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+/******************************************************************************
+ *
+ * Copyright (c) 2011 Nokia Corporation and/or its subsidiary(-ies).
+ * All rights reserved.
+ * Contact: Nokia Corporation (qt-info@nokia.com)
+ *
+ * $QT_BEGIN_LICENSE:BSD$
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the author organization nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ * ARE DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
+ * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * $QT_END_LICENSE$
+ *
+ *****************************************************************************/
+
+import Qt 4.7
+import "Game.js" as GameScript
+
+Item {
+ id: gameArea
+ width: 360; height: 640 // NOTE: have to exists some default sizes
+ anchors.fill: parent
+ objectName: "gameArea"
+
+
+ // Who win, you or computer
+ property bool gameOverProperty: false
+
+ // for info message to user
+ property variant messageBox
+
+ // Level activated signal for Qt side to load activated level
+ signal levelActivated(int index)
+
+ // Pause whole game, if level is loaded
+ function pauseGame() {
+ if (GameScript.levelPlugin) {
+ GameScript.pauseGame(true)
+ myShip.focus = false
+ btnPause.opacity = 0
+ menu.showPauseMenu()
+ }
+ }
+
+ // Qt side call this for QML take new level into use
+ function levelReadyForCreation() {
+ // Hide menu
+ menu.hideMenu()
+ // Show message
+ message.showMessage("Loading Level...",2000)
+ // Wait before create level
+ levelCreationTimer.restart()
+ }
+
+ // Fires ememy missile. Function is called from Qt side
+ function fireEnemyMissile(aXpox, aFromYpos, aToYpos) {
+ GameScript.fireEnemyMissile(aXpox, aFromYpos, aToYpos)
+ }
+
+ // Game Over handling. Function is called from Qt side
+ function gameOver(youWin) {
+ // Stop GameEngine timers
+ GameEngine.enableEngineTimer(false)
+ gameOverProperty = youWin
+ GameScript.hideMissiles()
+ gameOverTimer.restart()
+ //GameEngine.vibra()
+ }
+
+ // End game and show menu
+ function endGame(showMessage) {
+ backgroundPic.opacity = 1
+ // Stop GameEngine timers
+ GameEngine.enableEngineTimer(false)
+ // Do game over
+ GameScript.gameOver()
+ GameScript.hideMissiles()
+ // Clear GameEngine QML objects
+ GameEngine.clearQmlObjects()
+ myShip.opacity = 0
+ myShip.focus = false
+ btnPause.opacity = 0
+ idMainLogo.opacity = 1
+ menu.showLevelMenu()
+ if (showMessage) {
+ message.showMessage("Game End",2000)
+ }
+ }
+
+ // Timer for level creationing
+ Timer {
+ id: levelCreationTimer
+ interval: 1000; running: false; repeat: false
+ onTriggered: {
+ btnPause.opacity = 1
+ myShip.opacity = 1
+ myShip.focus = true
+ // Create new level
+ var ret = GameScript.createLevel()
+ if (ret==0) {
+ backgroundPic.opacity = 0
+ // Find QML object for GameEngine
+ GameEngine.findQmlObjects()
+ // Enable GameEngine timer
+ GameEngine.enableEngineTimer(true)
+ } else {
+ // Level cannot be created!
+ endGame(false)
+ }
+ }
+ }
+
+ // Timer for game over
+ Timer {
+ id: gameOverTimer
+ interval: 1500; running: false; repeat: false
+ onTriggered: {
+ backgroundPic.opacity = 1
+ idMainLogo.opacity = 1
+ // Do game over
+ GameScript.gameOver()
+ // Clear GameEngine QML objects
+ GameEngine.clearQmlObjects()
+ menu.showLevelMenu()
+ if (gameOverProperty) {
+ GameEngine.playInternalSound(4)
+ message.showMessage("Game Over, You win!",2000)
+ } else {
+ GameEngine.playInternalSounds(3,3)
+ message.showMessage("Game Over, You lose",2000)
+ }
+ }
+ }
+
+ // Menu signal to slot connections
+ Connections {
+ target: menu
+ // Level selected
+ onLevelSelected: {
+ // Stop bigship animation
+ bigShipAnim.stop()
+ bigShip.opacity = 0
+ // Hide logo
+ idMainLogo.opacity = 0
+ // Signal level activated
+ gameArea.levelActivated(levelIndex)
+ }
+ // Level resumed selected
+ onResumeSelected: {
+ menu.hideMenu()
+ GameScript.pauseGame(false)
+ myShip.focus = true
+ }
+ }
+
+ // This component creation completed
+ Component.onCompleted: {
+ // Show main Level selection menu
+ menu.showLevelMenu()
+
+ // Start big ship animation
+ bigShipAnim.restart()
+
+ // Set variable
+ messageBox = message
+
+ // Play game start sound
+ GameEngine.gameStartSound()
+
+ // Fade splash screen
+ fadeAnim.restart()
+ // Rotate splash logo
+ rotAnim.restart()
+ }
+
+
