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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
pragma ComponentBehavior: Bound
import QtQuick
import QtQuick3D
import QtQuick.Particles
import QtQuick3D.Particles3D
import QtQuick.Controls
Window {
id: mainWindow
//! [main properties]
// Scaling helpper
readonly property real px: 0.2 + Math.min(width, height) / 800
// This is false until the first game has started
property bool playingStarted: false
// This is true whenever game is on
property bool gameOn: false
// Sizes of our 3D models
readonly property real ballSize: 40
readonly property real targetSize: 120
// Playing time in seconds
readonly property real gameTime: 60
property real currentTime: 0
// Amount of balls per game
readonly property int gameBalls: 20
property int currentBalls: 0
// Scores
property int score: 0
property int timeBonus: 0
property int ballsBonus: 0
//! [main properties]
width: 800
height: 600
visible: true
title: qsTr("Quick3D Quick Ball")
color: "#000000"
View3D {
id: view3D
anchors.fill: parent
//! [view functions]
function createLevel1() {
// Simple level of target items
var level1 = [{ "x": 0, "y": 100, "z": -100, "points": 10 },
{ "x": -300, "y": 100, "z": -400, "points": 10 },
{ "x": 300, "y": 100, "z": -400, "points": 10 },
{ "x": -200, "y": 400, "z": -600, "points": 20 },
{ "x": 0, "y": 400, "z": -600, "points": 20 },
{ "x": 200, "y": 400, "z": -600, "points": 20 },
{ "x": 0, "y": 700, "z": -600, "points": 30 }];
targetsNode.addTargets(level1);
}
function startGame() {
ballModel.resetBall();
targetsNode.resetTargets();
createLevel1();
score = timeBonus = ballsBonus = 0;
currentBalls = gameBalls;
gameOn = true;
playingStarted = true;
}
function endGame() {
if (targetsNode.currentTargets == 0) {
// If we managed to get all targets down -> bonus points!
timeBonus = mainWindow.currentTime;
ballsBonus = currentBalls * 10;
}
gameOn = false;
ballModel.resetBall();
}
//! [view functions]
environment: SceneEnvironment {
antialiasingMode: SceneEnvironment.MSAA
antialiasingQuality: SceneEnvironment.High
}
camera: viewCamera
PerspectiveCamera {
id: viewCamera
position: Qt.vector3d(0, 200, 800);
// Rotate camera a bit
SequentialAnimation on eulerRotation.y {
loops: Animation.Infinite
NumberAnimation {
to: 2
duration: 2000
easing.type: Easing.InOutQuad
}
NumberAnimation {
to: -2
duration: 2000
easing.type: Easing.InOutQuad
}
}
}
//! [lights]
PointLight {
x: 400
y: 1200
castsShadow: true
shadowMapQuality: Light.ShadowMapQualityHigh
shadowFactor: 50
quadraticFade: 2
ambientColor: "#202020"
brightness: mainWindow.gameOn ? 200 : 40
Behavior on brightness {
NumberAnimation {
duration: 1000
easing.type: Easing.InOutQuad
}
}
}
//! [lights]
//! [ball handling]
MouseArea {
anchors.fill: parent
enabled: mainWindow.gameOn && !ballModel.ballMoving
onPressed: {
ballModel.moveBall(mouseX, mouseY);
}
onPositionChanged: {
ballModel.moveBall(mouseX, mouseY);
}
onReleased: {
ballModel.throwBall();
}
}
//! [ball handling]
//! [ball model]
Model {
id: ballModel
property real directionX: 0
property real directionY: 0
// How many ms the ball flies
readonly property real speed: 2000
readonly property real ballScale: mainWindow.ballSize / 100
property var moves: []
readonly property int maxMoves: 5
readonly property bool ballMoving: ballAnimation.running
source: "#Sphere"
scale: Qt.vector3d(ballScale, ballScale, ballScale)
materials: PrincipledMaterial {
baseColorMap: Texture {
source: "images/ball.jpg"
}
normalMap: Texture {
source: "images/ball_n.jpg"
