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-rw-r--r--examples/declarative/tutorials/helloworld/Cell.qml2
-rw-r--r--examples/declarative/tutorials/helloworld/tutorial1.qml2
-rw-r--r--examples/declarative/tutorials/helloworld/tutorial2.qml2
-rw-r--r--examples/declarative/tutorials/helloworld/tutorial3.qml2
-rw-r--r--examples/declarative/tutorials/samegame/samegame1/Block.qml2
-rw-r--r--examples/declarative/tutorials/samegame/samegame1/Button.qml11
-rw-r--r--examples/declarative/tutorials/samegame/samegame1/samegame.qml4
-rw-r--r--examples/declarative/tutorials/samegame/samegame2/Block.qml2
-rw-r--r--examples/declarative/tutorials/samegame/samegame2/Button.qml11
-rw-r--r--examples/declarative/tutorials/samegame/samegame2/samegame.js67
-rw-r--r--examples/declarative/tutorials/samegame/samegame2/samegame.qml4
-rw-r--r--examples/declarative/tutorials/samegame/samegame3/Block.qml2
-rw-r--r--examples/declarative/tutorials/samegame/samegame3/Button.qml11
-rw-r--r--examples/declarative/tutorials/samegame/samegame3/Dialog.qml10
-rw-r--r--examples/declarative/tutorials/samegame/samegame3/samegame.js191
-rw-r--r--examples/declarative/tutorials/samegame/samegame3/samegame.qml10
-rw-r--r--examples/declarative/tutorials/samegame/samegame4/content/BoomBlock.qml6
-rw-r--r--examples/declarative/tutorials/samegame/samegame4/content/Button.qml11
-rw-r--r--examples/declarative/tutorials/samegame/samegame4/content/Dialog.qml10
-rwxr-xr-xexamples/declarative/tutorials/samegame/samegame4/content/samegame.js293
-rwxr-xr-xexamples/declarative/tutorials/samegame/samegame4/highscores/scores.php5
-rw-r--r--examples/declarative/tutorials/samegame/samegame4/samegame.qml18
22 files changed, 321 insertions, 355 deletions
diff --git a/examples/declarative/tutorials/helloworld/Cell.qml b/examples/declarative/tutorials/helloworld/Cell.qml
index 9249ffe..1e52a67 100644
--- a/examples/declarative/tutorials/helloworld/Cell.qml
+++ b/examples/declarative/tutorials/helloworld/Cell.qml
@@ -1,5 +1,5 @@
//![0]
-import Qt 4.6
+import Qt 4.7
//![1]
Item {
diff --git a/examples/declarative/tutorials/helloworld/tutorial1.qml b/examples/declarative/tutorials/helloworld/tutorial1.qml
index 93d3c34..5e27b45 100644
--- a/examples/declarative/tutorials/helloworld/tutorial1.qml
+++ b/examples/declarative/tutorials/helloworld/tutorial1.qml
@@ -1,6 +1,6 @@
//![0]
//![3]
-import Qt 4.6
+import Qt 4.7
//![3]
//![1]
diff --git a/examples/declarative/tutorials/helloworld/tutorial2.qml b/examples/declarative/tutorials/helloworld/tutorial2.qml
index 38447e2..085efa4 100644
--- a/examples/declarative/tutorials/helloworld/tutorial2.qml
+++ b/examples/declarative/tutorials/helloworld/tutorial2.qml
@@ -1,5 +1,5 @@
//![0]
-import Qt 4.6
+import Qt 4.7
Rectangle {
id: page
diff --git a/examples/declarative/tutorials/helloworld/tutorial3.qml b/examples/declarative/tutorials/helloworld/tutorial3.qml
index d851c49..4bf4970 100644
--- a/examples/declarative/tutorials/helloworld/tutorial3.qml
+++ b/examples/declarative/tutorials/helloworld/tutorial3.qml
@@ -1,5 +1,5 @@
//![0]
-import Qt 4.6
+import Qt 4.7
Rectangle {
id: page
diff --git a/examples/declarative/tutorials/samegame/samegame1/Block.qml b/examples/declarative/tutorials/samegame/samegame1/Block.qml
index f133b17..7cf819b 100644
--- a/examples/declarative/tutorials/samegame/samegame1/Block.qml
+++ b/examples/declarative/tutorials/samegame/samegame1/Block.qml
@@ -1,5 +1,5 @@
//![0]
-import Qt 4.6
+import Qt 4.7
Item {
id:block
diff --git a/examples/declarative/tutorials/samegame/samegame1/Button.qml b/examples/declarative/tutorials/samegame/samegame1/Button.qml
index 5e28da7..8ad7c0f 100644
--- a/examples/declarative/tutorials/samegame/samegame1/Button.qml
+++ b/examples/declarative/tutorials/samegame/samegame1/Button.qml
@@ -1,5 +1,5 @@
//![0]
-import Qt 4.6
+import Qt 4.7
Rectangle {
id: container
@@ -8,20 +8,21 @@ Rectangle {
property string text: "Button"
color: activePalette.button; smooth: true
- width: txtItem.width + 20; height: txtItem.height + 6
+ width: buttonLabel.width + 20; height: buttonLabel.height + 6
border.width: 1; border.color: Qt.darker(activePalette.button); radius: 8;
gradient: Gradient {
GradientStop {
- id: topGrad; position: 0.0
- color: if (mouseArea.pressed) { activePalette.dark } else { activePalette.light } }
+ position: 0.0
+ color: if (mouseArea.pressed) { activePalette.dark } else { activePalette.light }
+ }
GradientStop { position: 1.0; color: activePalette.button }
}
MouseArea { id: mouseArea; anchors.fill: parent; onClicked: container.clicked() }
Text {
- id: txtItem; text: container.text; anchors.centerIn: container; color: activePalette.buttonText
