diff options
Diffstat (limited to 'examples/declarative/tutorials/samegame/samegame3/samegame.js')
| -rw-r--r-- | examples/declarative/tutorials/samegame/samegame3/samegame.js | 20 | 
1 files changed, 9 insertions, 11 deletions
| diff --git a/examples/declarative/tutorials/samegame/samegame3/samegame.js b/examples/declarative/tutorials/samegame/samegame3/samegame.js index da0f76e..3e97264 100644 --- a/examples/declarative/tutorials/samegame/samegame3/samegame.js +++ b/examples/declarative/tutorials/samegame/samegame3/samegame.js @@ -17,7 +17,7 @@ function startNewGame() {      maxIndex = maxRow * maxColumn;      //Close dialogs -    dialog.forceClose(); +    dialog.hide();      //Initialize Board      board = new Array(maxIndex); @@ -34,18 +34,17 @@ function createBlock(column, row) {      if (component == null)          component = Qt.createComponent("Block.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.y = row * gameCanvas.blockSize;          dynamicObject.width = gameCanvas.blockSize; @@ -59,10 +58,9 @@ 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 +  //![1]  function handleClick(xPos, yPos) {      var column = Math.floor(xPos / gameCanvas.blockSize); | 
