maze.qml Example File

maze/maze.qml

 
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/* Layout mainWnd / ------------------------------/ gameRect | / |-----------------------------/ ||---------------------------| ||||M| || ||| \ || ||| mouseCtrl || ||| || ||| || ||| Labyrinth || ||| || ||| || ||| cheeseSquare || ||| \ || ||| |C||| ||---------------------------| |----------------------------- | |----------------------------- || || | |----------------------------- | \ \ | \ timePlayingLabel | newGameButton ------------------------------ */ //Import the declarative plugins import QtQuick 2.0 import "components" import QtSensors 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; Rectangle { id: gameRect x: (mainWnd.width - width) / 2 y: 5 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; } } } TiltSensor { id: tiltSensor active: 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.enabled) tiltSensor.active = true; 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; var xstep = 0; xstep = tiltSensor.reading.yRotation * 0.1 //acceleration var ystep = 0; ystep = tiltSensor.reading.xRotation * 0.1 //acceleration 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); } 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 } }

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