- Qt 5.3
- Qt Quick
- Qt Quick Demo - Same Game
- samegame.qml Example File
- Qt 5.3.2 Reference Documentation

# samegame.qml Example File

demos/samegame/samegame.qml

    /****************************************************************************
    **
    ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
    ** Contact: http://www.qt-project.org/legal
    **
    ** This file is part of the examples 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
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    **     notice, this list of conditions and the following disclaimer in
    **     the documentation and/or other materials provided with the
    **     distribution.
    **   * Neither the name of Digia Plc 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.
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    ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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    import QtQuick 2.0
    import QtQuick.Particles 2.0
    import "content/samegame.js" as Logic
    import "content"

    Rectangle {
        id: root
        width: Settings.screenWidth; height: Settings.screenHeight
        property int acc: 0

        function loadPuzzle() {
            if (gameCanvas.mode != "")
                Logic.cleanUp();
            Logic.startNewGame(gameCanvas,"puzzle","levels/level"+acc+".qml")
        }
        function nextPuzzle() {
            acc = (acc + 1) % 10;
            loadPuzzle();
        }
        Timer {
            id: gameOverTimer
            interval: 1500
            running : gameCanvas.gameOver && gameCanvas.mode == "puzzle" //mode will be reset by cleanUp();
            repeat  : false
            onTriggered: {
                Logic.cleanUp();
                nextPuzzle();
            }
        }

        Image {
            source: "content/gfx/background.png"
            anchors.fill: parent
        }

        GameArea {
            id: gameCanvas
            z: 1
            y: Settings.headerHeight

            width: parent.width
            height: parent.height - Settings.headerHeight - Settings.footerHeight

            backgroundVisible: root.state == "in-game"
            onModeChanged: if (gameCanvas.mode != "puzzle") puzzleWon = false; //UI has stricter constraints on this variable than the game does
            Age {
                groups: ["redspots", "greenspots", "bluespots", "yellowspots"]
                enabled: root.state == ""
                system: gameCanvas.ps
            }

            onPuzzleLost: acc--;//So that nextPuzzle() reloads the current one

        }

        Item {
            id: menu
            z: 2
            width: parent.width;
            anchors.top: parent.top
            anchors.bottom: bottomBar.top

            LogoAnimation {
                x: 64
                y: Settings.headerHeight
                particleSystem: gameCanvas.ps
                running: root.state == ""
            }
            Row {
                x: 112
                y: 20
                Image { source: "content/gfx/logo-a.png" }
                Image { source: "content/gfx/logo-m.png" }
                Image { source: "content/gfx/logo-e.png" }
            }

            Column {
                y: 100 + 40
                spacing: Settings.menuButtonSpacing
                width: parent.width
                height: parent.height - (140 + Settings.footerHeight)

                Button {
                    width: root.width
                    rotatedButton: true
                    imgSrc: "content/gfx/but-game-1.png"
                    onClicked: {
                        if (root.state == "in-game")
                            return //Prevent double clicking
                        root.state = "in-game"
                        gameCanvas.blockFile = "Block.qml"
                        gameCanvas.background = "gfx/background.png"
                        arcadeTimer.start();
                    }
                    //Emitted particles don't fade out, because ImageParticle is on the GameArea
                    system: gameCanvas.ps
                    group: "green"
                    Timer {
                        id: arcadeTimer
                        interval: Settings.menuDelay
                        running : false
                        repeat  : false
                        onTriggered: Logic.startNewGame(gameCanvas)
                    }
                }

                Button {
                    width: root.width
                    rotatedButton: true
                    imgSrc: "content/gfx/but-game-2.png"
                    onClicked: {
                        if (root.state == "in-game")
                            return
                        root.state = "in-game"
                        gameCanvas.blockFile = "Block.qml"
                        gameCanvas.background = "gfx/background.png"
                        twopTimer.start();
                    }
                    system: gameCanvas.ps
                    group: "green"
                    Timer {
                        id: twopTimer
                        interval: Settings.menuDelay
                        running : false
                        repeat  : false
                        onTriggered: Logic.startNewGame(gameCanvas, "multiplayer")
                    }
                }

