+------------------------------
+
+*/
+//Import the declarative plugins
+import QtQuick 2.0
+import "components"
+
+//! [0]
+import QtSensors 5.0
+//! [0]
+import QtSystemInfo 5.0
+
+//Import the javascript functions for this game
+import "lib.js" as Lib
+
+ApplicationWindow {
+ id: mainWnd
+
+ property Mouse mouseCtrl;
+ property LabyrinthSquare cheeseSquare;
+ property Congratulation congratulation;
+ ScreenSaver { screenSaverEnabled: !tiltTimer.running }
+
+ Rectangle {
+ id: gameRect
+ x: (mainWnd.width - width) / 2
+ y: 25
+ width: Lib.dimension * Lib.cellDimension
+ height: Lib.dimension * Lib.cellDimension
+ color: "transparent"
+ border.width: 2
+
+ //timer for starting the labyrinth game
+ Timer {
+ id: startTimer
+ interval: 50; running: true; repeat: false
+ onTriggered: {
+
+ //reset game time
+ timePlayingLabel.text = "--";
+ Lib.sec = 0.0;
+ Lib.createLabyrinth();
+
+ //create labyrinth elements (only at the first time)
+ var needloadcomponent = false;
+ if (Lib.objectArray === null) {
+ needloadcomponent = true;
+ Lib.objectArray = new Array(Lib.dimension * Lib.dimension);
+ }
+ var idx = 0;
+ for (var y = 0; y < Lib.dimension; y++ ) {
+ for (var x = 0; x < Lib.dimension; x++ ) {
+ var component = null;
+
+ //create labyrinth components (only at the first time)
+ if (needloadcomponent) {
+ component = Qt.createComponent("LabyrinthSquare.qml");
+ if (component.status == Component.Ready) {
+ var square = component.createObject(parent);
+ square.x = x * square.width;
+ square.y = y * square.height;
+ square.val = Lib.labyrinth[x][y];
+ square.updateImage();
+ Lib.objectArray[idx] = square;
+ if (x == (Lib.dimension - 1) && y == (Lib.dimension - 1)) {
+ cheeseSquare = square;
+ var component1 = Qt.createComponent("Congratulation.qml");
+ if (component1.status == Component.Ready) {
+ congratulation = component1.createObject(parent);
+ congratulation.visible = false;
+ }
+ }
+ }
+ }
+ else{
+ Lib.objectArray[idx].val = Lib.labyrinth[x][y];
+ Lib.objectArray[idx].updateImage();
+ if (x == (Lib.dimension - 1) && y == (Lib.dimension - 1)) {
+ cheeseSquare = Lib.objectArray[idx];
+ congratulation.visible = false;
+ }
+ }
+ idx++;
+ }
+ }
+
+ //Lib.printLab(); //this is for debug. Labyrinth will be printed out in the console
+
+ //Create the mouse control (only at the first time)
+ if (mouseCtrl === null) {
+ var component = Qt.createComponent("Mouse.qml");
+ if (component.status == Component.Ready) {
+ mouseCtrl = component.createObject(parent);
+ }
+ }
+ mouseCtrl.x = 0;
+ mouseCtrl.y = 0;
+ newGameButton.enabled = true;
+
+ //Start the Tilt reader timer
+ tiltTimer.running = true;
+ }
+ }
+ }
+
+//! [1]
+ TiltSensor{
+ id: tiltSensor
+ unit: TiltSensor.Degrees
+ enabled: true
+ accuracy: 5.0
+ }
+//! [1]
+
+ //Timer to read out the x and y rotation of the TiltSensor
+ Timer {
+ id: tiltTimer
+ interval: 50; running: false; repeat: true
+
+//! [2]
+ onTriggered: {
+ if (!tiltSensor.enabled)
+ tiltSensor.enabled = true;
+//! [2]
+
+ if (mouseCtrl === null)
+ return;
+
+ //check if already solved
+ if (Lib.won !== true) {
+ Lib.sec += 0.05;
+ timePlayingLabel.text = Math.floor(Lib.sec) + " seconds";
+
+ //check if we can move the mouse
+ var xval = -1;
+ var yval = -1;
+
+//! [3]
+ var xstep = 0;
+ xstep = tiltSensor.yRotation * 0.1 //acceleration
+
+ var ystep = 0;
+ ystep = tiltSensor.xRotation * 0.1 //acceleration
+//! [3]
+//! [4]
+ if (xstep < 1 && xstep > 0)
+ xstep = 0
+ else if (xstep > -1 && xstep < 0)
+ xstep = 0
+
+ if (ystep < 1 && ystep > 0)
+ ystep = 0;
+ else if (ystep > -1 && ystep < 0)
+ ystep = 0;
+
+ if ((xstep < 0 && mouseCtrl.x > 0
+ && Lib.canMove(mouseCtrl.x + xstep,mouseCtrl.y))) {
+ xval = mouseCtrl.x + xstep;
+
+ } else if (xstep > 0 && mouseCtrl.x < (Lib.cellDimension * (Lib.dimension - 1))
+ && Lib.canMove(mouseCtrl.x + xstep,mouseCtrl.y)) {
+ xval = mouseCtrl.x + xstep;
+ } else
+ xval = mouseCtrl.x;
+
+ if (ystep < 0 && mouseCtrl.y > 0
+ && Lib.canMove(mouseCtrl.x, mouseCtrl.y + ystep)) {
+ yval = mouseCtrl.y + ystep;
+ } else if (ystep > 0 && (mouseCtrl.y < (Lib.cellDimension * (Lib.dimension - 1)))
+ && Lib.canMove(mouseCtrl.x, mouseCtrl.y + ystep)) {
+ yval = mouseCtrl.y + ystep;
+ } else
+ yval = mouseCtrl.y
+
+ mouseCtrl.move(xval, yval);
+//! [4]
+
+ } else {
+ //game won, stop the tilt meter
+ mainWnd.cheeseSquare.val = 4;
+ mainWnd.cheeseSquare.updateImage();
+ mainWnd.congratulation.visible = true;
+ newGameButton.enabled = true;
+ tiltTimer.running = false;
+ }
+ }
+ }
+
+
+ //Button to start a new Game
+ Button{
+ id: newGameButton
+ anchors.left: gameRect.left
+ anchors.top: gameRect.bottom
+ anchors.topMargin: 5
+ height: 30
+ width: 100
+ text: "new game"
+ enabled: false;
+ onClicked: {
+ newGameButton.enabled = false;
+ startTimer.start();
+ }
+ }
+ Button{
+ id: calibrateButton
+ anchors.left: gameRect.left
+ anchors.top: newGameButton.bottom
+ anchors.topMargin: 5
+ height: 30
+ width: 100
+ text: "calibrate"
+ onClicked: {
+ tiltSensor.calibrate();
+ }
+ }
+
+ //Label to print out the game time
+ Text{
+ id: timePlayingLabel
+ anchors.right: gameRect.right
+ anchors.top: gameRect.bottom
+ anchors.topMargin: 5
+ }
+}
+