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/****************************************************************************
**
** 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
** 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 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.
**
**
** 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"
import "content/logic.js" as Logic
Item {
id: root
width: 320
height: 480
property var gameState
property bool passedSplash: false
Image {
source:"content/gfx/background.png"
anchors.bottom: view.bottom
ParticleSystem {
id: particles
anchors.fill: parent
ImageParticle {
id: bubble
anchors.fill: parent
source: "content/gfx/catch.png"
opacity: 0.25
}
Wander {
xVariance: 25;
pace: 25;
}
Emitter {
width: parent.width
height: 150
anchors.bottom: parent.bottom
anchors.bottomMargin: 3
startTime: 15000
emitRate: 2
lifeSpan: 15000
acceleration: PointDirection{ y: -6; xVariation: 2; yVariation: 2 }
size: 24
sizeVariation: 16
}
}
}
Column {
id: view
y: -(height - 480)
width: 320
GameOverScreen { gameCanvas: canvas }
Item {
id: canvasArea
width: 320
height: 480
Row {
height: childrenRect.height
Image {
id: wave
y: 30
source:"content/gfx/wave.png"
}
Image {
y: 30
source:"content/gfx/wave.png"
}
NumberAnimation on x { from: 0; to: -(wave.width); duration: 16000; loops: Animation.Infinite }
SequentialAnimation on y {
loops: Animation.Infinite
NumberAnimation { from: y - 2; to: y + 2; duration: 1600; easing.type: Easing.InOutQuad }
NumberAnimation { from: y + 2; to: y - 2; duration: 1600; easing.type: Easing.InOutQuad }
}
}
Row {
opacity: 0.5
Image {
id: wave2
y: 25
source: "content/gfx/wave.png"
}
Image {
y: 25
source: "content/gfx/wave.png"
}
NumberAnimation on x { from: -(wave2.width); to: 0; duration: 32000; loops: Animation.Infinite }
SequentialAnimation on y {
loops: Animation.Infinite
NumberAnimation { from: y + 2; to: y - 2; duration: 1600; easing.type: Easing.InOutQuad }
NumberAnimation { from: y - 2; to: y + 2; duration: 1600; easing.type: Easing.InOutQuad }
}
}
Image {
source: "content/gfx/sunlight.png"
opacity: 0.02
y: 0
anchors.horizontalCenter: parent.horizontalCenter
transformOrigin: Item.Top
SequentialAnimation on rotation {
loops: Animation.Infinite
NumberAnimation { from: -10; to: 10; duration: 8000; easing.type: Easing.InOutSine }
NumberAnimation { from: 10; to: -10; duration: 8000; easing.type: Easing.InOutSine }
}
}
Image {
source: "content/gfx/sunlight.png"
opacity: 0.04
y: 20
anchors.horizontalCenter: parent.horizontalCenter
transformOrigin: Item.Top
SequentialAnimation on rotation {
loops: Animation.Infinite
NumberAnimation { from: 10; to: -10; duration: 8000; easing.type: Easing.InOutSine }
NumberAnimation { from: -10; to: 10; duration: 8000; easing.type: Easing.InOutSine }
}
}
Image {
source: "content/gfx/grid.png"
opacity: 0.5
}
GameCanvas {
id: canvas
anchors.bottom: parent.bottom
anchors.bottomMargin: 20
x: 32
focus: true
}
InfoBar { anchors.bottom: canvas.top; anchors.bottomMargin: 6; width: parent.width }
//3..2..1..go
Timer {
id: countdownTimer
interval: 1000
running: root.countdown < 5
repeat: true
onTriggered: root.countdown++
}
Repeater {
model: ["content/gfx/text-blank.png", "content/gfx/text-3.png", "content/gfx/text-2.png", "content/gfx/text-1.png", "content/gfx/text-go.png"]
delegate: Image {
visible: root.countdown <= index
opacity: root.countdown == index ? 0.5 : 0.1
scale: root.countdown >= index ? 1.0 : 0.0
source: modelData
Behavior on opacity { NumberAnimation {} }
Behavior on scale { NumberAnimation {} }
}
}
}
NewGameScreen {
onStartButtonClicked: root.passedSplash = true
}
}
property int countdown: 10
Timer {
id: gameStarter
interval: 4000
running: false
repeat: false
onTriggered: Logic.startGame(canvas);
}
states: [
State {
name: "gameOn"; when: gameState.gameOver == false && passedSplash
PropertyChanges { target: view; y: -(height - 960) }
StateChangeScript { script: root.countdown = 0; }
PropertyChanges { target: gameStarter; running: true }
},
State {
name: "gameOver"; when: gameState.gameOver == true
PropertyChanges { target: view; y: 0 }
}
]
transitions: Transition {
NumberAnimation { properties: "x,y"; duration: 1200; easing.type: Easing.OutQuad }
}
Component.onCompleted: gameState = Logic.newGameState(canvas);
}
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