+ id: buttonLabel; text: container.text; anchors.centerIn: container; color: activePalette.buttonText
}
}
//![0]
diff --git a/examples/declarative/tutorials/samegame/samegame1/samegame.qml b/examples/declarative/tutorials/samegame/samegame1/samegame.qml
index 006b926..ae881ba 100644
--- a/examples/declarative/tutorials/samegame/samegame1/samegame.qml
+++ b/examples/declarative/tutorials/samegame/samegame1/samegame.qml
@@ -1,5 +1,5 @@
//![0]
-import Qt 4.6
+import Qt 4.7
Rectangle {
id: screen
@@ -24,7 +24,7 @@ Rectangle {
anchors.bottom: screen.bottom
Button {
- id: btnA; text: "New Game"; onClicked: console.log("Starting a new game...");
+ text: "New Game"; onClicked: console.log("Starting a new game...");
anchors.left: parent.left; anchors.leftMargin: 3
anchors.verticalCenter: parent.verticalCenter
}
diff --git a/examples/declarative/tutorials/samegame/samegame2/Block.qml b/examples/declarative/tutorials/samegame/samegame2/Block.qml
index e4b3354..44ff5d7 100644
--- a/examples/declarative/tutorials/samegame/samegame2/Block.qml
+++ b/examples/declarative/tutorials/samegame/samegame2/Block.qml
@@ -1,4 +1,4 @@
-import Qt 4.6
+import Qt 4.7
Item {
id:block
diff --git a/examples/declarative/tutorials/samegame/samegame2/Button.qml b/examples/declarative/tutorials/samegame/samegame2/Button.qml
index a7853d4..cf4c61b 100644
--- a/examples/declarative/tutorials/samegame/samegame2/Button.qml
+++ b/examples/declarative/tutorials/samegame/samegame2/Button.qml
@@ -1,4 +1,4 @@
-import Qt 4.6
+import Qt 4.7
Rectangle {
id: container
@@ -7,19 +7,20 @@ Rectangle {
property string text: "Button"
color: activePalette.button; smooth: true
- width: txtItem.width + 20; height: txtItem.height + 6
+ width: buttonLabel.width + 20; height: buttonLabel.height + 6
border.width: 1; border.color: Qt.darker(activePalette.button); radius: 8;
gradient: Gradient {
GradientStop {
- id: topGrad; position: 0.0
- color: if (mouseArea.pressed) { activePalette.dark } else { activePalette.light } }
+ position: 0.0
+ color: if (mouseArea.pressed) { activePalette.dark } else { activePalette.light }
+ }
GradientStop { position: 1.0; color: activePalette.button }
}
MouseArea { id: mouseArea; anchors.fill: parent; onClicked: container.clicked() }
Text {
- id: txtItem; text: container.text; anchors.centerIn: container; color: activePalette.buttonText
+ id: buttonLabel; text: container.text; anchors.centerIn: container; color: activePalette.buttonText
}
}
diff --git a/examples/declarative/tutorials/samegame/samegame2/samegame.js b/examples/declarative/tutorials/samegame/samegame2/samegame.js
index 0ec3a8b..9809c1d 100644
--- a/examples/declarative/tutorials/samegame/samegame2/samegame.js
+++ b/examples/declarative/tutorials/samegame/samegame2/samegame.js
@@ -1,63 +1,59 @@
//![0]
-//Note that X/Y referred to here are in game coordinates
-var maxX = 10;//Nums are for tileSize 40
-var maxY = 15;
-var tileSize = 40;
-var maxIndex = maxX*maxY;
+var blockSize = 40;
+var maxColumn = 10;
+var maxRow = 15;
+var maxIndex = maxColumn * maxRow;
var board = new Array(maxIndex);
-var tileSrc = "Block.qml";
var component;
//Index function used instead of a 2D array
-function index(xIdx,yIdx) {
- return xIdx + (yIdx * maxX);
+function index(column, row) {
+ return column + (row * maxColumn);
}
-function initBoard()
-{
- //Delete old blocks
- for(var i = 0; i<maxIndex; i++){
- if(board[i] != null)
+function startNewGame() {
+ //Delete blocks from previous game
+ for (var i = 0; i < maxIndex; i++) {
+ if (board[i] != null)
board[i].destroy();
}
//Calculate board size
- maxX = Math.floor(background.width/tileSize);
- maxY = Math.floor(background.height/tileSize);
- maxIndex = maxY*maxX;
+ maxColumn = Math.floor(background.width / blockSize);
+ maxRow = Math.floor(background.height / blockSize);
+ maxIndex = maxRow * maxColumn;
//Initialize Board
board = new Array(maxIndex);
- for(var xIdx=0; xIdx<maxX; xIdx++){
- for(var yIdx=0; yIdx<maxY; yIdx++){
- board[index(xIdx,yIdx)] = null;
- createBlock(xIdx,yIdx);
+ for (var column = 0; column < maxColumn; column++) {
+ for (var row = 0; row < maxRow; row++) {
+ board[index(column, row)] = null;
+ createBlock(column, row);
}
}
}
-function createBlock(xIdx,yIdx){
- if(component==null)
- component = createComponent(tileSrc);
+function createBlock(column, row) {
+ if (component == null)
+ component = createComponent("Block.qml");
- // Note that we don't wait for the component to become ready. This will
- // only work if the block QML is a local file. Otherwise the component will
- // not be ready immediately. There is a statusChanged signal on the
- // component you could use if you want to wait to load remote files.
