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author | Alan Alpert <alan.alpert@nokia.com> | 2009-11-10 03:14:52 (GMT) |
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committer | Alan Alpert <alan.alpert@nokia.com> | 2009-11-10 03:35:01 (GMT) |
commit | ca9f7764982b90bb316ccca55dbd57edc5b40d4f (patch) | |
tree | 66ccf7f5564325f31a46a89daa4a4829b4d82cc8 | |
parent | 8d930f43d6e0827ece00b61676b736421b50f290 (diff) | |
download | Qt-ca9f7764982b90bb316ccca55dbd57edc5b40d4f.zip Qt-ca9f7764982b90bb316ccca55dbd57edc5b40d4f.tar.gz Qt-ca9f7764982b90bb316ccca55dbd57edc5b40d4f.tar.bz2 |
Fix samegame tutorial 3
the js file hadn't been updated to avoid global vars
Also updating a missed particles element
-rw-r--r-- | examples/declarative/tutorials/samegame/samegame3/samegame.js | 24 | ||||
-rw-r--r-- | tests/benchmarks/declarative/qmlcomponent/samegame/BoomBlock.qml | 15 |
2 files changed, 20 insertions, 19 deletions
diff --git a/examples/declarative/tutorials/samegame/samegame3/samegame.js b/examples/declarative/tutorials/samegame/samegame3/samegame.js index 528a73c..38efb3b 100644 --- a/examples/declarative/tutorials/samegame/samegame3/samegame.js +++ b/examples/declarative/tutorials/samegame/samegame3/samegame.js @@ -75,8 +75,8 @@ var floodBoard;//Set to 1 if the floodFill reaches off that node //![1] function handleClick(x,y) { - xIdx = Math.floor(x/gameCanvas.tileSize); - yIdx = Math.floor(y/gameCanvas.tileSize); + var xIdx = Math.floor(x/gameCanvas.tileSize); + var yIdx = Math.floor(y/gameCanvas.tileSize); if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0) return; if(board[index(xIdx, yIdx)] == null) @@ -124,13 +124,13 @@ function shuffleDown() { //Fall down for(var xIdx=0; xIdx<maxX; xIdx++){ - fallDist = 0; - for(yIdx=maxY-1; yIdx>=0; yIdx--){ + var fallDist = 0; + for(var yIdx=maxY-1; yIdx>=0; yIdx--){ if(board[index(xIdx,yIdx)] == null){ fallDist += 1; }else{ if(fallDist > 0){ - obj = board[index(xIdx,yIdx)]; + var obj = board[index(xIdx,yIdx)]; obj.y += fallDist * gameCanvas.tileSize; board[index(xIdx,yIdx+fallDist)] = obj; board[index(xIdx,yIdx)] = null; @@ -139,14 +139,14 @@ function shuffleDown() } } //Fall to the left - fallDist = 0; - for(xIdx=0; xIdx<maxX; xIdx++){ + var fallDist = 0; + for(var xIdx=0; xIdx<maxX; xIdx++){ if(board[index(xIdx, maxY - 1)] == null){ fallDist += 1; }else{ if(fallDist > 0){ - for(yIdx=0; yIdx<maxY; yIdx++){ - obj = board[index(xIdx,yIdx)]; + for(var yIdx=0; yIdx<maxY; yIdx++){ + var obj = board[index(xIdx,yIdx)]; if(obj == null) continue; obj.x -= fallDist * gameCanvas.tileSize; @@ -162,8 +162,8 @@ function shuffleDown() function victoryCheck() { //awards bonuses for no tiles left - deservesBonus = true; - for(xIdx=maxX-1; xIdx>=0; xIdx--) + var deservesBonus = true; + for(var xIdx=maxX-1; xIdx>=0; xIdx--) if(board[index(xIdx, maxY - 1)] != null) deservesBonus = false; if(deservesBonus) @@ -181,7 +181,7 @@ function floodMoveCheck(xIdx, yIdx, type) return false; if(board[index(xIdx, yIdx)] == null) return false; - myType = board[index(xIdx, yIdx)].type; + var myType = board[index(xIdx, yIdx)].type; if(type == myType) return true; return floodMoveCheck(xIdx + 1, yIdx, myType) || diff --git a/tests/benchmarks/declarative/qmlcomponent/samegame/BoomBlock.qml b/tests/benchmarks/declarative/qmlcomponent/samegame/BoomBlock.qml index a495cd0..723e62a 100644 --- a/tests/benchmarks/declarative/qmlcomponent/samegame/BoomBlock.qml +++ b/tests/benchmarks/declarative/qmlcomponent/samegame/BoomBlock.qml @@ -21,14 +21,16 @@ Item { id:block } } opacity: 0 - opacity: Behavior { NumberAnimation { properties:"opacity"; duration: 200 } } + opacity: Behavior { NumberAnimation { duration: 200 } } anchors.fill: parent } Particles { id: particles - width:1; height:1; anchors.centerIn: parent; opacity: 0 - lifeSpan: 700; lifeSpanDeviation: 600; count:0; streamIn: false - angle: 0; angleDeviation: 360; velocity: 100; velocityDeviation:30 + width:1; height:1; anchors.centerIn: parent; + emissionRate: 0; + lifeSpan: 700; lifeSpanDeviation: 600; + angle: 0; angleDeviation: 360; + velocity: 100; velocityDeviation:30; source: { if(type == 0){ "pics/redStar.png"; @@ -45,10 +47,9 @@ Item { id:block PropertyChanges { target: img; opacity: 1 } }, State{ name: "DeathState"; when: dying == true - PropertyChanges { target: particles; count: 50 } - PropertyChanges { target: particles; opacity: 1 } - PropertyChanges { target: particles; emitting: false } // i.e. emit only once + StateChangeScript { script: particles.burst(50); } PropertyChanges { target: img; opacity: 0 } + StateChangeScript { script: block.destroy(1000); } } ] } |