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authorQt Continuous Integration System <qt-info@nokia.com>2010-05-08 03:24:44 (GMT)
committerQt Continuous Integration System <qt-info@nokia.com>2010-05-08 03:24:44 (GMT)
commite7cf5fc921c00286846ac552b51a37fe2f51ff3e (patch)
treeaf7c5cade70dfd740b11434a1a5cd7f3ff53ed35 /examples/declarative/tutorials/samegame/samegame4/content/samegame.js
parent03f8f1df0d88f5ffe0b3120cffce614cbeefdb70 (diff)
parent3ad6f3b1f4d2252e2a004acc8156a1fd308265cf (diff)
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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: (131 commits) Avoid many unnecessary allocations, so so that paint engines attached to pixmaps Doc Fix autotests Fix autotests (remove import Qt.widgets) Add missing qml file to qdeclarativemousearea Doc fix Clean up example code, add white background behind text Update mouse area qmlvisual test to follow change QTBUG-10162 Fix autotest bug in MouseArea Avoid emitting release when the mouse is ungrabbed Resize qmlruntime window to new dimensions when orientation changes Compile with opengl enabled. Avoid repeated create/destroy at top list boundary with sub-pixel movement. Call QDeclarativeItem::geometryChanged() base implementation qdoc fixes. Avoid warnings as delegates with bindings to parent are created and destroyed. qdoc fixes TextInput echoMode doc. Make sure to call base class implementation. More cleanup ...
Diffstat (limited to 'examples/declarative/tutorials/samegame/samegame4/content/samegame.js')
-rwxr-xr-xexamples/declarative/tutorials/samegame/samegame4/content/samegame.js28
1 files changed, 15 insertions, 13 deletions
diff --git a/examples/declarative/tutorials/samegame/samegame4/content/samegame.js b/examples/declarative/tutorials/samegame/samegame4/content/samegame.js
index 1454f0b..0505b8d 100755
--- a/examples/declarative/tutorials/samegame/samegame4/content/samegame.js
+++ b/examples/declarative/tutorials/samegame/samegame4/content/samegame.js
@@ -25,8 +25,8 @@ function startNewGame() {
maxIndex = maxRow * maxColumn;
//Close dialogs
- nameInputDialog.forceClose();
- dialog.forceClose();
+ nameInputDialog.hide();
+ dialog.hide();
//Initialize Board
board = new Array(maxIndex);
@@ -45,18 +45,17 @@ function createBlock(column, row) {
if (component == null)
component = Qt.createComponent("content/BoomBlock.qml");
- // Note that if Block.qml was not a local file, component.isReady would be
- // false and we should wait for the component's statusChanged() signal to
- // know when the file is downloaded and fully loaded before calling createObject().
- if (component.isReady) {
- var dynamicObject = component.createObject();
+ // Note that if Block.qml was not a local file, component.status would be
+ // Loading and we should wait for the component's statusChanged() signal to
+ // know when the file is downloaded and ready before calling createObject().
+ if (component.status == Component.Ready) {
+ var dynamicObject = component.createObject(gameCanvas);
if (dynamicObject == null) {
console.log("error creating block");
console.log(component.errorsString());
return false;
}
dynamicObject.type = Math.floor(Math.random() * 3);
- dynamicObject.parent = gameCanvas;
dynamicObject.x = column * gameCanvas.blockSize;
dynamicObject.targetX = column * gameCanvas.blockSize;
dynamicObject.targetY = row * gameCanvas.blockSize;
@@ -72,10 +71,9 @@ function createBlock(column, row) {
return true;
}
-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
+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
+
function handleClick(xPos, yPos) {
var column = Math.floor(xPos / gameCanvas.blockSize);
var row = Math.floor(yPos / gameCanvas.blockSize);
@@ -157,7 +155,9 @@ function shuffleDown() {
}
}
+//![3]
function victoryCheck() {
+//![3]
//Award bonus points if no blocks left
var deservesBonus = true;
for (var column = maxColumn - 1; column >= 0; column--)
@@ -166,12 +166,14 @@ function victoryCheck() {
if (deservesBonus)
gameCanvas.score += 500;
+//![4]
//Check whether game has finished
if (deservesBonus || !(floodMoveCheck(0, maxRow - 1, -1))) {
gameDuration = new Date() - gameDuration;
- nameInputDialog.show("You won! Please enter your name: ");
+ nameInputDialog.showWithInput("You won! Please enter your name: ");
}
}
+//![4]
//only floods up and right, to see if it can find adjacent same-typed blocks
function floodMoveCheck(column, row, type) {