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authorBea Lam <bea.lam@nokia.com>2010-04-13 00:54:12 (GMT)
committerBea Lam <bea.lam@nokia.com>2010-04-13 04:49:31 (GMT)
commit35d0792025d515e81b2bf208aa1fd7dce28096e6 (patch)
tree4ceb64760b87114ac866d7511758e8e4d69a8916 /demos/declarative/samegame
parent269ffcb59df843cb44c7d0b89b2e648af96f0f06 (diff)
downloadQt-35d0792025d515e81b2bf208aa1fd7dce28096e6.zip
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Make demo code more consistent with example code in terms of variable
naming and code style.
Diffstat (limited to 'demos/declarative/samegame')
-rw-r--r--demos/declarative/samegame/SamegameCore/BoomBlock.qml21
-rw-r--r--demos/declarative/samegame/SamegameCore/Button.qml25
-rw-r--r--demos/declarative/samegame/SamegameCore/Dialog.qml25
-rwxr-xr-xdemos/declarative/samegame/SamegameCore/samegame.js167
-rw-r--r--demos/declarative/samegame/samegame.qml78
5 files changed, 174 insertions, 142 deletions
diff --git a/demos/declarative/samegame/SamegameCore/BoomBlock.qml b/demos/declarative/samegame/SamegameCore/BoomBlock.qml
index db43182..bad1bf4 100644
--- a/demos/declarative/samegame/SamegameCore/BoomBlock.qml
+++ b/demos/declarative/samegame/SamegameCore/BoomBlock.qml
@@ -26,12 +26,16 @@ Item { id:block
anchors.fill: parent
}
- Particles { id: particles
- width:1; height:1; anchors.centerIn: parent;
- emissionRate: 0;
- lifeSpan: 700; lifeSpanDeviation: 600;
+ Particles {
+ id: particles
+
+ width: 1; height: 1
+ anchors.centerIn: parent
+
+ emissionRate: 0
+ lifeSpan: 700; lifeSpanDeviation: 600
angle: 0; angleDeviation: 360;
- velocity: 100; velocityDeviation:30;
+ velocity: 100; velocityDeviation: 30
source: {
if(type == 0){
"pics/redStar.png";
@@ -44,10 +48,13 @@ Item { id:block
}
states: [
- State{ name: "AliveState"; when: spawned == true && dying == false
+ State {
+ name: "AliveState"; when: spawned == true && dying == false
PropertyChanges { target: img; opacity: 1 }
},
- State{ name: "DeathState"; when: dying == true
+
+ State {
+ name: "DeathState"; when: dying == true
StateChangeScript { script: particles.burst(50); }
PropertyChanges { target: img; opacity: 0 }
StateChangeScript { script: block.destroy(1000); }
diff --git a/demos/declarative/samegame/SamegameCore/Button.qml b/demos/declarative/samegame/SamegameCore/Button.qml
index 9c7986b..0faabc9 100644
--- a/demos/declarative/samegame/SamegameCore/Button.qml
+++ b/demos/declarative/samegame/SamegameCore/Button.qml
@@ -3,23 +3,32 @@ import Qt 4.7
Rectangle {
id: container
- signal clicked
property string text: "Button"
- color: activePalette.button; smooth: true
- width: txtItem.width + 20; height: txtItem.height + 6
- border.width: 1; border.color: Qt.darker(activePalette.button); radius: 8;
+ signal clicked
+
+ width: buttonLabel.width + 20; height: buttonLabel.height + 6
+ smooth: true
+ border { width: 1; color: Qt.darker(activePalette.button) }
+ radius: 8
+ color: activePalette.button
gradient: Gradient {
GradientStop {
- id: topGrad; position: 0.0
- color: if (mr.pressed) { activePalette.dark } else { activePalette.light } }
+ position: 0.0
+ color: {
+ if (mouseArea.pressed)
+ return activePalette.dark
+ else
+ return activePalette.light
+ }
+ }
GradientStop { position: 1.0; color: activePalette.button }
}
- MouseArea { id: mr; anchors.fill: parent; onClicked: container.clicked() }
+ MouseArea { id: mouseArea; anchors.fill: parent; onClicked: container.clicked() }
Text {
- id: txtItem; text: container.text; anchors.centerIn: container; color: activePalette.buttonText
+ id: buttonLabel; text: container.text; anchors.centerIn: container; color: activePalette.buttonText
}
}
diff --git a/demos/declarative/samegame/SamegameCore/Dialog.qml b/demos/declarative/samegame/SamegameCore/Dialog.qml
index 7f1189e..8784348 100644