- if(component.isReady){
+ // 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();
- if(dynamicObject == null){
+ if (dynamicObject == null) {
print("error creating block");
print(component.errorsString());
return false;
}
dynamicObject.parent = background;
- dynamicObject.x = xIdx*tileSize;
- dynamicObject.y = yIdx*tileSize;
- dynamicObject.width = tileSize;
- dynamicObject.height = tileSize;
- board[index(xIdx,yIdx)] = dynamicObject;
- }else{//isError or isLoading
+ dynamicObject.x = column * blockSize;
+ dynamicObject.y = row * blockSize;
+ dynamicObject.width = blockSize;
+ dynamicObject.height = blockSize;
+ board[index(column, row)] = dynamicObject;
+ } else {
print("error loading block component");
print(component.errorsString());
return false;
@@ -65,3 +61,4 @@ function createBlock(xIdx,yIdx){
return true;
}
//![0]
+
diff --git a/examples/declarative/tutorials/samegame/samegame2/samegame.qml b/examples/declarative/tutorials/samegame/samegame2/samegame.qml
index 89d8035..e0706c2 100644
--- a/examples/declarative/tutorials/samegame/samegame2/samegame.qml
+++ b/examples/declarative/tutorials/samegame/samegame2/samegame.qml
@@ -1,4 +1,4 @@
-import Qt 4.6
+import Qt 4.7
//![2]
import "samegame.js" as SameGame
//![2]
@@ -27,7 +27,7 @@ Rectangle {
//![1]
Button {
- id: btnA; text: "New Game"; onClicked: SameGame.initBoard();
+ text: "New Game"; onClicked: SameGame.startNewGame();
anchors.left: parent.left; anchors.leftMargin: 3
anchors.verticalCenter: parent.verticalCenter
}
diff --git a/examples/declarative/tutorials/samegame/samegame3/Block.qml b/examples/declarative/tutorials/samegame/samegame3/Block.qml
index 7620104..bb48ac8 100644
--- a/examples/declarative/tutorials/samegame/samegame3/Block.qml
+++ b/examples/declarative/tutorials/samegame/samegame3/Block.qml
@@ -1,5 +1,5 @@
//![0]
-import Qt 4.6
+import Qt 4.7
Item {
id:block
diff --git a/examples/declarative/tutorials/samegame/samegame3/Button.qml b/examples/declarative/tutorials/samegame/samegame3/Button.qml
index a7853d4..cf4c61b 100644
--- a/examples/declarative/tutorials/samegame/samegame3/Button.qml
+++ b/examples/declarative/tutorials/samegame/samegame3/Button.qml
@@ -1,4 +1,4 @@
-import Qt 4.6
+import Qt 4.7
Rectangle {
id: container
@@ -7,19 +7,20 @@ Rectangle {
property string text: "Button"
color: activePalette.button; smooth: true
- width: txtItem.width + 20; height: txtItem.height + 6
+ width: buttonLabel.width + 20; height: buttonLabel.height + 6
border.width: 1; border.color: Qt.darker(activePalette.button); radius: 8;
gradient: Gradient {
GradientStop {
- id: topGrad; position: 0.0
- color: if (mouseArea.pressed) { activePalette.dark } else { activePalette.light } }
+ position: 0.0
+ color: if (mouseArea.pressed) { activePalette.dark } else { activePalette.light }
+ }
GradientStop { position: 1.0; color: activePalette.button }
}
MouseArea { id: mouseArea; anchors.fill: parent; onClicked: container.clicked() }
Text {
- id: txtItem; text: container.text; anchors.centerIn: container; color: activePalette.buttonText
+ id: buttonLabel; text: container.text; anchors.centerIn: container; color: activePalette.buttonText
}
}
diff --git a/examples/declarative/tutorials/samegame/samegame3/Dialog.qml b/examples/declarative/tutorials/samegame/samegame3/Dialog.qml
index 966f85a..a76b517 100644
--- a/examples/declarative/tutorials/samegame/samegame3/Dialog.qml
+++ b/examples/declarative/tutorials/samegame/samegame3/Dialog.qml
@@ -1,5 +1,5 @@
//![0]
-import Qt 4.6
+import Qt 4.7
Rectangle {
id: page
@@ -8,16 +8,16 @@ Rectangle {
page.opacity = 0;
}
function show(txt) {
- myText.text = txt;
+ dialogText.text = txt;
page.opacity = 1;
}
signal closed();
- color: "white"; border.width: 1; width: myText.width + 20; height: 60;
+ color: "white"; border.width: 1; width: dialogText.width + 20; height: dialogText.height + 20;
opacity: 0
Behavior on opacity {
NumberAnimation { duration: 1000 }
}
- Text { id: myText; anchors.centerIn: parent; text: "Hello World!" }
- MouseArea { id: mouseArea; anchors.fill: parent; onClicked: forceClose(); }
+ Text { id: dialogText; anchors.centerIn: parent; text: "Hello World!" }
+ MouseArea { anchors.fill: parent; onClicked: forceClose(); }
}
//![0]
diff --git a/examples/declarative/tutorials/samegame/samegame3/samegame.js b/examples/declarative/tutorials/samegame/samegame3/samegame.js
index 33449fa..c12def7 100644
--- a/examples/declarative/tutorials/samegame/samegame3/samegame.js
+++ b/examples/declarative/tutorials/samegame/samegame3/samegame.js
@@ -1,23 +1,20 @@
/* This script file handles the game logic */
-//Note that X/Y referred to here are in game coordinates
-var maxX = 10;//Nums are for tileSize 40
-var maxY = 15;
-var maxIndex = maxX*maxY;
+var maxColumn = 10;
+var maxRow = 15;
+var maxIndex = maxColumn * maxRow;
var board = new Array(maxIndex);
-var tileSrc = "Block.qml";
var component;
//Index function used instead of a 2D array
-function index(xIdx,yIdx) {
- return xIdx + (yIdx * maxX);
+function index(column, row) {
+ return column + (row * maxColumn);
}
-function initBoard()
-{
+function startNewGame() {
//Calculate board size
- maxX = Math.floor(gameCanvas.width/gameCanvas.tileSize);
- maxY = Math.floor(gameCanvas.height/gameCanvas.tileSize);
- maxIndex = maxY*maxX;
+ maxColumn = Math.floor(gameCanvas.width / gameCanvas.blockSize);
+ maxRow = Math.floor(gameCanvas.height / gameCanvas.blockSize);
+ maxIndex = maxRow * maxColumn;
//Close dialogs
dialog.forceClose();
@@ -25,37 +22,36 @@ function initBoard()
//Initialize Board
board = new Array(maxIndex);
gameCanvas.score = 0;
- for(var xIdx=0; xIdx<maxX; xIdx++){
- for(var yIdx=0; yIdx<maxY; yIdx++){
- board[index(xIdx,yIdx)] = null;
- createBlock(xIdx,yIdx);
+ for (var column = 0; column < maxColumn; column++) {
+ for (var row = 0; row < maxRow; row++) {
+ board[index(column, row)] = null;
+ createBlock(column, row);
}
}
}
-function createBlock(xIdx,yIdx){
- if(component==null)
- component = createComponent(tileSrc);
+function createBlock(column, row) {
+ if (component == null)
+ component = createComponent("Block.qml");
- // Note that we don't wait for the component to become ready. This will
- // only work if the block QML is a local file. Otherwise the component will
- // not be ready immediately. There is a statusChanged signal on the
- // component you could use if you want to wait to load remote files.
