samegame.qml Example File

demos/samegame/samegame.qml
/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, 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 The Qt Company Ltd 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 QtQuick 2.0 import QtQuick.Particles 2.0 import "content/samegame.js" as Logic import "content" Rectangle { id: root width: Settings.screenWidth; height: Settings.screenHeight property int acc: 0 function loadPuzzle() { if (gameCanvas.mode != "") Logic.cleanUp(); Logic.startNewGame(gameCanvas,"puzzle","levels/level"+acc+".qml") } function nextPuzzle() { acc = (acc + 1) % 10; loadPuzzle(); } Timer { id: gameOverTimer interval: 1500 running : gameCanvas.gameOver && gameCanvas.mode == "puzzle" //mode will be reset by cleanUp(); repeat : false onTriggered: { Logic.cleanUp(); nextPuzzle(); } } Image { source: "content/gfx/background.png" anchors.fill: parent } GameArea { id: gameCanvas z: 1 y: Settings.headerHeight width: parent.width height: parent.height - Settings.headerHeight - Settings.footerHeight backgroundVisible: root.state == "in-game" onModeChanged: if (gameCanvas.mode != "puzzle") puzzleWon = false; //UI has stricter constraints on this variable than the game does Age { groups: ["redspots", "greenspots", "bluespots", "yellowspots"] enabled: root.state == "" system: gameCanvas.ps } onPuzzleLost: acc--;//So that nextPuzzle() reloads the current one } Item { id: menu z: 2 width: parent.width; anchors.top: parent.top anchors.bottom: bottomBar.top LogoAnimation { x: 64 y: Settings.headerHeight particleSystem: gameCanvas.ps running: root.state == "" } Row { x: 112 y: 20 Image { source: "content/gfx/logo-a.png" } Image { source: "content/gfx/logo-m.png" } Image { source: "content/gfx/logo-e.png" } } Column { y: 100 + 40 spacing: Settings.menuButtonSpacing width: parent.width height: parent.height - (140 + Settings.footerHeight) Button { width: root.width rotatedButton: true imgSrc: "content/gfx/but-game-1.png" onClicked: { if (root.state == "in-game") return //Prevent double clicking root.state = "in-game" gameCanvas.blockFile = "Block.qml" gameCanvas.background = "gfx/background.png" arcadeTimer.start(); } //Emitted particles don't fade out, because ImageParticle is on the GameArea system: gameCanvas.ps group: "green" Timer { id: arcadeTimer interval: Settings.menuDelay running : false repeat : false onTriggered: Logic.startNewGame(gameCanvas) } } Button { width: root.width rotatedButton: true imgSrc: "content/gfx/but-game-2.png" onClicked: { if (root.state == "in-game") return root.state = "in-game" gameCanvas.blockFile = "Block.qml" gameCanvas.background = "gfx/background.png" twopTimer.start(); } system: gameCanvas.ps group: "green" Timer { id: twopTimer interval: Settings.menuDelay running : false repeat : false onTriggered: Logic.startNewGame(gameCanvas, "multiplayer") } } Button { width: root.width rotatedButton: true imgSrc: "content/gfx/but-game-3.png" onClicked: { if (root.state == "in-game") return root.state = "in-game" gameCanvas.blockFile = "SimpleBlock.qml" gameCanvas.background = "gfx/background.png" endlessTimer.start(); } system: gameCanvas.ps group: "blue" Timer { id: endlessTimer interval: Settings.menuDelay running : false repeat : false onTriggered: Logic.startNewGame(gameCanvas, "endless") } } Button { width: root.width rotatedButton: true imgSrc: "content/gfx/but-game-4.png" group: "yellow" onClicked: { if (root.state == "in-game") return root.state = "in-game" gameCanvas.blockFile = "PuzzleBlock.qml" gameCanvas.background = "gfx/background.png" puzzleTimer.start(); } Timer { id: puzzleTimer interval: Settings.menuDelay running : false repeat : false onTriggered: loadPuzzle(); } system: gameCanvas.ps } } } Image { id: scoreBar source: "content/gfx/bar.png" width: parent.width z: 6 y: -Settings.headerHeight height: Settings.headerHeight Behavior on opacity { NumberAnimation {} } SamegameText { id: arcadeScore anchors { right: parent.right; topMargin: 3; rightMargin: 11; top: parent.top} text: '<font color="#f7d303">P1:</font> ' + gameCanvas.score font.pixelSize: Settings.fontPixelSize textFormat: Text.StyledText color: "white" opacity: gameCanvas.mode == "arcade" ? 