}
normalStrength: 1.0
}
//! [ball model]
//! [ball functions]
function resetBall() {
moves = [];
x = 0;
y = mainWindow.ballSize/2;
z = 400;
}
function moveBall(posX, posY) {
if (!mainWindow.gameOn) return;
var pos = view3D.mapTo3DScene(Qt.vector3d(posX, posY, ballModel.z + mainWindow.ballSize));
pos.y = Math.max(mainWindow.ballSize / 2, pos.y);
var point = {"x": pos.x, "y": pos.y };
moves.push(point);
if (moves.length > maxMoves) moves.shift();
// Apply position into ball model
ballModel.x = pos.x;
ballModel.y = pos.y;
}
function throwBall() {
if (!mainWindow.gameOn) return;
mainWindow.currentBalls--;
var moveX = 0;
var moveY = 0;
if (moves.length >= 2) {
var first = moves.shift();
var last = moves.pop();
moveX = last.x - first.x;
moveY = last.y - first.y;
if (moveY < 0) moveY = 0;
}
directionX = moveX * 20;
directionY = moveY * 4;
ballAnimation.start();
}
//! [ball functions]
//! [ball animations]
ParallelAnimation {
id: ballAnimation
running: false
// Move forward
NumberAnimation {
target: ballModel
property: "z"
duration: ballModel.speed
to: -ballModel.directionY * 5
easing.type: Easing.OutQuad
}
// Move up & down with a bounce
SequentialAnimation {
NumberAnimation {
target: ballModel
property: "y"
duration: ballModel.speed * (1 / 3)
to: ballModel.y + ballModel.directionY
easing.type: Easing.OutQuad
}
NumberAnimation {
target: ballModel
property: "y"
duration: ballModel.speed * (2 / 3)
to: mainWindow.ballSize / 4
easing.type: Easing.OutBounce
}
}
// Move sideways
NumberAnimation {
target: ballModel
property: "x"
duration: ballModel.speed
to: ballModel.x + ballModel.directionX
}
onFinished: {
if (mainWindow.currentBalls <= 0)
view3D.endGame();
ballModel.resetBall();
}
}
NumberAnimation on eulerRotation.z {
running: ballModel.ballMoving
loops: Animation.Infinite
from: ballModel.directionX < 0 ? 0 : 720
to: 360
duration: 10000 / (2 + Math.abs(ballModel.directionX * 0.05))
}
//! [ball animations]
//! [ball collisions]
onZChanged: {
// Loop through target items and detect collisions
var hitMargin = mainWindow.ballSize / 2 + mainWindow.targetSize / 2;
for (var i = 0; i < targetsNode.targets.length; ++i) {
var target = targetsNode.targets[i];
var targetPos = target.scenePosition;
var hit = ballModel.scenePosition.fuzzyEquals(targetPos, hitMargin);
if (hit) {
target.hit();
if (targetsNode.currentTargets <= 0)
view3D.endGame();
}
}
}
//! [ball collisions]
}
//! [targets node]
Node {
id: targetsNode
property var targets: []
property int currentTargets: 0
function addTargets(items) {
items.forEach(function (item) {
let instance = targetComponent.createObject(
targetsNode, { "x": item.x, "startPosY": item.y, "z": item.z, "points": item.points});
targets.push(instance);
});
currentTargets = targets.length;
}
function removeTarget(item) {
var index = targets.indexOf(item);
targets.splice(index, 1);
currentTargets = targets.length;
}
function resetTargets() {
while (targets.length > 0)
targets.pop().destroy();
currentTargets = targets.length;
}
}
//! [targets node]
//! [target component]
Component {
id: targetComponent
Node {
id: targetNode
property int points: 0
property real hide: 0
property real startPosY: 0
property real posY: 0
property real pointsOpacity: 0
function hit() {
targetsNode.removeTarget(this);
mainWindow.score += points;
hitAnimation.start();
var burstPos = targetNode.mapPositionToScene(Qt.vector3d(0, 0, 0));
hitParticleEmitter.burst(100, 200, burstPos);
}
y: startPosY + posY
SequentialAnimation {
running: mainWindow.gameOn && !hitAnimation.running