+ // Background image for the game
+ Image {
+ id: backgroundPic
+ z:1
+ source: "qrc:/gfx/background2.png"
+ fillMode: Image.PreserveAspectCrop
+ smooth: true
+ anchors.fill: parent
+ }
+
+ Image {
+ id: bigShip
+ source: "qrc:/gfx/bigship.png"
+ z:1.5
+ smooth: true
+ x: width * -1
+ y: parent.height * 0.55
+ }
+ SequentialAnimation {
+ id: bigShipAnim;
+ NumberAnimation {target:bigShip; property:"x"; to:gameArea.width; easing.type: Easing.Linear; duration: 80000 }
+ PropertyAction {target:bigShip; properties: "opacity"; value: 0}
+ }
+
+
+ // Enemies grid
+ Item {
+ // This is general level QML plaseholder
+ // Into this is level QML created in createLevel()
+ id:levelId
+ anchors.fill: parent
+ z:2
+ }
+
+ Image {
+ id: idMainLogo
+ z:19
+ source: "qrc:/gfx/quickhit_logo.png"
+ smooth: true
+ anchors.horizontalCenter: gameArea.horizontalCenter
+ y:gameArea.height / 10 * 1
+ }
+
+ // Game menu
+ Menu {
+ z:20
+ id:menu
+ width: gameArea.width / 5 * 4
+ height: gameArea.height / 10 * 4
+ anchors.verticalCenter: gameArea.verticalCenter
+ anchors.horizontalCenter: gameArea.horizontalCenter
+ }
+
+ // My ship
+ MyShip {
+ z:10
+ id: myShip
+ opacity: 0
+ }
+
+ // Mouse area of your ship
+ MouseArea {
+ //anchors.fill: parent
+ width: parent.width
+ height: myShip.height
+ x:0
+ y:gameArea.height - myShip.height
+
+ drag.target: myShip
+ drag.axis: Drag.XAxis
+ drag.minimumX: 0
+ drag.maximumX: gameArea.width - myShip.width
+
+ property int startPos: 0
+ property int dragCount: 0
+
+ onPressed: {
+ startPos = mouseX
+ dragCount = 0
+ }
+ onPositionChanged: {
+ //dragCount = Math.abs(mouseX-startPos)
+ }
+ onReleased: {
+ //if (dragCount<20) {
+ myShip.fire()
+ //}
+ }
+ }
+
+ // Pause button
+ Button {
+ id: btnSound
+ z:12
+ //animationEnabled: false
+ anchors.top: parent.top
+ anchors.topMargin: 10
+ buttonPath: "qrc:/gfx/soundOn.png"
+ buttonId: 4
+ width: gameArea.width / 10
+ height: gameArea.width / 10
+ x: gameArea.width - width - 15
+ opacity: 1
+ Connections {
+ target: btnSound
+ onBtnClicked: {
+ if (btnSound.buttonId==4) {
+ // Sound off
+ btnSound.buttonPath = "qrc:/gfx/soundOff.png"
+ btnSound.buttonId = 5
+ GameEngine.enableSounds(false)
+ } else {
+ // Sound on
+ btnSound.buttonPath = "qrc:/gfx/soundOn.png"
+ btnSound.buttonId = 4
+ GameEngine.enableSounds(true)
+ }
+ }
+ }
+ }
+
+ // Pause button
+ Button {
+ id: btnPause
+ z:13
+ anchors.top: parent.top
+ anchors.topMargin: 10
+ buttonPath: "qrc:/gfx/pause.png"
+ buttonId: 3
+ width: gameArea.width / 10
+ height: gameArea.width / 10
+ x: gameArea.width - width - btnPause.width - 15*2
+ opacity: 0
+ Connections {
+ target: btnPause
+ onBtnClicked: {
+ GameScript.pauseGame(true)
+ myShip.focus = false
+ btnPause.opacity = 0
+ menu.showPauseMenu()
+ }
+ }
+ }
+
+
+ // Hidden missiles ready for to be launched
+ Missile {
+ z:3
+ id: missile_1
+ x:0
+ y:10
+ }
+ Missile {
+ z:4
+ id: missile_2
+ x: 20
+ y:10
+ }
+ Missile {
+ z:5
+ id: missile_3
+ x: 40
+ y:10
+ }
+ Missile {
+ z:6
+ id: missile_4
+ x: 60
+ y:10
+ }
+ Missile {
+ z:7
+ id: missile_5
+ x: 80
+ y:10
+ }
+ Missile {
+ z:8
+ objectName: "enemy_missile"
+ id: enemy_missile_1
+ enemyMissile: true
+ }
+ Missile {
+ z:9
+ objectName: "enemy_missile"
+ id: enemy_missile_2
+ enemyMissile: true
+ }
+
+ // Messages to the user
+ Message {
+ id: message
+ z:21
+ }
+
+
+ // Splach screen
+ Rectangle {
+ id: blackFace
+ x:-2
+ y:0
+ width: parent.width + 2
+ height: parent.height
+ z:100
+ color: "black"
+ opacity: 1
+
+ MouseArea {
+ anchors.fill: parent
+ onPressed: {
+ mouse.accepted = true
+ fadeAnim.stop()
+ blackFace.opacity = 0
+ }
+ }
+
+ Image {
+ id: idLogo
+ source: "qrc:/gfx/quickhit_logo.png"
+ smooth: true
+ anchors.horizontalCenter: parent.horizontalCenter
+ anchors.verticalCenter: parent.verticalCenter
+ opacity: 0
+ }
+ NumberAnimation { id: rotAnim; target: idLogo; property: "rotation"; to: 20; duration: 9000 }
+
+ }
+ // Splach screen animation
+ SequentialAnimation {
+ id: fadeAnim
+ PauseAnimation {duration: 1000 }
+ NumberAnimation {target: idLogo; property: "opacity"; from: 0; to: 1; duration: 2000 }
+ PauseAnimation {duration: 2000 }
+ NumberAnimation {target: idLogo; property: "opacity"; from: 1; to: 0; duration: 2000 }
+ NumberAnimation {target: blackFace; property: "opacity"; from: 1; to: 0; duration: 2000 }
+ }
+
+}