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author | Qt Continuous Integration System <qt-info@nokia.com> | 2010-04-13 23:05:26 (GMT) |
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committer | Qt Continuous Integration System <qt-info@nokia.com> | 2010-04-13 23:05:26 (GMT) |
commit | a5e9e86a6daddde6fb906cbf09bf562e50b17698 (patch) | |
tree | 18e1fbc22574ae2168500349a04f758d91a37c8e /demos/declarative | |
parent | c46c06d363b7c90fecd84e7ef333ffa449f1d71c (diff) | |
parent | a15c2d6ba9c2da1c709fbb23d0c07ad51450d93e (diff) | |
download | Qt-a5e9e86a6daddde6fb906cbf09bf562e50b17698.zip Qt-a5e9e86a6daddde6fb906cbf09bf562e50b17698.tar.gz Qt-a5e9e86a6daddde6fb906cbf09bf562e50b17698.tar.bz2 |
Merge branch '4.7' of scm.dev.nokia.troll.no:qt/qt-qml into 4.7-integration
* '4.7' of scm.dev.nokia.troll.no:qt/qt-qml: (26 commits)
Remove warning on ASCII cast
Fix compilation on Solaris, AIX and HP-UX.
Speed up borderimage test.
Exclude webview examples when compiled without webview
Fix test
Use SRCDIR to make examples test work with shadow builds.
Example fixes
Improve efficiency of model dataChanged.
Optimize some autotests
Fix test (run with -qws on QWS).
Stabilize behaviors test.
Struct -> class because class is better.
Move effect property where it should be.
Tweak tests to run in parallel
Network-related test fails on the rare occasion
Fix code style in examples
Make demo code more consistent with example code in terms of variable
Fix score from previous change
Doc improvements
Fix example code style
...
Diffstat (limited to 'demos/declarative')
-rw-r--r-- | demos/declarative/samegame/SamegameCore/BoomBlock.qml | 21 | ||||
-rw-r--r-- | demos/declarative/samegame/SamegameCore/Button.qml | 25 | ||||
-rw-r--r-- | demos/declarative/samegame/SamegameCore/Dialog.qml | 25 | ||||
-rwxr-xr-x | demos/declarative/samegame/SamegameCore/samegame.js | 167 | ||||
-rw-r--r-- | demos/declarative/samegame/samegame.qml | 78 |
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 } } |