loops: Animation.Infinite
NumberAnimation {
target: targetNode
property: "posY"
from: 0
to: 150
duration: 3000
easing.type: Easing.InOutQuad
}
NumberAnimation {
target: targetNode
property: "posY"
to: 0
duration: 1500
easing.type: Easing.InOutQuad
}
}
SequentialAnimation {
id: hitAnimation
NumberAnimation {
target: targetNode
property: "hide"
to: 1
duration: 800
easing.type: Easing.InOutQuad
}
NumberAnimation {
target: targetNode
property: "pointsOpacity"
to: 1
duration: 1000
easing.type: Easing.InOutQuad
}
NumberAnimation {
target: targetNode
property: "pointsOpacity"
to: 0
duration: 200
easing.type: Easing.InOutQuad
}
ScriptAction {
script: targetNode.destroy();
}
}
Model {
id: targetModel
readonly property real targetScale: (1 + targetNode.hide) * (mainWindow.targetSize / 100)
source: "#Cube"
scale: Qt.vector3d(targetScale, targetScale, targetScale)
opacity: 0.99 - targetNode.hide * 2
materials: PrincipledMaterial {
baseColorMap: Texture {
source: "images/qt_logo.jpg"
}
normalMap: Texture {
source: "images/qt_logo_n.jpg"
}
normalStrength: 1.0
}
Vector3dAnimation on eulerRotation {
loops: Animation.Infinite
duration: 5000
from: Qt.vector3d(0, 0, 0)
to: Qt.vector3d(360, 360, 360)
}
}
Text {
anchors.centerIn: parent
scale: 1 + targetNode.pointsOpacity
opacity: targetNode.pointsOpacity
text: targetNode.points
font.pixelSize: 60 * mainWindow.px
color: "#808000"
style: Text.Outline
styleColor: "#f0f000"
}
}
}
//! [target component]
//! [ground model]
Model {
source: "#Rectangle"
scale: Qt.vector3d(50, 50, 1)
eulerRotation.x: -90
materials: PrincipledMaterial {
baseColorMap: Texture {
source: "images/grass.jpg"
tilingModeHorizontal: Texture.Repeat
tilingModeVertical: Texture.Repeat
scaleU: 25.0
scaleV: 25.0
}
normalMap: Texture {
source: "images/grass_n.jpg"
}
normalStrength: 0.6
}
}
//! [ground model]
//! [sky model]
Model {
id: sky
property real scaleX: 100
property real scaleY: 20
source: "#Rectangle"
scale: Qt.vector3d(sky.scaleX, sky.scaleY, 1)
position: Qt.vector3d(0, 960, -2000)
// We don't want shadows casted into sky
receivesShadows: false
materials: PrincipledMaterial {
baseColorMap: Texture {
source: "images/sky.jpg"
}
}
// Star particles
Node {
z: 500
y: 30
// Stars are far away, scale up to half the resolution
scale: Qt.vector3d(2 / sky.scaleX, 2 / sky.scaleY, 1)
ParticleSystem {
anchors.horizontalCenter: parent.horizontalCenter
anchors.top: parent.top
width: 3000
height: 400
ImageParticle {
source: "qrc:///particleresources/star.png"
rotationVariation: 360
color: "#ffffa0"
colorVariation: 0.1
}
Emitter {
anchors.fill: parent
emitRate: 4
lifeSpan: 6000
lifeSpanVariation: 4000
size: 30
sizeVariation: 20
}
}
}
}
//! [sky model]
//! [hit particles]
ParticleSystem3D {
id: psystem
SpriteParticle3D {
id: sprite
sprite: Texture {
source: "images/particle.png"
}
color: Qt.rgba(1.0, 1.0, 0.0, 1.0)
colorVariation: Qt.vector4d(0.4, 0.6, 0.0, 0.0)
unifiedColorVariation: true
maxAmount: 200
}
ParticleEmitter3D {
id: hitParticleEmitter
particle: sprite
particleScale: 4.0
particleScaleVariation: 2.0
particleRotationVariation: Qt.vector3d(0, 0, 180)
particleRotationVelocityVariation: Qt.vector3d(0, 0, 250)
velocity: VectorDirection3D {
direction: Qt.vector3d(0, 300, 0)
directionVariation: Qt.vector3d(200, 150, 100)
}
lifeSpan: 800
lifeSpanVariation: 200
depthBias: 100
}
Gravity3D {
magnitude: 600
}
}
//! [hit particles]
}
// Game time counter
NumberAnimation {
target: mainWindow
property: "currentTime"
running: mainWindow.gameOn
duration: mainWindow.gameTime * 1000