- if(component.isReady){
+ // 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();
- if(dynamicObject == null){
+ if (dynamicObject == null) {
print("error creating block");
print(component.errorsString());
return false;
}
dynamicObject.type = Math.floor(Math.random() * 3);
dynamicObject.parent = gameCanvas;
- dynamicObject.x = xIdx*gameCanvas.tileSize;
- dynamicObject.y = yIdx*gameCanvas.tileSize;
- dynamicObject.width = gameCanvas.tileSize;
- dynamicObject.height = gameCanvas.tileSize;
- board[index(xIdx,yIdx)] = dynamicObject;
- }else{//isError or isLoading
+ dynamicObject.x = column * gameCanvas.blockSize;
+ dynamicObject.y = row * gameCanvas.blockSize;
+ dynamicObject.width = gameCanvas.blockSize;
+ dynamicObject.height = gameCanvas.blockSize;
+ board[index(column, row)] = dynamicObject;
+ } else {
print("error loading block component");
print(component.errorsString());
return false;
@@ -63,21 +59,21 @@ function createBlock(xIdx,yIdx){
return true;
}
-var fillFound;//Set after a floodFill call to the number of tiles found
-var floodBoard;//Set to 1 if the floodFill reaches off that node
-//NOTE: Be careful with vars named x,y, as the calling object's x,y are still in scope
+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(x,y)
-{
- var xIdx = Math.floor(x/gameCanvas.tileSize);
- var yIdx = Math.floor(y/gameCanvas.tileSize);
- if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0)
+function handleClick(xPos, yPos) {
+ var column = Math.floor(xPos / gameCanvas.blockSize);
+ var row = Math.floor(yPos / gameCanvas.blockSize);
+ if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
return;
- if(board[index(xIdx, yIdx)] == null)
+ if (board[index(column, row)] == null)
return;
- //If it's a valid tile, remove it and all connected (does nothing if it's not connected)
- floodFill(xIdx,yIdx, -1);
- if(fillFound <= 0)
+ //If it's a valid block, remove it and all connected (does nothing if it's not connected)
+ floodFill(column, row, -1);
+ if (fillFound <= 0)
return;
gameCanvas.score += (fillFound - 1) * (fillFound - 1);
shuffleDown();
@@ -85,67 +81,65 @@ function handleClick(x,y)
}
//![1]
-function floodFill(xIdx,yIdx,type)
-{
- if(board[index(xIdx, yIdx)] == null)
+function floodFill(column, row, type) {
+ if (board[index(column, row)] == null)
return;
var first = false;
- if(type == -1){
+ if (type == -1) {
first = true;
- type = board[index(xIdx,yIdx)].type;
-
+ type = board[index(column, row)].type;
+
//Flood fill initialization
fillFound = 0;
floodBoard = new Array(maxIndex);
}
- if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0)
+ if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
return;
- if(floodBoard[index(xIdx, yIdx)] == 1 || (!first && type != board[index(xIdx,yIdx)].type))
+ if (floodBoard[index(column, row)] == 1 || (!first && type != board[index(column, row)].type))
return;
- floodBoard[index(xIdx, yIdx)] = 1;
- floodFill(xIdx+1,yIdx,type);
- floodFill(xIdx-1,yIdx,type);
- floodFill(xIdx,yIdx+1,type);
- floodFill(xIdx,yIdx-1,type);
- if(first==true && fillFound == 0)
- return;//Can't remove single tiles
- board[index(xIdx,yIdx)].opacity = 0;
- board[index(xIdx,yIdx)] = null;
+ floodBoard[index(column, row)] = 1;
+ floodFill(column + 1, row, type);
+ floodFill(column - 1, row, type);
+ floodFill(column, row + 1, type);
+ floodFill(column, row - 1, type);
+ if (first == true && fillFound == 0)
+ return; //Can't remove single blocks
+ board[index(column, row)].opacity = 0;
+ board[index(column, row)] = null;
fillFound += 1;
}
-function shuffleDown()
-{
+function shuffleDown() {
//Fall down
- for(var xIdx=0; xIdx<maxX; xIdx++){
+ for (var column = 0; column < maxColumn; column++) {
var fallDist = 0;
- for(var yIdx=maxY-1; yIdx>=0; yIdx--){
- if(board[index(xIdx,yIdx)] == null){
+ for (var row = maxRow - 1; row >= 0; row--) {
+ if (board[index(column, row)] == null) {
fallDist += 1;
- }else{
- if(fallDist > 0){
- var obj = board[index(xIdx,yIdx)];
- obj.y += fallDist * gameCanvas.tileSize;
- board[index(xIdx,yIdx+fallDist)] = obj;
- board[index(xIdx,yIdx)] = null;
+ } else {
+ if (fallDist > 0) {
+ var obj = board[index(column, row)];
+ obj.y += fallDist * gameCanvas.blockSize;
+ board[index(column, row + fallDist)] = obj;
+ board[index(column, row)] = null;
}
}
}
}
//Fall to the left
var fallDist = 0;
- for(var xIdx=0; xIdx<maxX; xIdx++){
- if(board[index(xIdx, maxY - 1)] == null){
+ for (var column = 0; column < maxColumn; column++) {
+ if (board[index(column, maxRow - 1)] == null) {
fallDist += 1;
- }else{
- if(fallDist > 0){
- for(var yIdx=0; yIdx<maxY; yIdx++){
- var obj = board[index(xIdx,yIdx)];
- if(obj == null)
+ } else {
+ if (fallDist > 0) {
+ for (var row = 0; row < maxRow; row++) {
+ var obj = board[index(column, row)];
+ if (obj == null)
continue;
- obj.x -= fallDist * gameCanvas.tileSize;
- board[index(xIdx-fallDist,yIdx)] = obj;
- board[index(xIdx,yIdx)] = null;
+ obj.x -= fallDist * gameCanvas.blockSize;
+ board[index(column - fallDist, row)] = obj;