                Button {
                    width: root.width
                    rotatedButton: true
                    imgSrc: "content/gfx/but-game-3.png"
                    onClicked: {
                        if (root.state == "in-game")
                            return
                        root.state = "in-game"
                        gameCanvas.blockFile = "SimpleBlock.qml"
                        gameCanvas.background = "gfx/background.png"
                        endlessTimer.start();
                    }
                    system: gameCanvas.ps
                    group: "blue"
                    Timer {
                        id: endlessTimer
                        interval: Settings.menuDelay
                        running : false
                        repeat  : false
                        onTriggered: Logic.startNewGame(gameCanvas, "endless")
                    }
                }

                Button {
                    width: root.width
                    rotatedButton: true
                    imgSrc: "content/gfx/but-game-4.png"
                    group: "yellow"
                    onClicked: {
                        if (root.state == "in-game")
                            return
                        root.state = "in-game"
                        gameCanvas.blockFile = "PuzzleBlock.qml"
                        gameCanvas.background = "gfx/background.png"
                        puzzleTimer.start();
                    }
                    Timer {
                        id: puzzleTimer
                        interval: Settings.menuDelay
                        running : false
                        repeat  : false
                        onTriggered: loadPuzzle();
                    }
                    system: gameCanvas.ps
                }
            }
        }

        Image {
            id: scoreBar
            source: "content/gfx/bar.png"
            width: parent.width
            z: 6
            y: -Settings.headerHeight
            height: Settings.headerHeight
            Behavior on opacity { NumberAnimation {} }
            SamegameText {
                id: arcadeScore
                anchors { right: parent.right; topMargin: 3; rightMargin: 11; top: parent.top}
                text: '<font color="#f7d303">P1:</font> ' + gameCanvas.score
                font.pixelSize: Settings.fontPixelSize
                textFormat: Text.StyledText
                color: "white"
                opacity: gameCanvas.mode == "arcade" ? 1 : 0
                Behavior on opacity { NumberAnimation {} }
            }
            SamegameText {
                id: arcadeHighScore
                anchors { left: parent.left; topMargin: 3; leftMargin: 11; top: parent.top}
                text: '<font color="#f7d303">Highscore:</font> ' + gameCanvas.highScore
                opacity: gameCanvas.mode == "arcade" ? 1 : 0
            }
            SamegameText {
                id: p1Score
                anchors { right: parent.right; topMargin: 3; rightMargin: 11; top: parent.top}
                text: '<font color="#f7d303">P1:</font> ' + gameCanvas.score
                opacity: gameCanvas.mode == "multiplayer" ? 1 : 0
            }
            SamegameText {
                id: p2Score
                anchors { left: parent.left; topMargin: 3; leftMargin: 11; top: parent.top}
                text: '<font color="#f7d303">P2:</font> ' + gameCanvas.score2
                opacity: gameCanvas.mode == "multiplayer" ? 1 : 0
                rotation: 180
            }
            SamegameText {
                id: puzzleMoves
                anchors { left: parent.left; topMargin: 3; leftMargin: 11; top: parent.top}
                text: '<font color="#f7d303">Moves:</font> ' + gameCanvas.moves
                opacity: gameCanvas.mode == "puzzle" ? 1 : 0
            }
            SamegameText {
                Image {
                    source: "content/gfx/icon-time.png"
                    x: -20
                }
                id: puzzleTime
                anchors { topMargin: 3; top: parent.top; horizontalCenter: parent.horizontalCenter; horizontalCenterOffset: 20}
                text: "00:00"
                opacity: gameCanvas.mode == "puzzle" ? 1 : 0
                Timer {
                    interval: 1000
                    repeat: true
                    running: gameCanvas.mode == "puzzle" && !gameCanvas.gameOver
                    onTriggered: {
                        var elapsed = Math.floor((new Date() - Logic.gameDuration)/ 1000.0);
                        var mins = Math.floor(elapsed/60.0);
                        var secs = (elapsed % 60);
                        puzzleTime.text =  (mins < 10 ? "0" : "") + mins + ":" + (secs < 10 ? "0" : "") + secs;
                    }
                }
            }
            SamegameText {
                id: puzzleScore
                anchors { right: parent.right; topMargin: 3; rightMargin: 11; top: parent.top}
                text: '<font color="#f7d303">Score:</font> ' + gameCanvas.score
                opacity: gameCanvas.mode == "puzzle" ? 1 : 0
            }
        }

