import Qt 4.7 import "content" as Content import "content/snake.js" as Logic Rectangle { id: screen; SystemPalette { id: activePalette } color: activePalette.window property int gridSize : 34 property int margin: 4 property int numRowsAvailable: Math.floor((height-32-2*margin)/gridSize) property int numColumnsAvailable: Math.floor((width-2*margin)/gridSize) property int lastScore : 0 property int score: 0; property int heartbeatInterval: 200 property int halfbeatInterval: 160 width: 480 height: 750 property int direction property int headDirection property variant head; Content.HighScoreModel { id: highScores game: "Snake" } Timer { id: heartbeat; interval: heartbeatInterval; repeat: true onTriggered: { Logic.move() } } Timer { id: halfbeat; interval: halfbeatInterval; repeat: true running: heartbeat.running onTriggered: { Logic.moveSkull() } } Timer { interval: 700; onTriggered: { Logic.startNewGame(); } } Timer { id: startHeartbeatTimer; interval: 1000 ; } Image { Image { id: title source: "content/pics/snake.jpg" fillMode: "PreserveAspectCrop" anchors.fill: parent anchors.horizontalCenter: parent.horizontalCenter anchors.verticalCenter: parent.verticalCenter Behavior on opacity { NumberAnimation { duration: 500 } } Text { color: "white" font.pointSize: 24 horizontalAlignment: "AlignHCenter" text: "Last Score:\t" + lastScore + "\nHighscore:\t" + highScores.topScore; anchors.horizontalCenter: parent.horizontalCenter anchors.bottom: parent.bottom anchors.bottomMargin: gridSize } } source: "content/pics/background.png" fillMode: "PreserveAspectCrop" anchors.left: parent.left anchors.right: parent.right anchors.top: parent.top anchors.bottom: toolbar.top Rectangle { id: playfield border.width: 1 border.color: "white" color: "transparent" anchors.horizontalCenter: parent.horizontalCenter y: (screen.height - 32 - height)/2; width: numColumnsAvailable * gridSize + 2*margin height: numRowsAvailable * gridSize + 2*margin Content.Skull { id: skull } MouseArea { anchors.fill: parent onPressed: { if (!head || !heartbeat.running) { Logic.startNewGame(); return; } if (direction == 0 || direction == 2) Logic.scheduleDirection((mouseX > (head.x + head.width/2)) ? 1 : 3); else Logic.scheduleDirection((mouseY > (head.y + head.height/2)) ? 2 : 0); } } } } Rectangle { id: progressBar opacity: 0 Behavior on opacity { NumberAnimation { duration: 200 } } color: "transparent" border.width: 2 border.color: "#221edd" x: 50 y: 50 width: 200 height: 30 anchors.horizontalCenter: parent.horizontalCenter anchors.verticalCenter: parent.verticalCenter anchors.verticalCenterOffset: 40 Rectangle { id: progressIndicator color: "#221edd"; width: 0; Behavior on width { NumberAnimation { duration: startHeartbeatTimer.running ? 1000 : 0}} height: 30; } } Rectangle { id: toolbar color: activePalette.window height: 32; width: parent.width anchors.bottom: screen.bottom Content.Button { id: btnA; text: "New Game"; onClicked: Logic.startNewGame(); anchors.left: parent.left; anchors.leftMargin: 3 anchors.verticalCenter: parent.verticalCenter } Text { color: activePalette.text text: "Score: " + score; font.bold: true anchors.right: parent.right; anchors.rightMargin: 3 anchors.verticalCenter: parent.verticalCenter } } focus: true Keys.onSpacePressed: Logic.startNewGame(); Keys.onLeftPressed: if (state == "starting" || direction != 1) Logic.scheduleDirection(3); Keys.onRightPressed: if (state == "starting" || direction != 3) Logic.scheduleDirection(1); Keys.onUpPressed: if (state == "starting" || direction != 2) Logic.scheduleDirection(0); Keys.onDownPressed: if (state == "starting" || direction != 0) Logic.scheduleDirection(2); states: [ State { name: "starting" when: startHeartbeatTimer.running PropertyChanges {target: progressIndicator; width: 200} PropertyChanges {target: title; opacity: 0} PropertyChanges {target: progressBar; opacity: 1} }, State { name: "running" when: (heartbeat.running && !startHeartbeatTimer.running) PropertyChanges {target: progressIndicator; width: 200} PropertyChanges {target: title; opacity: 0} PropertyChanges {target: skull; row: 0; column: 0; } PropertyChanges {target: skull; spawned: 1} } ] }