+ board[index(column, row)] = null;
}
}
}
@@ -153,31 +147,30 @@ function shuffleDown()
}
//![2]
-function victoryCheck()
-{
- //awards bonuses for no tiles left
+function victoryCheck() {
+ //Award bonus points if no blocks left
var deservesBonus = true;
- for(var xIdx=maxX-1; xIdx>=0; xIdx--)
- if(board[index(xIdx, maxY - 1)] != null)
- deservesBonus = false;
- if(deservesBonus)
+ for (var column = maxColumn - 1; column >= 0; column--)
+ if (board[index(column, maxRow - 1)] != null)
+ deservesBonus = false;
+ if (deservesBonus)
gameCanvas.score += 500;
- //Checks for game over
- if(deservesBonus || !(floodMoveCheck(0,maxY-1, -1)))
+
+ //Check whether game has finished
+ if (deservesBonus || !(floodMoveCheck(0, maxRow - 1, -1)))
dialog.show("Game Over. Your score is " + gameCanvas.score);
}
//![2]
-//only floods up and right, to see if it can find adjacent same-typed tiles
-function floodMoveCheck(xIdx, yIdx, type)
-{
- if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0)
+//only floods up and right, to see if it can find adjacent same-typed blocks
+function floodMoveCheck(column, row, type) {
+ if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
return false;
- if(board[index(xIdx, yIdx)] == null)
+ if (board[index(column, row)] == null)
return false;
- var myType = board[index(xIdx, yIdx)].type;
- if(type == myType)
+ var myType = board[index(column, row)].type;
+ if (type == myType)
return true;
- return floodMoveCheck(xIdx + 1, yIdx, myType) ||
- floodMoveCheck(xIdx, yIdx - 1, board[index(xIdx,yIdx)].type);
+ return floodMoveCheck(column + 1, row, myType) || floodMoveCheck(column, row - 1, board[index(column, row)].type);
}
+
diff --git a/examples/declarative/tutorials/samegame/samegame3/samegame.qml b/examples/declarative/tutorials/samegame/samegame3/samegame.qml
index db25e24..cdf99d7 100644
--- a/examples/declarative/tutorials/samegame/samegame3/samegame.qml
+++ b/examples/declarative/tutorials/samegame/samegame3/samegame.qml
@@ -1,5 +1,5 @@
//![0]
-import Qt 4.6
+import Qt 4.7
import "samegame.js" as SameGame
Rectangle {
@@ -21,11 +21,11 @@ Rectangle {
Item {
id: gameCanvas
property int score: 0
- property int tileSize: 40
+ property int blockSize: 40
z: 20; anchors.centerIn: parent
- width: parent.width - (parent.width % tileSize);
- height: parent.height - (parent.height % tileSize);
+ width: parent.width - (parent.width % blockSize);
+ height: parent.height - (parent.height % blockSize);
MouseArea {
anchors.fill: parent; onClicked: SameGame.handleClick(mouse.x,mouse.y);
@@ -45,7 +45,7 @@ Rectangle {
anchors.bottom: screen.bottom
Button {
- id: btnA; text: "New Game"; onClicked: SameGame.initBoard();
+ text: "New Game"; onClicked: SameGame.startNewGame();
anchors.left: parent.left; anchors.leftMargin: 3
anchors.verticalCenter: parent.verticalCenter
}
diff --git a/examples/declarative/tutorials/samegame/samegame4/content/BoomBlock.qml b/examples/declarative/tutorials/samegame/samegame4/content/BoomBlock.qml
index e50aae0..243df75 100644
--- a/examples/declarative/tutorials/samegame/samegame4/content/BoomBlock.qml
+++ b/examples/declarative/tutorials/samegame/samegame4/content/BoomBlock.qml
@@ -1,4 +1,4 @@
-import Qt 4.6
+import Qt 4.7
import Qt.labs.particles 1.0
Item { id:block
@@ -9,8 +9,8 @@ Item { id:block
property int targetX: 0
property int targetY: 0
- SpringFollow on x { source: targetX; spring: 2; damping: 0.2; enabled: spawned }
- SpringFollow on y { source: targetY; spring: 2; damping: 0.2 }
+ SpringFollow on x { to: targetX; spring: 2; damping: 0.2; enabled: spawned }
+ SpringFollow on y { to: targetY; spring: 2; damping: 0.2 }
//![1]
//![2]
diff --git a/examples/declarative/tutorials/samegame/samegame4/content/Button.qml b/examples/declarative/tutorials/samegame/samegame4/content/Button.qml
index a7853d4..cf4c61b 100644
--- a/examples/declarative/tutorials/samegame/samegame4/content/Button.qml
+++ b/examples/declarative/tutorials/samegame/samegame4/content/Button.qml
@@ -1,4 +1,4 @@
-import Qt 4.6
+import Qt 4.7
Rectangle {
id: container
@@ -7,19 +7,20 @@ Rectangle {
property string text: "Button"
color: activePalette.button; smooth: true
- width: txtItem.width + 20; height: txtItem.height + 6
+ width: buttonLabel.width + 20; height: buttonLabel.height + 6
border.width: 1; border.color: Qt.darker(activePalette.button); radius: 8;
gradient: Gradient {
GradientStop {
- id: topGrad; position: 0.0
- color: if (mouseArea.pressed) { activePalette.dark } else { activePalette.light } }
+ position: 0.0
+ color: if (mouseArea.pressed) { activePalette.dark } else { activePalette.light }
+ }
GradientStop { position: 1.0; color: activePalette.button }
}
MouseArea { id: mouseArea; anchors.fill: parent; onClicked: container.clicked() }
Text {
- id: txtItem; text: container.text; anchors.centerIn: container; color: activePalette.buttonText
+ id: buttonLabel; text: container.text; anchors.centerIn: container; color: activePalette.buttonText
}
}
