Qt Quick Demo - Same Game▲
Sélectionnez
/****************************************************************************
**
** 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 &
amp;&
amp; 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"
&
amp;&
amp; !
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 &
lt;
10
?
"0"
:
""
) +
mins +
":"
+ (
secs &
lt;
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 &
amp;&
amp; (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"
) &
amp;&
amp; gameCanvas.mode ==
"puzzle"
&
amp;&
amp; 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
;
}