summaryrefslogtreecommitdiffstats
path: root/demos/mobile/quickhit/Game.qml
blob: ab62a725a9a06643c22c4089b8791b25a54b5ab7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
/****************************************************************************
**
** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the QtDeclarative module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "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 Nokia Corporation and its Subsidiary(-ies) 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 THE COPYRIGHT
** OWNER OR CONTRIBUTORS 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 QtQuick 1.0
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 }
    }

}