diff --git a/examples/declarative/tutorials/samegame/samegame4/content/Dialog.qml b/examples/declarative/tutorials/samegame/samegame4/content/Dialog.qml
index fc83e39..15f5b19 100644
--- a/examples/declarative/tutorials/samegame/samegame4/content/Dialog.qml
+++ b/examples/declarative/tutorials/samegame/samegame4/content/Dialog.qml
@@ -1,4 +1,4 @@
-import Qt 4.6
+import Qt 4.7
Rectangle {
id: page
@@ -7,15 +7,15 @@ Rectangle {
page.opacity = 0;
}
function show(txt) {
- myText.text = txt;
+ dialogText.text = txt;
page.opacity = 1;
}
signal closed();
- color: "white"; border.width: 1; width: myText.width + 20; height: 60;
+ color: "white"; border.width: 1; width: dialogText.width + 20; height: dialogText.height + 20;
opacity: 0
Behavior on opacity {
NumberAnimation { duration: 1000 }
}
- Text { id: myText; anchors.centerIn: parent; text: "Hello World!" }
- MouseArea { id: mouseArea; anchors.fill: parent; onClicked: forceClose(); }
+ Text { id: dialogText; anchors.centerIn: parent; text: "Hello World!" }
+ MouseArea { anchors.fill: parent; onClicked: forceClose(); }
}
diff --git a/examples/declarative/tutorials/samegame/samegame4/content/samegame.js b/examples/declarative/tutorials/samegame/samegame4/content/samegame.js
index 2a0d718..47985de 100755
--- a/examples/declarative/tutorials/samegame/samegame4/content/samegame.js
+++ b/examples/declarative/tutorials/samegame/samegame4/content/samegame.js
@@ -1,245 +1,219 @@
/* This script file handles the game logic */
-//Note that X/Y referred to here are in game coordinates
-var maxX = 10;//Nums are for gameCanvas.tileSize 40
-var maxY = 15;
-var maxIndex = maxX*maxY;
+var maxColumn = 10;
+var maxRow = 15;
+var maxIndex = maxColumn * maxRow;
var board = new Array(maxIndex);
-var tileSrc = "content/BoomBlock.qml";
-//var scoresURL = "http://qtfx-nokia.trolltech.com.au/samegame/scores.php";
+var component;
var scoresURL = "";
-var timer;
-var component = createComponent(tileSrc);
+var gameDuration;
//Index function used instead of a 2D array
-function index(xIdx,yIdx) {
- return xIdx + (yIdx * maxX);
+function index(column, row) {
+ return column + (row * maxColumn);
}
-function timeStr(msecs) {
- var secs = Math.floor(msecs/1000);
- var m = Math.floor(secs/60);
- var ret = "" + m + "m " + (secs%60) + "s";
- return ret;
-}
-
-function getTileSize()
-{
- return tileSize;
-}
-
-function initBoard()
-{
- for(var i = 0; i<maxIndex; i++){
- //Delete old blocks
- if(board[i] != null)
+function startNewGame() {
+ for (var i = 0; i < maxIndex; i++) {
+ //Delete blocks from previous game
+ if (board[i] != null)
board[i].destroy();
}
//Calculate board size
- maxX = Math.floor(gameCanvas.width/gameCanvas.tileSize);
- maxY = Math.floor(gameCanvas.height/gameCanvas.tileSize);
- maxIndex = maxY*maxX;
+ maxColumn = Math.floor(gameCanvas.width / gameCanvas.blockSize);
+ maxRow = Math.floor(gameCanvas.height / gameCanvas.blockSize);
+ maxIndex = maxRow * maxColumn;
//Close dialogs
- scoreName.forceClose();
+ nameInputDialog.forceClose();
dialog.forceClose();
- var a = new Date();
//Initialize Board
board = new Array(maxIndex);
gameCanvas.score = 0;
- for(var xIdx=0; xIdx<maxX; xIdx++){
- for(var yIdx=0; yIdx<maxY; yIdx++){
- board[index(xIdx,yIdx)] = null;
- createBlock(xIdx,yIdx);
+ for (var column = 0; column < maxColumn; column++) {
+ for (var row = 0; row < maxRow; row++) {
+ board[index(column, row)] = null;
+ createBlock(column, row);
}
}
- timer = new Date();
- print(timer.valueOf() - a.valueOf());
+ gameDuration = new Date();
+}
+
+function createBlock(column, row) {
+ if (component == null)
+ component = 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();
+ if (dynamicObject == null) {
+ print("error creating block");
+ print(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;
+ dynamicObject.width = gameCanvas.blockSize;
+ dynamicObject.height = gameCanvas.blockSize;
+ dynamicObject.spawned = true;
+ board[index(column, row)] = dynamicObject;
+ } else {
+ print("error loading block component");
+ print(component.errorsString());
+ return false;
+ }
+ return true;
}
-var fillFound;//Set after a floodFill call to the number of tiles found
-var floodBoard;//Set to 1 if the floodFill reaches off that node
-//NOTE: Be careful with vars named x,y, as the calling object's x,y are still in scope
-function handleClick(x,y)
-{
- var xIdx = Math.floor(x/gameCanvas.tileSize);
- var yIdx = Math.floor(y/gameCanvas.tileSize);
- if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0)
+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);
+ if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
return;
- if(board[index(xIdx, yIdx)] == null)
+ if (board[index(column, row)] == null)
return;
- //If it's a valid tile, remove it and all connected (does nothing if it's not connected)
- floodFill(xIdx,yIdx, -1);
- if(fillFound <= 0)
+ //If it's a valid block, remove it and all connected (does nothing if it's not connected)
+ floodFill(column, row, -1);
+ if (fillFound <= 0)