--- a/demos/declarative/samegame/SamegameCore/Dialog.qml
+++ b/demos/declarative/samegame/SamegameCore/Dialog.qml
@@ -2,21 +2,32 @@ import Qt 4.7
Rectangle {
id: page
+
+ property Item text: dialogText
+
+ signal closed
+
function forceClose() {
page.closed();
page.opacity = 0;
}
+
function show(txt) {
- myText.text = txt;
+ dialogText.text = txt;
page.opacity = 1;
}
- signal closed();
- property Item text: myText
- color: "white"; border.width: 1; width: myText.width + 20; height: myText.height + 40;
+
+ width: dialogText.width + 20; height: dialogText.height + 20
+ color: "white"
+ border.width: 1
opacity: 0
- Behavior on opacity {
+
+ Behavior on opacity {
NumberAnimation { duration: 1000 }
}
- Text { id: myText; anchors.centerIn: parent; text: "Hello World!" }
- MouseArea { id: mr; anchors.fill: parent; onClicked: forceClose(); }
+
+ Text { id: dialogText; anchors.centerIn: parent; text: "Hello World!" }
+
+ MouseArea { anchors.fill: parent; onClicked: forceClose(); }
}
+
diff --git a/demos/declarative/samegame/SamegameCore/samegame.js b/demos/declarative/samegame/SamegameCore/samegame.js
index a119a88..3888381 100755
--- a/demos/declarative/samegame/SamegameCore/samegame.js
+++ b/demos/declarative/samegame/SamegameCore/samegame.js
@@ -1,18 +1,18 @@
/* This script file handles the game logic */
-//Note that X/Y referred to here are in game coordinates
-var maxX = 10;//Nums are for gameCanvas.tileSize 40
-var maxY = 15;
-var maxIndex = maxX*maxY;
+
+var maxColumn = 10;
+var maxRow = 15;
+var maxIndex = maxColumn*maxRow;
var board = new Array(maxIndex);
-var tileSrc = "SamegameCore/BoomBlock.qml";
+var blockSrc = "SamegameCore/BoomBlock.qml";
var scoresURL = "http://qtfx-nokia.trolltech.com.au/samegame/scores.php";
var scoresURL = "";
-var timer;
-var component = createComponent(tileSrc);
+var gameDuration;
+var component = createComponent(blockSrc);
//Index function used instead of a 2D array
-function index(xIdx,yIdx) {
- return xIdx + (yIdx * maxX);
+function index(column,row) {
+ return column + (row * maxColumn);
}
function timeStr(msecs) {
@@ -22,51 +22,48 @@ function timeStr(msecs) {
return ret;
}
-function initBoard()
+function startNewGame()
{
+ //Delete blocks from previous game
for(var i = 0; i<maxIndex; i++){
- //Delete old blocks
if(board[i] != null)
board[i].destroy();
}
//Calculate board size
- maxX = Math.floor(gameCanvas.width/gameCanvas.tileSize);
- maxY = Math.floor(gameCanvas.height/gameCanvas.tileSize);
- maxIndex = maxY*maxX;
+ maxColumn = Math.floor(gameCanvas.width/gameCanvas.blockSize);
+ maxRow = Math.floor(gameCanvas.height/gameCanvas.blockSize);
+ maxIndex = maxRow*maxColumn;
//Close dialogs
- scoreName.forceClose();
+ nameInputDialog.forceClose();
dialog.forceClose();
- var a = new Date();
//Initialize Board
board = new Array(maxIndex);
gameCanvas.score = 0;
- for(var xIdx=0; xIdx<maxX; xIdx++){
- for(var yIdx=0; yIdx<maxY; yIdx++){
- board[index(xIdx,yIdx)] = null;
- createBlock(xIdx,yIdx);
+ for(var column=0; column<maxColumn; column++){
+ for(var row=0; row<maxRow; row++){
+ board[index(column,row)] = null;
+ createBlock(column,row);
}
}
- timer = new Date();
-
- //print(timer.valueOf() - a.valueOf());
+ gameDuration = new Date();
}
-var fillFound;//Set after a floodFill call to the number of tiles found
+var fillFound;//Set after a floodFill call to the number of blocks found
var floodBoard;//Set to 1 if the floodFill reaches off that node
//NOTE: Be careful with vars named x,y, as the calling object's x,y are still in scope
function handleClick(x,y)
{
- var xIdx = Math.floor(x/gameCanvas.tileSize);
- var yIdx = Math.floor(y/gameCanvas.tileSize);
- if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0)
+ var column = Math.floor(x/gameCanvas.blockSize);
+ var row = Math.floor(y/gameCanvas.blockSize);