1 : 0 Behavior on opacity { NumberAnimation {} } } SamegameText { id: arcadeHighScore anchors { left: parent.left; topMargin: 3; leftMargin: 11; top: parent.top} text: '<font color="#f7d303">Highscore:</font> ' + gameCanvas.highScore opacity: gameCanvas.mode == "arcade" ? 1 : 0 } SamegameText { id: p1Score anchors { right: parent.right; topMargin: 3; rightMargin: 11; top: parent.top} text: '<font color="#f7d303">P1:</font> ' + gameCanvas.score opacity: gameCanvas.mode == "multiplayer" ? 1 : 0 } SamegameText { id: p2Score anchors { left: parent.left; topMargin: 3; leftMargin: 11; top: parent.top} text: '<font color="#f7d303">P2:</font> ' + gameCanvas.score2 opacity: gameCanvas.mode == "multiplayer" ? 1 : 0 rotation: 180 } SamegameText { id: puzzleMoves anchors { left: parent.left; topMargin: 3; leftMargin: 11; top: parent.top} text: '<font color="#f7d303">Moves:</font> ' + gameCanvas.moves opacity: gameCanvas.mode == "puzzle" ? 1 : 0 } SamegameText { Image { source: "content/gfx/icon-time.png" x: -20 } id: puzzleTime anchors { topMargin: 3; top: parent.top; horizontalCenter: parent.horizontalCenter; horizontalCenterOffset: 20} text: "00:00" opacity: gameCanvas.mode == "puzzle" ? 1 : 0 Timer { interval: 1000 repeat: true running: gameCanvas.mode == "puzzle" && !gameCanvas.gameOver onTriggered: { var elapsed = Math.floor((new Date() - Logic.gameDuration)/ 1000.0); var mins = Math.floor(elapsed/60.0); var secs = (elapsed % 60); puzzleTime.text = (mins < 10 ? "0" : "") + mins + ":" + (secs < 10 ? "0" : "") + secs; } } } SamegameText { id: puzzleScore anchors { right: parent.right; topMargin: 3; rightMargin: 11; top: parent.top} text: '<font color="#f7d303">Score:</font> ' + gameCanvas.score opacity: gameCanvas.mode == "puzzle" ? 1 : 0 } } Image { id: bottomBar width: parent.width height: Settings.footerHeight source: "content/gfx/bar.png" y: parent.height - Settings.footerHeight; z: 2 Button { id: quitButton height: Settings.toolButtonHeight imgSrc: "content/gfx/but-quit.png" onClicked: {Qt.quit(); } anchors { left: parent.left; verticalCenter: parent.verticalCenter; leftMargin: 11 } } Button { id: menuButton height: Settings.toolButtonHeight imgSrc: "content/gfx/but-menu.png" visible: (root.state == "in-game"); onClicked: {root.state = ""; Logic.cleanUp(); gameCanvas.mode = ""} anchors { left: quitButton.right; verticalCenter: parent.verticalCenter; leftMargin: 0 } } Button { id: againButton height: Settings.toolButtonHeight imgSrc: "content/gfx/but-game-new.png" visible: (root.state == "in-game"); opacity: gameCanvas.gameOver && (gameCanvas.mode == "arcade" || gameCanvas.mode == "multiplayer") Behavior on opacity{ NumberAnimation {} } onClicked: {if (gameCanvas.gameOver) { Logic.startNewGame(gameCanvas, gameCanvas.mode);}} anchors { right: parent.right; verticalCenter: parent.verticalCenter; rightMargin: 11 } } Button { id: nextButton height: Settings.toolButtonHeight imgSrc: "content/gfx/but-puzzle-next.png" visible: (root.state == "in-game") && gameCanvas.mode == "puzzle" && gameCanvas.puzzleWon opacity: gameCanvas.puzzleWon ? 1 : 0 Behavior on opacity{ NumberAnimation {} } onClicked: {if (gameCanvas.puzzleWon) nextPuzzle();} anchors { right: parent.right; verticalCenter: parent.verticalCenter; rightMargin: 11 } } } Connections { target: root onStateChanged: stateChangeAnim.running = true } SequentialAnimation { id: stateChangeAnim ParallelAnimation { NumberAnimation { target: bottomBar; property: "y"; to: root.height; duration: Settings.menuDelay/2; easing.type: Easing.OutQuad } NumberAnimation { target: scoreBar; property: "y"; to: -Settings.headerHeight; duration: Settings.menuDelay/2; easing.type: Easing.OutQuad } } ParallelAnimation { NumberAnimation { target: bottomBar; property: "y"; to: root.height - Settings.footerHeight; duration: Settings.menuDelay/2; easing.type: Easing.OutBounce} NumberAnimation { target: scoreBar; property: "y"; to: root.state == "" ? -Settings.headerHeight : 0; duration: Settings.menuDelay/2; easing.type: Easing.OutBounce} } } states: [ State { name: "in-game" PropertyChanges { target: menu opacity: 0 visible: false } } ] transitions: [ Transition { NumberAnimation {properties: "x,y,opacity"} } ] //"Debug mode" focus: true Keys.onAsteriskPressed: Logic.nuke(); Keys.onSpacePressed: gameCanvas.puzzleWon = true; }

© 2019 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.