return;
gameCanvas.score += (fillFound - 1) * (fillFound - 1);
shuffleDown();
victoryCheck();
}
-function floodFill(xIdx,yIdx,type)
-{
- if(board[index(xIdx, yIdx)] == null)
+function floodFill(column, row, type) {
+ if (board[index(column, row)] == null)
return;
var first = false;
- if(type == -1){
+ if (type == -1) {
first = true;
- type = board[index(xIdx,yIdx)].type;
-
+ type = board[index(column, row)].type;
+
//Flood fill initialization
fillFound = 0;
floodBoard = new Array(maxIndex);
}
- if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0)
+ if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
return;
- if(floodBoard[index(xIdx, yIdx)] == 1 || (!first && type != board[index(xIdx,yIdx)].type))
+ if (floodBoard[index(column, row)] == 1 || (!first && type != board[index(column, row)].type))
return;
- floodBoard[index(xIdx, yIdx)] = 1;
- floodFill(xIdx+1,yIdx,type);
- floodFill(xIdx-1,yIdx,type);
- floodFill(xIdx,yIdx+1,type);
- floodFill(xIdx,yIdx-1,type);
- if(first==true && fillFound == 0)
- return;//Can't remove single tiles
- board[index(xIdx,yIdx)].dying = true;
- board[index(xIdx,yIdx)] = null;
+ floodBoard[index(column, row)] = 1;
+ floodFill(column + 1, row, type);
+ floodFill(column - 1, row, type);
+ floodFill(column, row + 1, type);
+ floodFill(column, row - 1, type);
+ if (first == true && fillFound == 0)
+ return; //Can't remove single blocks
+ board[index(column, row)].dying = true;
+ board[index(column, row)] = null;
fillFound += 1;
}
-function shuffleDown()
-{
+function shuffleDown() {
//Fall down
- for(var xIdx=0; xIdx<maxX; xIdx++){
+ for (var column = 0; column < maxColumn; column++) {
var fallDist = 0;
- for(var yIdx=maxY-1; yIdx>=0; yIdx--){
- if(board[index(xIdx,yIdx)] == null){
+ for (var row = maxRow - 1; row >= 0; row--) {
+ if (board[index(column, row)] == null) {
fallDist += 1;
- }else{
- if(fallDist > 0){
- var obj = board[index(xIdx,yIdx)];
- obj.targetY += fallDist * gameCanvas.tileSize;
- board[index(xIdx,yIdx+fallDist)] = obj;
- board[index(xIdx,yIdx)] = null;
+ } else {
+ if (fallDist > 0) {
+ var obj = board[index(column, row)];
+ obj.targetY += fallDist * gameCanvas.blockSize;
+ board[index(column, row + fallDist)] = obj;
+ board[index(column, row)] = null;
}
}
}
}
//Fall to the left
fallDist = 0;
- for(xIdx=0; xIdx<maxX; xIdx++){
- if(board[index(xIdx, maxY - 1)] == null){
+ for (column = 0; column < maxColumn; column++) {
+ if (board[index(column, maxRow - 1)] == null) {
fallDist += 1;
- }else{
- if(fallDist > 0){
- for(yIdx=0; yIdx<maxY; yIdx++){
- obj = board[index(xIdx,yIdx)];
- if(obj == null)
+ } else {
+ if (fallDist > 0) {
+ for (row = 0; row < maxRow; row++) {
+ obj = board[index(column, row)];
+ if (obj == null)
continue;
- obj.targetX -= fallDist * gameCanvas.tileSize;
- board[index(xIdx-fallDist,yIdx)] = obj;
- board[index(xIdx,yIdx)] = null;
+ obj.targetX -= fallDist * gameCanvas.blockSize;
+ board[index(column - fallDist, row)] = obj;
+ board[index(column, row)] = null;
}
}
}
}
}
-function victoryCheck()
-{
- //awards bonuses for no tiles left
+function victoryCheck() {
+ //Award bonus points if no blocks left
var deservesBonus = true;
- for(var xIdx=maxX-1; xIdx>=0; xIdx--)
- if(board[index(xIdx, maxY - 1)] != null)
- deservesBonus = false;
- if(deservesBonus)
+ for (var column = maxColumn - 1; column >= 0; column--)
+ if (board[index(column, maxRow - 1)] != null)
+ deservesBonus = false;
+ if (deservesBonus)
gameCanvas.score += 500;
- //Checks for game over
- if(deservesBonus || !(floodMoveCheck(0,maxY-1, -1))){
- timer = new Date() - timer;
- scoreName.show("You won! Please enter your name: ");
- //dialog.show("Game Over. Your score is " + gameCanvas.score);
+
+ //Check whether game has finished
+ if (deservesBonus || !(floodMoveCheck(0, maxRow - 1, -1))) {
+ gameDuration = new Date() - gameDuration;
+ nameInputDialog.show("You won! Please enter your name: ");
}
}
-//only floods up and right, to see if it can find adjacent same-typed tiles
-function floodMoveCheck(xIdx, yIdx, type)
-{
- if(xIdx >= maxX || xIdx < 0 || yIdx >= maxY || yIdx < 0)
+//only floods up and right, to see if it can find adjacent same-typed blocks
+function floodMoveCheck(column, row, type) {
+ if (column >= maxColumn || column < 0 || row >= maxRow || row < 0)
return false;
- if(board[index(xIdx, yIdx)] == null)
+ if (board[index(column, row)] == null)
return false;
- var myType = board[index(xIdx, yIdx)].type;
- if(type == myType)
+ var myType = board[index(column, row)].type;
+ if (type == myType)
return true;
- return floodMoveCheck(xIdx + 1, yIdx, myType) ||
- floodMoveCheck(xIdx, yIdx - 1, board[index(xIdx,yIdx)].type);
-}
-
-function createBlock(xIdx,yIdx){
- // Note that we don't wait for the component to become ready. This will
- // only work if the block QML is a local file. Otherwise the component will
- // not be ready immediately. There is a statusChanged signal on the
- // component you could use if you want to wait to load remote files.
