diff options
Diffstat (limited to 'demos/mobile/quickhit/game.qml')
-rwxr-xr-x | demos/mobile/quickhit/game.qml | 432 |
1 files changed, 432 insertions, 0 deletions
diff --git a/demos/mobile/quickhit/game.qml b/demos/mobile/quickhit/game.qml new file mode 100755 index 0000000..44b196e --- /dev/null +++ b/demos/mobile/quickhit/game.qml @@ -0,0 +1,432 @@ +/****************************************************************************** + * + * 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 } + } + +} |