QML Advanced Tutorial 4 - Finishing Touches▲
<Unknown command>contentspageQML Advanced Tutorial
Adding Some Flair▲
Now we're going to do two things to liven up the game: animate the blocks and add a High Score system.
We've also cleaned up the directory structure for our application files. We now have a lot of files, so all the JavaScript and QML files outside of samegame.qml have been moved into a new sub-directory named "content".
In anticipation of the new block animations, Block.qml file is now renamed to BoomBlock.qml.
Animating Block Movement▲
First we will animate the blocks so that they move in a fluid manner. QML has a number of methods for adding fluid movement, and in this case we're going to use the Behavior type to add a SpringAnimation. In BoomBlock.qml, we apply a SpringAnimation behavior to the x and y properties so that the block will follow and animate its movement in a spring-like fashion towards the specified position (whose values will be set by samegame.js).Here is the code added to BoomBlock.qml:
property
bool
spawned
:
false
Behavior
on
x
{
enabled
:
spawned;
SpringAnimation
{
spring
:
2
; damping
:
0.2 }
}
Behavior
on
y
{
SpringAnimation
{
spring
:
2
; damping
:
0.2 }
}
The spring and damping values can be changed to modify the spring-like effect of the animation.
The enabled: spawned setting refers to the spawned value that is set from createBlock() in samegame.js. This ensures the SpringAnimation on the x is only enabled after createBlock() has set the block to the correct position. Otherwise, the blocks will slide out of the corner (0,0) when a game begins, instead of falling from the top in rows. (Try commenting out enabled: spawned and see for yourself.)
Animating Block Opacity Changes▲
Next, we will add a smooth exit animation. For this, we'll use a Behavior type, which allows us to specify a default animation when a property change occurs. In this case, when the opacity of a Block changes, we will animate the opacity value so that it gradually fades in and out, instead of abruptly changing between fully visible and invisible. To do this, we'll apply a Behavior on the opacity property of the Image type in BoomBlock.qml:
Image
{
id
:
img
anchors.fill
:
parent
source
: {
if (
type ==
0
)
return "../../shared/pics/redStone.png"
;
else if (
type ==
1
)
return "../../shared/pics/blueStone.png"
;
else
return "../../shared/pics/greenStone.png"
;
}
opacity
:
0
Behavior
on
opacity
{
NumberAnimation
{
properties
:
"opacity"
; duration
:
200
}
}
}
Note the opacity: 0 which means the block is transparent when it is first created. We could set the opacity in samegame.js when we create and destroy the blocks, but instead we'll use states, since this is useful for the next animation we're going to add. Initially, we add these States to the root type of BoomBlock.qml:
property bool
dying: false
states
:
[
State{
name: "AliveState"
; when: spawned ==
true
&
amp;&
amp; dying ==
false
PropertyChanges {
target: img; opacity: 1
}
}
,
State{
name: "DeathState"
; when: dying ==
true
PropertyChanges {
target: img; opacity: 0
}
}
]
Now blocks will automatically fade in, as we already set spawned to true when we implemented the block animations. To fade out, we set dying to true instead of setting opacity to 0 when a block is destroyed (in the floodFill() function).
Adding Particle Effects▲
Finally, we'll add a cool-looking particle effect to the blocks when they are destroyed. To do this, we first add a ParticleSystem in BoomBlock.qml, like so:
ParticleSystem
{
id
:
sys
anchors.centerIn
:
parent
ImageParticle
{
// ![0]
source
: {
if (
type ==
0
)
return "../../shared/pics/redStar.png"
;
else if (
type ==
1
)
return "../../shared/pics/blueStar.png"
;
else
return "../../shared/pics/greenStar.png"
;
}
rotationVelocityVariation
:
360
// ![0]
}
Emitter
{
id
:
particles
anchors.centerIn
:
parent
emitRate
:
0
lifeSpan
:
700
velocity
:
AngleDirection
{
angleVariation
:
360
; magnitude
:
80
; magnitudeVariation
:
40
}
size
:
16
}
}
To fully understand this you should read Using the Qt Quick Particle System, but it's important to note that emitRate is set to zero so that particles are not emitted normally. Also, we extend the dying State, which creates a burst of particles by calling the burst() method on the particles type. The code for the states now look like this:
states
:
[
State
{
name
:
"AliveState"
when
:
spawned ==
true
&
amp;&
amp; dying ==
false
PropertyChanges
{
target
:
img; opacity
:
1
}
}
,
State
{
name
:
"DeathState"
when
:
dying ==
true
StateChangeScript
{
script
:
particles.burst(50
); }
PropertyChanges
{
target
:
img; opacity
:
0
}
StateChangeScript
{
script
:
block.destroy(1000
); }
}
]
Now the game is beautifully animated, with subtle (or not-so-subtle) animations added for all of the player's actions. The end result is shown below, with a different set of images to demonstrate basic theming:

The theme change here is produced simply by replacing the block images. This can be done at runtime by changing the Image source property, so for a further challenge, you could add a button that toggles between themes with different images.
