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author | Alan Alpert <alan.alpert@nokia.com> | 2010-05-05 18:54:19 (GMT) |
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committer | Alan Alpert <alan.alpert@nokia.com> | 2010-05-05 18:54:19 (GMT) |
commit | 0a8379d9f01118d7ff0121e6ecbbc0307e1e7f63 (patch) | |
tree | dbbf96df4245ecd37d9c9f0b619afaf6ddd19e38 /examples/declarative/tutorials/samegame/samegame4/content | |
parent | 337dbd5391b4e2b1bd88918a46f3392df8fd1312 (diff) | |
download | Qt-0a8379d9f01118d7ff0121e6ecbbc0307e1e7f63.zip Qt-0a8379d9f01118d7ff0121e6ecbbc0307e1e7f63.tar.gz Qt-0a8379d9f01118d7ff0121e6ecbbc0307e1e7f63.tar.bz2 |
Make component.createObject require a parent argument
For graphical objects (the common case) a common mistake is to not
parent a dynamically created item. Since you almost always want to add a
parent, and it's hard for a beginner to diagnose this problem, a parent
is now a required argument and dealt with by the createObject function.
Task-number: QTBUG-10110
Diffstat (limited to 'examples/declarative/tutorials/samegame/samegame4/content')
-rwxr-xr-x | examples/declarative/tutorials/samegame/samegame4/content/samegame.js | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/examples/declarative/tutorials/samegame/samegame4/content/samegame.js b/examples/declarative/tutorials/samegame/samegame4/content/samegame.js index 961cd66..159c9a7 100755 --- a/examples/declarative/tutorials/samegame/samegame4/content/samegame.js +++ b/examples/declarative/tutorials/samegame/samegame4/content/samegame.js @@ -49,14 +49,13 @@ function createBlock(column, row) { // 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(); + 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; |