mirror of https://github.com/qt/qtdoc.git
339 lines
12 KiB
QML
339 lines
12 KiB
QML
// Copyright (C) 2017 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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import QtQuick
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import QtQuick.Particles
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import "content/samegame.js" as Logic
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import "content"
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Rectangle {
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id: root
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width: Settings.screenWidth; height: Settings.screenHeight
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property int acc: 0
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function loadPuzzle() {
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if (gameCanvas.mode != "")
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Logic.cleanUp();
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Logic.startNewGame(gameCanvas,"puzzle","levels/level"+acc+".qml")
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}
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function nextPuzzle() {
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acc = (acc + 1) % 10;
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loadPuzzle();
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}
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Timer {
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id: gameOverTimer
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interval: 1500
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running : gameCanvas.gameOver && gameCanvas.mode == "puzzle" //mode will be reset by cleanUp();
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repeat : false
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onTriggered: {
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Logic.cleanUp();
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nextPuzzle();
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}
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}
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Image {
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source: "content/gfx/background.png"
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anchors.fill: parent
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}
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GameArea {
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id: gameCanvas
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z: 1
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y: Settings.headerHeight
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width: parent.width
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height: parent.height - Settings.headerHeight - Settings.footerHeight
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backgroundVisible: root.state == "in-game"
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onModeChanged: if (gameCanvas.mode != "puzzle") puzzleWon = false; //UI has stricter constraints on this variable than the game does
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Age {
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groups: ["redspots", "greenspots", "bluespots", "yellowspots"]
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enabled: root.state == ""
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system: gameCanvas.ps
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}
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onPuzzleLost: root.acc--;//So that nextPuzzle() reloads the current one
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}
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Item {
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id: menu
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z: 2
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width: parent.width;
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anchors.top: parent.top
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anchors.bottom: bottomBar.top
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LogoAnimation {
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x: 64
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y: Settings.headerHeight
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particleSystem: gameCanvas.ps
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running: root.state == ""
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}
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Row {
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x: 112
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y: 20
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Image { source: "content/gfx/logo-a.png" }
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Image { source: "content/gfx/logo-m.png" }
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Image { source: "content/gfx/logo-e.png" }
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}
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Column {
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y: 100 + 40
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spacing: Settings.menuButtonSpacing
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width: parent.width
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height: parent.height - (140 + Settings.footerHeight)
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Button {
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width: root.width
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rotatedButton: true
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imgSrc: Qt.resolvedUrl("content/gfx/but-game-1.png")
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onClicked: {
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if (root.state == "in-game")
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return //Prevent double clicking
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root.state = "in-game"
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gameCanvas.blockFile = "Block.qml"
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gameCanvas.background = "gfx/background.png"
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arcadeTimer.start();
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}
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//Emitted particles don't fade out, because ImageParticle is on the GameArea
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system: gameCanvas.ps
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group: "green"
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Timer {
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id: arcadeTimer
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interval: Settings.menuDelay
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running : false
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repeat : false
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onTriggered: Logic.startNewGame(gameCanvas)
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}
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}
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Button {
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width: root.width
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rotatedButton: true
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imgSrc: Qt.resolvedUrl("content/gfx/but-game-2.png")
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onClicked: {
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if (root.state == "in-game")
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return
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root.state = "in-game"
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gameCanvas.blockFile = "Block.qml"
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gameCanvas.background = "gfx/background.png"
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twopTimer.start();
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}
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system: gameCanvas.ps
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group: "green"
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Timer {
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id: twopTimer
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interval: Settings.menuDelay
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running : false
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repeat : false
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onTriggered: Logic.startNewGame(gameCanvas, "multiplayer")
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}
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}
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Button {
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width: root.width
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rotatedButton: true
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imgSrc: Qt.resolvedUrl("content/gfx/but-game-3.png")
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onClicked: {
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if (root.state == "in-game")
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return
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root.state = "in-game"
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gameCanvas.blockFile = "SimpleBlock.qml"
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gameCanvas.background = "gfx/background.png"
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endlessTimer.start();
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}
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system: gameCanvas.ps
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group: "blue"
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Timer {
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id: endlessTimer
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interval: Settings.menuDelay
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running : false
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repeat : false
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onTriggered: Logic.startNewGame(gameCanvas, "endless")
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}
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}
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Button {
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width: root.width
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rotatedButton: true
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imgSrc: Qt.resolvedUrl("content/gfx/but-game-4.png")
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group: "yellow"
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onClicked: {
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if (root.state == "in-game")
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return
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root.state = "in-game"
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gameCanvas.blockFile = "PuzzleBlock.qml"
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gameCanvas.background = "gfx/background.png"
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puzzleTimer.start();
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}
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Timer {
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id: puzzleTimer
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interval: Settings.menuDelay
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running : false
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repeat : false
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onTriggered: root.loadPuzzle();
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}
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system: gameCanvas.ps
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}
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}
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}
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Image {
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id: scoreBar
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source: "content/gfx/bar.png"
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width: parent.width
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z: 6
