summaryrefslogtreecommitdiffstats
path: root/demos
diff options
context:
space:
mode:
authorQt Continuous Integration System <qt-info@nokia.com>2010-04-13 23:05:26 (GMT)
committerQt Continuous Integration System <qt-info@nokia.com>2010-04-13 23:05:26 (GMT)
commita5e9e86a6daddde6fb906cbf09bf562e50b17698 (patch)
tree18e1fbc22574ae2168500349a04f758d91a37c8e /demos
parentc46c06d363b7c90fecd84e7ef333ffa449f1d71c (diff)
parenta15c2d6ba9c2da1c709fbb23d0c07ad51450d93e (diff)
downloadQt-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')
-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
}
}