from: mainWindow.gameTime
to: 0
onFinished: {
view3D.endGame();
}
}
// Show time, balls and score
Item {
width: parent.width
height: 60 * mainWindow.px
Text {
anchors.verticalCenter: parent.verticalCenter
anchors.left: parent.left
anchors.leftMargin: 20 * mainWindow.px
font.pixelSize: 26 * mainWindow.px
color: "#ffffff"
style: Text.Outline
styleColor: "#000000"
text: mainWindow.currentTime.toFixed(2)
}
Image {
anchors.verticalCenter: parent.verticalCenter
anchors.verticalCenterOffset: 1 * mainWindow.px
anchors.right: ballCountText.left
anchors.rightMargin: 8 * mainWindow.px
width: 26 * mainWindow.px
height: width
mipmap: true
source: "images/ball_icon.png"
}
Text {
id: ballCountText
anchors.verticalCenter: parent.verticalCenter
anchors.right: parent.right
anchors.rightMargin: 20 * mainWindow.px
font.pixelSize: 26 * mainWindow.px
color: "#ffffff"
style: Text.Outline
styleColor: "#000000"
text: mainWindow.currentBalls
}
Text {
anchors.centerIn: parent
font.pixelSize: 36 * mainWindow.px
color: "#ffffff"
style: Text.Outline
styleColor: "#000000"
text: mainWindow.score
}
}
// Game logo
Image {
anchors.centerIn: parent
width: Math.min(parent.width * 0.6, sourceSize.width)
height: width * 0.6
fillMode: Image.PreserveAspectFit
source: "images/quickball.png"
opacity: !mainWindow.gameOn
scale: 2.0 - opacity
Behavior on opacity {
NumberAnimation {
duration: 400
easing.type: Easing.InOutQuad
}
}
}
// Show bonus and total score when the game ends
Item {
property bool show: mainWindow.playingStarted && !mainWindow.gameOn
anchors.centerIn: parent
anchors.verticalCenterOffset: -200 * mainWindow.px
onShowChanged: {
if (show) {
showScoreAnimation.start();
} else {
showScoreAnimation.stop();
timeBonusText.opacity = 0;
ballsBonusText.opacity = 0;
totalScoreText.opacity = 0;
}
}
SequentialAnimation {
id: showScoreAnimation
NumberAnimation {
target: timeBonusText
property: "opacity"
to: 1
duration: 1000
easing.type: Easing.InOutQuad
}
NumberAnimation {
target: ballsBonusText
property: "opacity"
to: 1
duration: 1000
easing.type: Easing.InOutQuad
}
NumberAnimation {
target: totalScoreText
property: "opacity"
to: 1
duration: 1000
easing.type: Easing.InOutQuad
}
}
Text {
id: timeBonusText
anchors.horizontalCenter: parent.horizontalCenter
y: opacity * 60 * mainWindow.px
font.pixelSize: 26 * mainWindow.px
color: "#ffffff"
style: Text.Outline
styleColor: "#000000"
textFormat: Text.StyledText
text: qsTr("TIME BONUS <b>%1</b>").arg(mainWindow.timeBonus)
opacity: 0
}
Text {
id: ballsBonusText
anchors.horizontalCenter: parent.horizontalCenter
y: timeBonusText.y + opacity * 40 * mainWindow.px
font.pixelSize: 26 * mainWindow.px
color: "#ffffff"
style: Text.Outline
styleColor: "#000000"
textFormat: Text.StyledText
text: qsTr("BALLS BONUS <b>%1</b>").arg(mainWindow.ballsBonus)
opacity: 0
}
Text {
id: totalScoreText
anchors.horizontalCenter: parent.horizontalCenter
y: ballsBonusText.y + opacity * 60 * mainWindow.px
font.pixelSize: 66 * mainWindow.px
color: "#ffffff"
style: Text.Outline
styleColor: "#000000"
textFormat: Text.StyledText
text: qsTr("SCORE <b>%1</b>").arg(mainWindow.score + mainWindow.timeBonus + mainWindow.ballsBonus)
opacity: 0
}
}
RoundButton {
anchors.horizontalCenter: parent.horizontalCenter
anchors.bottom: parent.bottom
anchors.bottomMargin: 40 * mainWindow.px
width: 140 * mainWindow.px
height: 60 * mainWindow.px
visible: !mainWindow.gameOn
font.pixelSize: 26 * mainWindow.px
text: qsTr("START")
onClicked: {
view3D.startGame();
}
}
}
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