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Game.js Example File

demos/mobile/quickhit/Game.js
 /****************************************************************************
 **
 ** 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 QtDeclarative 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
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 ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
 ** $QT_END_LICENSE$
 **
 ****************************************************************************/

 var levelPlugin = null

 // ---------------------------------------------------------------------------
 // hideMissiles
 function hideMissiles() {
     missile_1.stop()
     missile_1.opacity = 0;

     missile_2.stop()
     missile_2.opacity = 0;

     missile_3.stop()
     missile_3.opacity = 0;

     missile_4.stop()
     missile_4.opacity = 0;

     missile_5.stop()
     missile_5.opacity = 0;

     enemy_missile_1.opacity = 0;
     enemy_missile_2.opacity = 0;
 }

 // ---------------------------------------------------------------------------
 // GameOver
 function gameOver() {

     // Stop GameEngine timers
     GameEngine.enableEngineTimer(false)

     // Delete loaded plugin level
     deleteLevel()

     // Hiding
     myShip.opacity = 0
     btnPause.opacity = 0
 }

 // ---------------------------------------------------------------------------
 // Pause game
 function pauseGame(doPause) {
     missile_1.pause(doPause)
     missile_2.pause(doPause)
     missile_3.pause(doPause)
     missile_4.pause(doPause)
     missile_5.pause(doPause)
     enemy_missile_1.pause(doPause)
     enemy_missile_2.pause(doPause)

     if (doPause) {
         btnPause.opacity = 0
     } else {
         btnPause.opacity = 1
     }

     GameEngine.pauseLevel(doPause)
 }

 // ---------------------------------------------------------------------------
 // Fire your missile
 function fireMissile(aXpox, aFromYpos, aToYpos) {
     if (missile_1.opacity<1) {
         missile_1.fire(aXpox,aFromYpos,aToYpos)
     }
     else if (missile_2.opacity<1) {
         missile_2.fire(aXpox,aFromYpos,aToYpos)
     }
     else if (missile_3.opacity<1) {
         missile_3.fire(aXpox,aFromYpos,aToYpos)
     }
     else if (missile_4.opacity<1) {
         missile_4.fire(aXpox,aFromYpos,aToYpos)
     }
     else if (missile_5.opacity<1) {
         missile_5.fire(aXpox,aFromYpos,aToYpos)
     }
 }

 // ---------------------------------------------------------------------------
 // Fire enemy missile
 function fireEnemyMissile(aXpox, aFromYpos, aToYpos) {
     if (enemy_missile_1.opacity==0) {
         enemy_missile_1.enemyFire(aXpox,aFromYpos,aToYpos)
     }
     else if (enemy_missile_2.opacity==0) {
         enemy_missile_2.enemyFire(aXpox,aFromYpos,aToYpos)
     }
 }

 // ---------------------------------------------------------------------------
 // Create level QML component
 function createLevel() {
     console.log("Creating level "+LevelPlugin.qmlRootPath()+"Level.qml")
     var levelComponent = Qt.createComponent("file:/"+LevelPlugin.qmlRootPath()+"Level.qml");
     if (levelComponent.status == Component.Ready) {
         if (levelPlugin) {
             deleteLevel()
         }
         levelPlugin = levelComponent.createObject(levelId);
         if (levelPlugin != null) {
             console.log("Level created")
         } else {
             console.log("Can not create level")
             messageBox.showErrorMessage("ERROR: Can not create level!",6000)
             return 1
         }
     } else {
         console.log("Can not find level, error:"+levelComponent.errorString())
         messageBox.showErrorMessage("ERROR: Can not find level!",6000)
         return 1
     }

     missile_1.createGraphicsForLevel()
     missile_1.setToDefaultPos()
     missile_2.createGraphicsForLevel()
     missile_2.setToDefaultPos()
     missile_3.createGraphicsForLevel()
     missile_3.setToDefaultPos()
     missile_4.createGraphicsForLevel()
     missile_4.setToDefaultPos()
     missile_5.createGraphicsForLevel()
     missile_5.setToDefaultPos()
     enemy_missile_1.createGraphicsForLevel()
     enemy_missile_2.createGraphicsForLevel()
     myShip.createGraphicsForLevel()

     return 0
 }

 // ---------------------------------------------------------------------------
 // Delete level
 function deleteLevel() {
     if (levelPlugin) {
         GameEngine.clearQmlObjects()
         levelPlugin.destroy()

     }
     levelPlugin = null;
 }
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