/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** 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." ** $QT_END_LICENSE$ ** ****************************************************************************/ //Import the declarative plugins import QtQuick 2.0 import QtSensors 5.0 //Import the javascript functions for this game import "lib.js" as Lib /* Layout mainWnd / ------------------------------/ | |----------------------------- |||M| | || \ | || mouseCtrl | || | || | || Labyrinth | || | || | || cheeseSquare | || \ | || |C|| |----------------------------- | |---------- -------------- || | | | |---------- -------------- | \ \ | \ timePlayingLabel | newGameButton ------------------------------ */ Rectangle { id: mainWnd x: 0 y: 30 width: 320 height: 440 color: "white" property Mouse mouseCtrl; property LabyrinthSquare cheeseSquare; property Congratulation congratulation; //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; tiltSensor.calibrate(); } } TiltSensor{ id: tiltSensor unit: TiltSensor.Degrees enabled: true accuracy: 5.0 } //Timer to read out the x and y rotation of the TiltSensor Timer { id: tiltTimer interval: 50; running: false; repeat: true onTriggered: { if (!tiltSensor.enabled) tiltSensor.enabled = true; if (mouseCtrl === null) return; //check if already solved if (Lib.won !== true){ Lib.sec += 0.05; timePlayingLabel.text = Math.floor(Lib.sec) + " secounds"; //check if we can move the mouse var xval = -1; var yval = -1; var xstep = 0; if (tiltSensor.yRotation > 0) xstep = 1; else if (tiltSensor.yRotation < 0) xstep = -1; var ystep = 0; if (tiltSensor.xRotation > 0) ystep = 1; else if (tiltSensor.xRotation < 0) ystep = -1; if (xstep < 0){ if (mouseCtrl.x > 0){ if (Lib.canMove(mouseCtrl.x + xstep, mouseCtrl.y)){ xval = mouseCtrl.x + xstep; } } } else if (xstep > 0){ if (mouseCtrl.x < (Lib.cellDimension * (Lib.dimension - 1))){ if (Lib.canMove(mouseCtrl.x + xstep, mouseCtrl.y)){ xval = mouseCtrl.x + xstep; } } } if (ystep < 0){ if (mouseCtrl.y > 0){ if (Lib.canMove(mouseCtrl.x, mouseCtrl.y + ystep)){ yval = mouseCtrl.y + ystep; } } } else if (ystep > 0){ if (mouseCtrl.y < (Lib.cellDimension * (Lib.dimension - 1))){ if (Lib.canMove(mouseCtrl.x, mouseCtrl.y + ystep)){ yval = mouseCtrl.y + ystep; } } } if (xval >= 0 && yval >= 0) mouseCtrl.move(xval, yval); //move the mouse in the allwed position else{ if (xval >= 0){ mouseCtrl.move(xval, mouseCtrl.y); } if (yval >= 0){ mouseCtrl.move(mouseCtrl.x, yval); } } } 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 x: 0 y: mainWnd.x + (Lib.dimension * Lib.cellDimension) + 10 height: 30 width: 100 buttonText: "new game" enabled: false; onClicked: { newGameButton.enabled = false; startTimer.start(); } } //Label to print out the game time Text{ id: timePlayingLabel x: newGameButton.x + newGameButton.width + 20 y: newGameButton.y + 10 } }