Qt Quick Demo - Same Game | Qt 5.15

- Qt 5.15
- Qt Quick Demo - Same Game
- Qt 5.15.1 Reference Documentation

# Qt Quick Demo - Same Game

     /****************************************************************************
     **
     ** Copyright (C) 2017 The Qt Company Ltd.
     ** Contact: https://www.qt.io/licensing/
     **
     ** This file is part of the examples of the Qt Toolkit.
     **
     ** $QT_BEGIN_LICENSE:BSD$
     ** Commercial License Usage
     ** Licensees holding valid commercial Qt licenses may use this file in
     ** accordance with the commercial license agreement provided with the
     ** Software or, alternatively, in accordance with the terms contained in
     ** a written agreement between you and The Qt Company. For licensing terms
     ** and conditions see https://www.qt.io/terms-conditions. For further
     ** information use the contact form at https://www.qt.io/contact-us.
     **
     ** BSD License Usage
     ** Alternatively, 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 The Qt Company Ltd 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 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;
     }