QML Advanced Tutorial 2 - Populating the Game CanvasFiles:
Generating the blocks in JavaScriptNow that we've written some basic elements, let's start writing the game. The first task is to generate the game blocks. Each time the New Game button is clicked, the game canvas is populated with a new, random set of blocks. Since we need to dynamically generate new blocks for each new game, we cannot use Repeater to define the blocks. Instead, we will create the blocks in JavaScript. Here is the JavaScript code for generating the blocks, contained in a new file, samegame.js. The code is explained below. var blockSize = 40; var maxColumn = 10; var maxRow = 15; var maxIndex = maxColumn * maxRow; var board = new Array(maxIndex); var component; //Index function used instead of a 2D array function index(column, row) { return column + (row * maxColumn); } function startNewGame() { //Delete blocks from previous game for (var i = 0; i < maxIndex; i++) { if (board[i] != null) board[i].destroy(); } //Calculate board size maxColumn = Math.floor(background.width / blockSize); maxRow = Math.floor(background.height / blockSize); maxIndex = maxRow * maxColumn; //Initialize Board board = new Array(maxIndex); for (var column = 0; column < maxColumn; column++) { for (var row = 0; row < maxRow; row++) { board[index(column, row)] = null; createBlock(column, row); } } } function createBlock(column, row) { if (component == null) component = Qt.createComponent("Block.qml"); // Note that if Block.qml was not a local file, component.status would be // Loading and we should wait for the component's statusChanged() signal to // know when the file is downloaded and ready before calling createObject(). if (component.status == Component.Ready) { var dynamicObject = component.createObject(background); if (dynamicObject == null) { console.log("error creating block"); console.log(component.errorString()); return false; } dynamicObject.x = column * blockSize; dynamicObject.y = row * blockSize; dynamicObject.width = blockSize; dynamicObject.height = blockSize; board[index(column, row)] = dynamicObject; } else { console.log("error loading block component"); console.log(component.errorString()); return false; } return true; } The startNewGame() function deletes the blocks created in the previous game and calculates the number of rows and columns of blocks required to fill the game window for the new game. Then, it creates an array to store all the game blocks, and calls createBlock() to create enough blocks to fill the game window. The createBlock() function creates a block from the Block.qml file and moves the new block to its position on the game canvas. This involves several steps:
Connecting JavaScript components to QMLNow we need to call the JavaScript code in samegame.js from our QML files. To do this, we add this line to samegame.qml which imports the JavaScript file as a module: import "samegame.js" as SameGame This allows us to refer to any functions within samegame.js using "SameGame" as a prefix: for example, SameGame.startNewGame() or SameGame.createBlock(). This means we can now connect the New Game button's onClicked handler to the startNewGame() function, like this: Button { anchors { left: parent.left; verticalCenter: parent.verticalCenter } text: "New Game" onClicked: SameGame.startNewGame() } So, when you click the New Game button, startNewGame() is called and generates a field of blocks, like this: Now, we have a screen of blocks, and we can begin to add the game mechanics. |
Cette page est une traduction d'une page de la documentation de Qt, écrite par Nokia Corporation and/or its subsidiary(-ies). Les éventuels problèmes résultant d'une mauvaise traduction ne sont pas imputables à Nokia. | Qt 4.8 | |
Copyright © 2012 Developpez LLC. Tous droits réservés Developpez LLC. Aucune reproduction, même partielle, ne peut être faite de ce site et de l'ensemble de son contenu : textes, documents et images sans l'autorisation expresse de Developpez LLC. Sinon, vous encourez selon la loi jusqu'à 3 ans de prison et jusqu'à 300 000 E de dommages et intérêts. Cette page est déposée à la SACD. | ||
Vous avez déniché une erreur ? Un bug ? Une redirection cassée ? Ou tout autre problème, quel qu'il soit ? Ou bien vous désirez participer à ce projet de traduction ? N'hésitez pas à nous contacter ou par MP ! |
Copyright © 2000-2012 - www.developpez.com