Qt Quick Demo - Same Game▲
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import
QtQuick 2.0
import
QtQuick.Particles 2.0
import
"samegame.js"
as
Logic
import
"."
Item
{
id
:
gameCanvas
property
bool
gameOver
:
true
property
int
score
:
0
property
int
highScore
:
0
property
int
moves
:
0
property
string
mode
:
""
property
ParticleSystem
ps
:
particleSystem
//For easy theming
property
alias
backgroundVisible
:
bg.visible
property
string
background
:
"gfx/background.png"
property
string
blockFile
:
"Block.qml"
property
int
blockSize
:
Settings.blockSize
onBlockFileChanged
:
Logic.changeBlock(blockFile);
property
alias
particlePack
:
auxLoader.source
//For multiplayer
property
int
score2
:
0
property
int
curTurn
:
1
property
bool
autoTurnChange
:
false
signal swapPlayers
property
bool
swapping
:
false
//onSwapPlayers: if (autoTurnChange) Logic.turnChange();//Now implemented below
//For puzzle
property
url
level
property
bool
puzzleWon
:
false
signal puzzleLost //Since root is tracking the puzzle progress
function
showPuzzleEnd (won) {
if (
won) {
smokeParticle.
color =
Qt.rgba
(
0
,
1
,
0
,
0
);
puzzleWin.play
(
);
}
else {
smokeParticle.
color =
Qt.rgba
(
1
,
0
,
0
,
0
);
puzzleFail.play
(
);
puzzleLost
(
);
}
}
function
showPuzzleGoal (str) {
puzzleTextBubble.
opacity =
1
;
puzzleTextLabel.
text
=
str;
}
Image
{
id
:
bg
z
:
-
1
anchors.fill
:
parent
source
:
background;
fillMode
:
Image.PreserveAspectCrop
}
MouseArea
{
anchors.fill
:
parent
; onClicked
: {
if (
puzzleTextBubble.
opacity ==
1
) {
puzzleTextBubble.
opacity =
0
;
Logic.finishLoadingMap
(
);
}
else if (!
swapping) {
Logic.handleClick
(
mouse.
x,
mouse.
y);
}
}
}
Image
{
id
:
highScoreTextBubble
opacity
:
mode ==
"arcade"
&
amp;&
amp; gameOver &
amp;&
amp; gameCanvas.score ==
gameCanvas.highScore ? 1
:
0
Behavior
on
opacity
{
NumberAnimation
{}
}
anchors.centerIn
:
parent
z
:
10
source
:
"gfx/bubble-highscore.png"
Image
{
anchors.centerIn
:
parent
source
:
"gfx/text-highscore-new.png"
rotation
:
-
10
}
}
Image
{
id
:
puzzleTextBubble
anchors.centerIn
:
parent
opacity
:
0
Behavior
on
opacity
{
NumberAnimation
{}
}
z
:
10
source
:
"gfx/bubble-puzzle.png"
Connections
{
target
:
gameCanvas
onModeChanged
:
if
(mode !=
"puzzle"
&
amp;&
amp; puzzleTextBubble.opacity &
gt; 0
) puzzleTextBubble.opacity =
0
;
}
Text
{
id
:
puzzleTextLabel
width
:
parent.width -
24
anchors.centerIn
:
parent
horizontalAlignment
:
Text.AlignHCenter
color
:
"white"
font.pixelSize
:
24
font.bold
:
true
wrapMode
:
Text.WordWrap
}
}
onModeChanged
: {
p1WonImg.
opacity =
0
;
p2WonImg.
opacity =
0
;
}
SmokeText {
id
:
puzzleWin; source
:
"gfx/icon-ok.png"
; system
:
particleSystem }
SmokeText {
id
:
puzzleFail; source
:
"gfx/icon-fail.png"
; system
:
particleSystem }
onSwapPlayers
: {
smokeParticle.
color =
"yellow"
Logic.turnChange
(
);
if (
curTurn ==
1
) {
p1Text.play
(
);
}
else {
p2Text.play
(
);
}
clickDelay.
running =
true;
}
SequentialAnimation
{
id
:
clickDelay
ScriptAction
{
script
:
gameCanvas.swapping =
true
; }
PauseAnimation
{
duration
:
750
}
ScriptAction
{
script
:
gameCanvas.swapping =
false
; }
}
SmokeText {
id
:
p1Text; source
:
"gfx/text-p1-go.png"
;
system
:
particleSystem; playerNum
:
1
opacity
:
p1WonImg.opacity +
p2WonImg.opacity &
gt; 0
? 0
:
1
}
SmokeText {
id
:
p2Text; source
:
"gfx/text-p2-go.png"
;
system
:
particleSystem; playerNum
:
2
opacity
:
p1WonImg.opacity +
p2WonImg.opacity &
gt; 0
? 0
:
1
}
onGameOverChanged
: {
if (
gameCanvas.
mode ==
"multiplayer"
) {
if (
gameCanvas.
score &
gt;=
gameCanvas.
score2) {
p1WonImg.
opacity =
1
;
}
else {
p2WonImg.
opacity =
1
;
}
}
}
Image
{
id
:
p1WonImg
source
:
"gfx/text-p1-won.png"
anchors.centerIn
:
parent
opacity
:
0
Behavior
on
opacity
{
NumberAnimation
{}
}
z
:
10
}
Image
{
id
:
p2WonImg
source
:
"gfx/text-p2-won.png"
anchors.centerIn
:
parent
opacity
:
0
Behavior
on
opacity
{
NumberAnimation
{}
}
z
:
10
}
ParticleSystem
{
id
:
particleSystem;
anchors.fill
:
parent
z
:
5
ImageParticle
{
id
:
smokeParticle
groups
:
["smoke"
]
source
:
"gfx/particle-smoke.png"
alpha
:
0.1
alphaVariation
:
0.1
color
:
"yellow"
}
Loader
{
id
:
auxLoader
anchors.fill
:
parent
source
:
"PrimaryPack.qml"
onItemChanged
: {
if (
item &
amp;&
amp;
"particleSystem"
in item)
item.
particleSystem =
particleSystem
if (
item &
amp;&
amp;
"gameArea"
in item)
item.
gameArea =
gameCanvas
}
}
}
}