+ if(column >= maxColumn || column < 0 || row >= maxRow || row < 0)
return;
- if(board[index(xIdx, yIdx)] == null)
+ if(board[index(column, row)] == null)
return;
- //If it's a valid tile, remove it and all connected (does nothing if it's not connected)
- floodFill(xIdx,yIdx, -1);
+ //If it's a valid block, remove it and all connected (does nothing if it's not connected)
+ floodFill(column,row, -1);
if(fillFound <= 0)
return;
gameCanvas.score += (fillFound - 1) * (fillFound - 1);
@@ -74,67 +71,67 @@ function handleClick(x,y)
victoryCheck();
}
-function floodFill(xIdx,yIdx,type)
+function floodFill(column,row,type)
{
- if(board[index(xIdx, yIdx)] == null)
+ if(board[index(column, row)] == null)
return;
var first = false;
if(type == -1){
first = true;
- type = board[index(xIdx,yIdx)].type;
+ type = board[index(column,row)].type;
//Flood fill initialization
fillFound = 0;
floodBoard = new Array(maxIndex);
}
- if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0)
+ if(column >= maxColumn || column < 0 || row >= maxRow || row < 0)
return;
- if(floodBoard[index(xIdx, yIdx)] == 1 || (!first && type != board[index(xIdx,yIdx)].type))
+ if(floodBoard[index(column, row)] == 1 || (!first && type != board[index(column,row)].type))
return;
- floodBoard[index(xIdx, yIdx)] = 1;
- floodFill(xIdx+1,yIdx,type);
- floodFill(xIdx-1,yIdx,type);
- floodFill(xIdx,yIdx+1,type);
- floodFill(xIdx,yIdx-1,type);
+ floodBoard[index(column, row)] = 1;
+ floodFill(column+1,row,type);
+ floodFill(column-1,row,type);
+ floodFill(column,row+1,type);
+ floodFill(column,row-1,type);
if(first==true && fillFound == 0)
- return;//Can't remove single tiles
- board[index(xIdx,yIdx)].dying = true;
- board[index(xIdx,yIdx)] = null;
+ return;//Can't remove single blocks
+ board[index(column,row)].dying = true;
+ board[index(column,row)] = null;
fillFound += 1;
}
function shuffleDown()
{
//Fall down
- for(var xIdx=0; xIdx<maxX; xIdx++){
+ for(var column=0; column<maxColumn; column++){
var fallDist = 0;
- for(var yIdx=maxY-1; yIdx>=0; yIdx--){
- if(board[index(xIdx,yIdx)] == null){
+ for(var row=maxRow-1; row>=0; row--){
+ if(board[index(column,row)] == null){
fallDist += 1;
}else{
if(fallDist > 0){
- var obj = board[index(xIdx,yIdx)];
- obj.targetY += fallDist * gameCanvas.tileSize;
- board[index(xIdx,yIdx+fallDist)] = obj;
- board[index(xIdx,yIdx)] = null;
+ var obj = board[index(column,row)];
+ obj.targetY += fallDist * gameCanvas.blockSize;
+ board[index(column,row+fallDist)] = obj;
+ board[index(column,row)] = null;
}
}
}
}
//Fall to the left
fallDist = 0;
- for(xIdx=0; xIdx<maxX; xIdx++){
- if(board[index(xIdx, maxY - 1)] == null){
+ for(column=0; column<maxColumn; column++){
+ if(board[index(column, maxRow - 1)] == null){
fallDist += 1;
}else{
if(fallDist > 0){
- for(yIdx=0; yIdx<maxY; yIdx++){
- obj = board[index(xIdx,yIdx)];
+ for(row=0; row<maxRow; row++){
+ obj = board[index(column,row)];
if(obj == null)
continue;
- obj.targetX -= fallDist * gameCanvas.tileSize;
- board[index(xIdx-fallDist,yIdx)] = obj;
- board[index(xIdx,yIdx)] = null;
+ obj.targetX -= fallDist * gameCanvas.blockSize;
+ board[index(column-fallDist,row)] = obj;
+ board[index(column,row)] = null;
}
}
}
@@ -143,40 +140,38 @@ function shuffleDown()
function victoryCheck()
{
- //awards bonuses for no tiles left
+ //awards bonuses for no blocks left
var deservesBonus = true;
- for(var xIdx=maxX-1; xIdx>=0; xIdx--)
- if(board[index(xIdx, maxY - 1)] != null)
+ for(var column=maxColumn-1; column>=0; column--)
+ if(board[index(column, maxRow - 1)] != null)
deservesBonus = false;
if(deservesBonus)
gameCanvas.score += 500;
//Checks for game over
- if(deservesBonus || !(floodMoveCheck(0,maxY-1, -1))){
- timer = new Date() - timer;
- //scoreName.show("You won! Please enter your name: ");
