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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}
}
]
}
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