Keeping a High Scores Table▲
Another feature we might want to add to the game is a method of storing and retrieving high scores.
To do this, we will show a dialog when the game is over to request the player's name and add it to a High Scores table. This requires a few changes to Dialog.qml. In addition to a Text type, it now has a TextInput child item for receiving keyboard text input:
Rectangle
{
id
:
container
...
TextInput
{
id
:
textInput
anchors {
verticalCenter
:
parent.verticalCenter; left
:
dialogText.right }
width
:
80
text
:
""
onAccepted
:
container.hide() // close dialog when Enter is pressed
}
...
}
We'll also add a showWithInput() function. The text input will only be visible if this function is called instead of show(). When the dialog is closed, it emits a closed() signal, and other types can retrieve the text entered by the user through an inputText property:
Rectangle
{
id
:
container
property
string
inputText
:
textInput.text
signal closed
function
show(text
) {
dialogText.
text
=
text
;
container.
opacity =
1
;
textInput.
opacity =
0
;
}
function
showWithInput(text
) {
show
(
text
);
textInput.
opacity =
1
;
textInput.
focus
=
true;
textInput.
text
=
""
}
function
hide() {
textInput.
focus
=
false;
container.
opacity =
0
;
container.closed
(
);
}
...
}
Now the dialog can be used in samegame.qml:
Dialog
{
id
:
nameInputDialog
anchors.centerIn
:
parent
z
:
100
onClosed
: {
if (
nameInputDialog.
inputText !=
""
)
SameGame.saveHighScore
(
nameInputDialog.
inputText);
}
}
When the dialog emits the closed signal, we call the new saveHighScore() function in samegame.js, which stores the high score locally in an SQL database and also send the score to an online database if possible.
The nameInputDialog is activated in the victoryCheck() function in samegame.js:
function victoryCheck() {
...
//Check whether game has finished
if
(deservesBonus ||
!
(floodMoveCheck(0
, maxRow -
1
, -
1
))) {
gameDuration =
new
Date() -
gameDuration;
nameInputDialog.showWithInput("You won! Please enter your name: "
);
}
}
Storing High Scores Offline▲
Now we need to implement the functionality to actually save the High Scores table.
Here is the saveHighScore() function in samegame.js:
function saveHighScore(name) {
if
(scoresURL !=
""
)
sendHighScore(name);
var db =
Sql.LocalStorage.openDatabaseSync("SameGameScores"
, "1.0"
, "Local SameGame High Scores"
, 100
);
var dataStr =
"INSERT INTO Scores VALUES(?, ?, ?, ?)"
;
var data =
[name, gameCanvas.score, maxColumn +
"x"
+
maxRow, Math.floor(gameDuration /
1000
)];
db.transaction(function(tx) {
tx.executeSql('CREATE TABLE IF NOT EXISTS Scores(name TEXT, score NUMBER, gridSize TEXT, time NUMBER)');
tx.executeSql(dataStr, data);
var rs =
tx.executeSql('SELECT *
FROM Scores WHERE gridSize =
"12x17"
ORDER BY score desc LIMIT 10
');
var r =
"
\n
HIGH SCORES for a standard sized grid
\n\n
"
for
(var i =
0
; i &
lt; rs.rows.length; i++
) {
r +=
(i +
1
) +
". "
+
rs.rows.item(i).name +
' got '