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//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{
id: tiltSensor
radian: false
measureFrom: TiltSensor.FaceUp
running: true
}
//Timer to read out the x and y rotation of the TiltSensor
Timer {
id: tiltTimer
interval: 50; running: false; repeat: true
onTriggered: {
if (!tiltSensor.running)
tiltSensor.running = 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
}
}
|