- scoreName.show("You won! Please enter your name: ");
- scoreName.initialWidth = scoreName.text.width + 20;
- scoreName.width = scoreName.initialWidth;
- scoreName.text.opacity = 0;//Just a spacer
- //dialog.show("Game Over. Your score is " + gameCanvas.score);
+ if(deservesBonus || !(floodMoveCheck(0,maxRow-1, -1))){
+ gameDuration = new Date() - gameDuration;
+ nameInputDialog.show("You won! Please enter your name: ");
+ nameInputDialog.initialWidth = nameInputDialog.text.width + 20;
+ nameInputDialog.width = nameInputDialog.initialWidth;
+ nameInputDialog.text.opacity = 0;//Just a spacer
}
}
-//only floods up and right, to see if it can find adjacent same-typed tiles
-function floodMoveCheck(xIdx, yIdx, type)
+//only floods up and right, to see if it can find adjacent same-typed blocks
+function floodMoveCheck(column, row, type)
{
- if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0)
+ if(column >= maxColumn || column < 0 || row >= maxRow || row < 0)
return false;
- if(board[index(xIdx, yIdx)] == null)
+ if(board[index(column, row)] == null)
return false;
- var myType = board[index(xIdx, yIdx)].type;
+ var myType = board[index(column, row)].type;
if(type == myType)
return true;
- return floodMoveCheck(xIdx + 1, yIdx, myType) ||
- floodMoveCheck(xIdx, yIdx - 1, board[index(xIdx,yIdx)].type);
+ return floodMoveCheck(column + 1, row, myType) ||
+ floodMoveCheck(column, row - 1, board[index(column,row)].type);
}
-function createBlock(xIdx,yIdx){
+function createBlock(column,row){
// Note that we don't wait for the component to become ready. This will
// only work if the block QML is a local file. Otherwise the component will
// not be ready immediately. There is a statusChanged signal on the
@@ -190,14 +185,14 @@ function createBlock(xIdx,yIdx){
}
dynamicObject.type = Math.floor(Math.random() * 3);
dynamicObject.parent = gameCanvas;
- dynamicObject.x = xIdx*gameCanvas.tileSize;
- dynamicObject.targetX = xIdx*gameCanvas.tileSize;
- dynamicObject.targetY = yIdx*gameCanvas.tileSize;
- dynamicObject.width = gameCanvas.tileSize;
- dynamicObject.height = gameCanvas.tileSize;
+ dynamicObject.x = column*gameCanvas.blockSize;
+ dynamicObject.targetX = column*gameCanvas.blockSize;
+ dynamicObject.targetY = row*gameCanvas.blockSize;
+ dynamicObject.width = gameCanvas.blockSize;
+ dynamicObject.height = gameCanvas.blockSize;
dynamicObject.spawned = true;
- board[index(xIdx,yIdx)] = dynamicObject;
- }else{//isError or isLoading
+ board[index(column,row)] = dynamicObject;
+ }else{
print("error loading block component");
print(component.errorsString());
return false;
@@ -211,14 +206,14 @@ function saveHighScore(name) {
//OfflineStorage
var db = openDatabaseSync("SameGameScores", "1.0", "Local SameGame High Scores",100);
var dataStr = "INSERT INTO Scores VALUES(?, ?, ?, ?)";
- var data = [name, gameCanvas.score, maxX+"x"+maxY ,Math.floor(timer/1000)];
+ 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);
//Only show results for the current grid size
- var rs = tx.executeSql('SELECT * FROM Scores WHERE gridSize = "'+maxX+"x"+maxY+'" ORDER BY score desc LIMIT 10');
+ var rs = tx.executeSql('SELECT * FROM Scores WHERE gridSize = "'+maxColumn+"x"+maxRow+'" ORDER BY score desc LIMIT 10');
var r = "\nHIGH SCORES for this grid size\n\n"
for(var i = 0; i < rs.rows.length; i++){
r += (i+1)+". " + rs.rows.item(i).name +' got '
@@ -233,7 +228,7 @@ function saveHighScore(name) {
function sendHighScore(name) {
var postman = new XMLHttpRequest()
var postData = "name="+name+"&score="+gameCanvas.score
- +"&gridSize="+maxX+"x"+maxY +"&time="+Math.floor(timer/1000);
+ +"&gridSize="+maxColumn+"x"+maxRow +"&time="+Math.floor(gameDuration/1000);
postman.open("POST", scoresURL, true);
postman.setRequestHeader("Content-Type", "application/x-www-form-urlencoded");