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y: -Settings.headerHeight
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height: Settings.headerHeight
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Behavior on opacity { NumberAnimation {} }
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SamegameText {
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id: arcadeScore
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anchors { right: parent.right; topMargin: 3; rightMargin: 11; top: parent.top}
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text: '<font color="#f7d303">P1:</font> ' + gameCanvas.score
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font.pixelSize: Settings.fontPixelSize
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textFormat: Text.StyledText
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color: "white"
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opacity: gameCanvas.mode == "arcade" ? 1 : 0
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Behavior on opacity { NumberAnimation {} }
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}
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SamegameText {
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id: arcadeHighScore
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anchors { left: parent.left; topMargin: 3; leftMargin: 11; top: parent.top}
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text: '<font color="#f7d303">Highscore:</font> ' + gameCanvas.highScore
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opacity: gameCanvas.mode == "arcade" ? 1 : 0
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}
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SamegameText {
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id: p1Score
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anchors { right: parent.right; topMargin: 3; rightMargin: 11; top: parent.top}
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text: '<font color="#f7d303">P1:</font> ' + gameCanvas.score
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opacity: gameCanvas.mode == "multiplayer" ? 1 : 0
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}
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SamegameText {
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id: p2Score
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anchors { left: parent.left; topMargin: 3; leftMargin: 11; top: parent.top}
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text: '<font color="#f7d303">P2:</font> ' + gameCanvas.score2
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opacity: gameCanvas.mode == "multiplayer" ? 1 : 0
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rotation: 180
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}
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SamegameText {
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id: puzzleMoves
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anchors { left: parent.left; topMargin: 3; leftMargin: 11; top: parent.top}
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text: '<font color="#f7d303">Moves:</font> ' + gameCanvas.moves
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opacity: gameCanvas.mode == "puzzle" ? 1 : 0
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}
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SamegameText {
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Image {
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source: "content/gfx/icon-time.png"
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x: -20
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}
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id: puzzleTime
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anchors { topMargin: 3; top: parent.top; horizontalCenter: parent.horizontalCenter; horizontalCenterOffset: 20}
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text: "00:00"
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opacity: gameCanvas.mode == "puzzle" ? 1 : 0
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Timer {
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interval: 1000
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repeat: true
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running: gameCanvas.mode == "puzzle" && !gameCanvas.gameOver
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onTriggered: {
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var elapsed = Math.floor((new Date() - Logic.gameDuration)/ 1000.0);
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var mins = Math.floor(elapsed/60.0);
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var secs = (elapsed % 60);
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puzzleTime.text = (mins < 10 ? "0" : "") + mins + ":" + (secs < 10 ? "0" : "") + secs;
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}
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}
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}
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SamegameText {
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id: puzzleScore
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anchors { right: parent.right; topMargin: 3; rightMargin: 11; top: parent.top}
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text: '<font color="#f7d303">Score:</font> ' + gameCanvas.score
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opacity: gameCanvas.mode == "puzzle" ? 1 : 0
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}
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}
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Image {
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id: bottomBar
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width: parent.width
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height: Settings.footerHeight
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source: "content/gfx/bar.png"
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y: parent.height - Settings.footerHeight;
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z: 2
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Button {
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id: quitButton
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height: Settings.toolButtonHeight
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imgSrc: Qt.resolvedUrl("content/gfx/but-quit.png")
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onClicked: {Qt.quit(); }
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anchors { left: parent.left; verticalCenter: parent.verticalCenter; leftMargin: 11 }
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}
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Button {
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id: menuButton
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height: Settings.toolButtonHeight
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imgSrc: Qt.resolvedUrl("content/gfx/but-menu.png")
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visible: (root.state == "in-game");
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onClicked: {root.state = ""; Logic.cleanUp(); gameCanvas.mode = ""}
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anchors { left: quitButton.right; verticalCenter: parent.verticalCenter; leftMargin: 0 }
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}
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Button {
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id: againButton
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height: Settings.toolButtonHeight
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imgSrc: Qt.resolvedUrl("content/gfx/but-game-new.png")
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visible: (root.state == "in-game");
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opacity: gameCanvas.gameOver && (gameCanvas.mode == "arcade" || gameCanvas.mode == "multiplayer")
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Behavior on opacity{ NumberAnimation {} }
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onClicked: {if (gameCanvas.gameOver) { Logic.startNewGame(gameCanvas, gameCanvas.mode);}}
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anchors { right: parent.right; verticalCenter: parent.verticalCenter; rightMargin: 11 }
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}
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Button {
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id: nextButton
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height: Settings.toolButtonHeight
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imgSrc: Qt.resolvedUrl("content/gfx/but-puzzle-next.png")
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visible: (root.state == "in-game") && gameCanvas.mode == "puzzle" && gameCanvas.puzzleWon
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opacity: gameCanvas.puzzleWon ? 1 : 0
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Behavior on opacity{ NumberAnimation {} }
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onClicked: {if (gameCanvas.puzzleWon) root.nextPuzzle();}
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anchors { right: parent.right; verticalCenter: parent.verticalCenter; rightMargin: 11 }
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}
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}
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Connections {
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target: root
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function onStateChanged() {
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stateChangeAnim.running = true
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}
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}
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SequentialAnimation {
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id: stateChangeAnim
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ParallelAnimation {
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NumberAnimation { target: bottomBar; property: "y"; to: root.height; duration: Settings.menuDelay/2; easing.type: Easing.OutQuad }
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NumberAnimation { target: scoreBar; property: "y"; to: -Settings.headerHeight; duration: Settings.menuDelay/2; easing.type: Easing.OutQuad }
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}
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ParallelAnimation {
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NumberAnimation { target: bottomBar; property: "y"; to: root.height - Settings.footerHeight; duration: Settings.menuDelay/2; easing.type: Easing.OutBounce}
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NumberAnimation { target: scoreBar; property: "y"; to: root.state == "" ? -Settings.headerHeight : 0; duration: Settings.menuDelay/2; easing.type: Easing.OutBounce}
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}
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}
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states: [
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State {
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name: "in-game"
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PropertyChanges {
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menu {
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opacity: 0
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visible: false
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}
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}
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}
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]
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transitions: [
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Transition {
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NumberAnimation {properties: "x,y,opacity"}
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}
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]
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//"Debug mode"
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focus: true
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Keys.onAsteriskPressed: Logic.nuke();
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Keys.onSpacePressed: gameCanvas.puzzleWon = true;
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}
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