- if(component.isReady){
- var dynamicObject = component.createObject();
- if(dynamicObject == null){
- print("error creating block");
- print(component.errorsString());
- return false;
- }
- dynamicObject.type = Math.floor(Math.random() * 3);
- dynamicObject.parent = gameCanvas;
- dynamicObject.x = xIdx*gameCanvas.tileSize;
- dynamicObject.targetX = xIdx*gameCanvas.tileSize;
- dynamicObject.targetY = yIdx*gameCanvas.tileSize;
- dynamicObject.width = gameCanvas.tileSize;
- dynamicObject.height = gameCanvas.tileSize;
- dynamicObject.spawned = true;
- board[index(xIdx,yIdx)] = dynamicObject;
- }else{//isError or isLoading
- print("error loading block component");
- print(component.errorsString());
- return false;
- }
- return true;
+ return floodMoveCheck(column + 1, row, myType) || floodMoveCheck(column, row - 1, board[index(column, row)].type);
}
//![2]
function saveHighScore(name) {
- if(scoresURL!="")
+ if (scoresURL != "")
sendHighScore(name);
- //OfflineStorage
- var db = openDatabaseSync("SameGameScores", "1.0", "Local SameGame High Scores",100);
+
+ var db = openDatabaseSync("SameGameScores", "1.0", "Local SameGame High Scores", 100);
var dataStr = "INSERT INTO Scores VALUES(?, ?, ?, ?)";
- var data = [name, gameCanvas.score, maxX+"x"+maxY ,Math.floor(timer/1000)];
- db.transaction(
- function(tx) {
- tx.executeSql('CREATE TABLE IF NOT EXISTS Scores(name TEXT, score NUMBER, gridSize TEXT, time NUMBER)');
- tx.executeSql(dataStr, data);
-
- var rs = tx.executeSql('SELECT * FROM Scores WHERE gridSize = "12x17" ORDER BY score desc LIMIT 10');
- var r = "\nHIGH SCORES for a standard sized grid\n\n"
- for(var i = 0; i < rs.rows.length; i++){
- r += (i+1)+". " + rs.rows.item(i).name +' got '
- + rs.rows.item(i).score + ' points in '
- + rs.rows.item(i).time + ' seconds.\n';
- }
- dialog.show(r);
+ var data = [name, gameCanvas.score, maxColumn + "x" + maxRow, Math.floor(gameDuration / 1000)];
+ db.transaction(function(tx) {
+ tx.executeSql('CREATE TABLE IF NOT EXISTS Scores(name TEXT, score NUMBER, gridSize TEXT, time NUMBER)');
+ tx.executeSql(dataStr, data);
+
+ var rs = tx.executeSql('SELECT * FROM Scores WHERE gridSize = "12x17" ORDER BY score desc LIMIT 10');
+ var r = "\nHIGH SCORES for a standard sized grid\n\n"
+ for (var i = 0; i < rs.rows.length; i++) {
+ r += (i + 1) + ". " + rs.rows.item(i).name + ' got ' + rs.rows.item(i).score + ' points in ' + rs.rows.item(i).time + ' seconds.\n';
}
- );
+ dialog.show(r);
+ });
}
//![2]
//![1]
function sendHighScore(name) {
var postman = new XMLHttpRequest()
- var postData = "name="+name+"&score="+gameCanvas.score
- +"&gridSize="+maxX+"x"+maxY +"&time="+Math.floor(timer/1000);
+ var postData = "name=" + name + "&score=" + gameCanvas.score + "&gridSize=" + maxColumn + "x" + maxRow + "&time=" + Math.floor(gameDuration / 1000);
postman.open("POST", scoresURL, true);
postman.setRequestHeader("Content-Type", "application/x-www-form-urlencoded");
- postman.onreadystatechange = function() {
+ postman.onreadystatechange = function() {
if (postman.readyState == postman.DONE) {
dialog.show("Your score has been uploaded.");
}
@@ -247,3 +221,4 @@ function sendHighScore(name) {
postman.send(postData);
}
//![1]
+
diff --git a/examples/declarative/tutorials/samegame/samegame4/highscores/scores.php b/examples/declarative/tutorials/samegame/samegame4/highscores/scores.php
index 3cceb2d..daf480e 100755
--- a/examples/declarative/tutorials/samegame/samegame4/highscores/scores.php
+++ b/examples/declarative/tutorials/samegame/samegame4/highscores/scores.php
@@ -8,10 +8,7 @@
$time = $_POST["time"];
if($name == "")
$name = "Anonymous";
- //if($grid != "10x10"){
- //Need a standard, so as to reject others?
- //}
- $file = fopen("score_data.xml", "a"); #It's XML. Happy?
+ $file = fopen("score_data.xml", "a");
$ret = fwrite($file, "<record><score>". $score . "</score><name>"
. $name . "</name><gridSize>" . $grid . "</gridSize><seconds>"
. $time . "</seconds></record>\n");
diff --git a/examples/declarative/tutorials/samegame/samegame4/samegame.qml b/examples/declarative/tutorials/samegame/samegame4/samegame.qml
index 090496d..5d5c81f 100644
--- a/examples/declarative/tutorials/samegame/samegame4/samegame.qml
+++ b/examples/declarative/tutorials/samegame/samegame4/samegame.qml
@@ -1,4 +1,4 @@
-import Qt 4.6
+import Qt 4.7
import "content"
import "content/samegame.js" as SameGame
@@ -20,11 +20,11 @@ Rectangle {
Item {
id: gameCanvas
property int score: 0
- property int tileSize: 40
+ property int blockSize: 40
z: 20; anchors.centerIn: parent
- width: parent.width - (parent.width % getTileSize());
- height: parent.height - (parent.height % getTileSize());
+ width: parent.width - (parent.width % blockSize);
+ height: parent.height - (parent.height % blockSize);
MouseArea {
anchors.fill: parent; onClicked: SameGame.handleClick(mouse.x,mouse.y);
@@ -36,7 +36,7 @@ Rectangle {
//![0]
Dialog {
- id: scoreName; anchors.centerIn: parent; z: 22;
+ id: nameInputDialog; anchors.centerIn: parent; z: 22;
Text {
id: spacer
opacity: 0
@@ -45,9 +45,9 @@ Rectangle {
TextInput {
id: editor
onAccepted: {
- if(scoreName.opacity==1&&editor.text!="")
- saveHighScore(editor.text);
- scoreName.forceClose();
+ if(nameInputDialog.opacity==1&&editor.text!="")
+ SameGame.saveHighScore(editor.text);
+ nameInputDialog.forceClose();
}
anchors.verticalCenter: parent.verticalCenter
width: 72; focus: true
@@ -63,7 +63,7 @@ Rectangle {
anchors.bottom: screen.bottom
Button {
- id: btnA; text: "New Game"; onClicked: {SameGame.initBoard();}
+ text: "New Game"; onClicked: SameGame.startNewGame();
anchors.left: parent.left; anchors.leftMargin: 3
anchors.verticalCenter: parent.verticalCenter
}