        Image {
            id: bottomBar
            width: parent.width
            height: Settings.footerHeight
            source: "content/gfx/bar.png"
            y: parent.height - Settings.footerHeight;
            z: 2
            Button {
                id: quitButton
                height: Settings.toolButtonHeight
                imgSrc: "content/gfx/but-quit.png"
                onClicked: {Qt.quit(); }
                anchors { left: parent.left; verticalCenter: parent.verticalCenter; leftMargin: 11 }
            }
            Button {
                id: menuButton
                height: Settings.toolButtonHeight
                imgSrc: "content/gfx/but-menu.png"
                visible: (root.state == "in-game");
                onClicked: {root.state = ""; Logic.cleanUp(); gameCanvas.mode = ""}
                anchors { left: quitButton.right; verticalCenter: parent.verticalCenter; leftMargin: 0 }
            }
            Button {
                id: againButton
                height: Settings.toolButtonHeight
                imgSrc: "content/gfx/but-game-new.png"
                visible: (root.state == "in-game");
                opacity: gameCanvas.gameOver && (gameCanvas.mode == "arcade" || gameCanvas.mode == "multiplayer")
                Behavior on opacity{ NumberAnimation {} }
                onClicked: {if (gameCanvas.gameOver) { Logic.startNewGame(gameCanvas, gameCanvas.mode);}}
                anchors { right: parent.right; verticalCenter: parent.verticalCenter; rightMargin: 11 }
            }
            Button {
                id: nextButton
                height: Settings.toolButtonHeight
                imgSrc: "content/gfx/but-puzzle-next.png"
                visible: (root.state == "in-game") && gameCanvas.mode == "puzzle" && gameCanvas.puzzleWon
                opacity: gameCanvas.puzzleWon ? 1 : 0
                Behavior on opacity{ NumberAnimation {} }
                onClicked: {if (gameCanvas.puzzleWon) nextPuzzle();}
                anchors { right: parent.right; verticalCenter: parent.verticalCenter; rightMargin: 11 }
            }
        }

        Connections {
            target: root
            onStateChanged: stateChangeAnim.running = true
        }
        SequentialAnimation {
            id: stateChangeAnim
            ParallelAnimation {
                NumberAnimation { target: bottomBar; property: "y"; to: root.height; duration: Settings.menuDelay/2; easing.type: Easing.OutQuad }
                NumberAnimation { target: scoreBar; property: "y"; to: -Settings.headerHeight; duration: Settings.menuDelay/2; easing.type: Easing.OutQuad }
            }
            ParallelAnimation {
                NumberAnimation { target: bottomBar; property: "y"; to: root.height - Settings.footerHeight; duration: Settings.menuDelay/2; easing.type: Easing.OutBounce}
                NumberAnimation { target: scoreBar; property: "y"; to: root.state == "" ? -Settings.headerHeight : 0; duration: Settings.menuDelay/2; easing.type: Easing.OutBounce}
            }
        }

        states: [
            State {
                name: "in-game"
                PropertyChanges {
                    target: menu
                    opacity: 0
                    visible: false
                }
            }
        ]

        transitions: [
            Transition {
                NumberAnimation {properties: "x,y,opacity"}
            }
        ]

        //"Debug mode"
        focus: true
        Keys.onAsteriskPressed: Logic.nuke();
        Keys.onSpacePressed: gameCanvas.puzzleWon = true;
    }