postman.onreadystatechange = function() {
diff --git a/demos/declarative/samegame/samegame.qml b/demos/declarative/samegame/samegame.qml
index 94f5c24..92201f5 100644
--- a/demos/declarative/samegame/samegame.qml
+++ b/demos/declarative/samegame/samegame.qml
@@ -9,85 +9,95 @@ Rectangle {
SystemPalette { id: activePalette }
Item {
- width: parent.width; anchors.top: parent.top; anchors.bottom: toolBar.top
+ width: parent.width
+ anchors { top: parent.top; bottom: toolBar.top }
Image {
id: background
- anchors.fill: parent; source: "SamegameCore/pics/background.png"
+ anchors.fill: parent
+ source: "SamegameCore/pics/background.png"
fillMode: Image.PreserveAspectCrop
- smooth: true
}
Item {
id: gameCanvas
property int score: 0
- property int tileSize: 40
+ property int blockSize: 40
z: 20; anchors.centerIn: parent
- width: parent.width - (parent.width % tileSize);
- height: parent.height - (parent.height % tileSize);
+ width: parent.width - (parent.width % blockSize);
+ height: parent.height - (parent.height % blockSize);
MouseArea {
- id: gameMR
anchors.fill: parent; onClicked: Logic.handleClick(mouse.x,mouse.y);
}
}
}
Dialog { id: dialog; anchors.centerIn: parent; z: 21 }
+
Dialog {
- id: scoreName; anchors.centerIn: parent; z: 22;
+ id: nameInputDialog
+
property int initialWidth: 0
- Behavior on width {NumberAnimation{} enabled: initialWidth!=0}
+
+ anchors.centerIn: parent
+ z: 22;
+
+ Behavior on width {
+ NumberAnimation {}
+ enabled: initialWidth != 0
+ }
+
Text {
- id: spacer
- anchors.left: scoreName.left
- anchors.leftMargin: 20
- anchors.verticalCenter: parent.verticalCenter
+ id: dialogText
+ anchors { left: nameInputDialog.left; leftMargin: 20; verticalCenter: parent.verticalCenter }
text: "You won! Please enter your name: "
}
+
TextInput {
- id: editor
+ id: nameInputText
+ anchors { verticalCenter: parent.verticalCenter; left: dialogText.right }
+ focus: true
+
onTextChanged: {
- var newWidth = editor.width + spacer.width + 40;
- if((newWidth > scoreName.width && newWidth < screen.width)
- || (scoreName.width > scoreName.initialWidth))
- scoreName.width = newWidth;
+ var newWidth = nameInputText.width + dialogText.width + 40;
+ if ( (newWidth > nameInputDialog.width && newWidth < screen.width)
+ || (nameInputDialog.width > nameInputDialog.initialWidth) )
+ nameInputDialog.width = newWidth;
}
onAccepted: {
- if(scoreName.opacity==1&&editor.text!="")
- Logic.saveHighScore(editor.text);
- scoreName.forceClose();
+ if (nameInputDialog.opacity == 1 && nameInputText.text != "")
+ Logic.saveHighScore(nameInputText.text);
+ nameInputDialog.forceClose();
}
- anchors.verticalCenter: parent.verticalCenter
- focus: true
- anchors.left: spacer.right
}
}
Rectangle {
id: toolBar
+ width: parent.width; height: 32
color: activePalette.window
- height: 32; width: parent.width
anchors.bottom: screen.bottom
Button {
- id: btnA; text: "New Game"; onClicked: Logic.initBoard();
- anchors.left: parent.left; anchors.leftMargin: 3
- anchors.verticalCenter: parent.verticalCenter
+ id: newGameButton
+ anchors { left: parent.left; leftMargin: 3; verticalCenter: parent.verticalCenter }
+ text: "New Game"
+ onClicked: Logic.startNewGame()
}
Button {
- id: btnB; text: "Quit"; onClicked: Qt.quit();
- anchors.left: btnA.right; anchors.leftMargin: 3
- anchors.verticalCenter: parent.verticalCenter
+ text: "Quit"
+ anchors { left: newGameButton.right; leftMargin: 3; verticalCenter: parent.verticalCenter }
+ onClicked: Qt.quit();
}
Text {
id: score
- text: "Score: " + gameCanvas.score; font.bold: true
- anchors.right: parent.right; anchors.rightMargin: 3
- anchors.verticalCenter: parent.verticalCenter
+ anchors { right: parent.right; rightMargin: 3; verticalCenter: parent.verticalCenter }
+ text: "Score: " + gameCanvas.score
+ font.bold: true
color: activePalette.windowText
}
}