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/****************************************************************************
**
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtSensors module 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
/* Layout
mainWnd
/
------------------------------/ gameRect
| /
|-----------------------------/
||---------------------------|
||||M| ||
||| \ ||
||| mouseCtrl ||
||| ||
||| ||
||| Labyrinth ||
||| ||
||| ||
||| cheeseSquare ||
||| \ ||
||| |C|||
||---------------------------|
|-----------------------------
|
|-----------------------------
|| || |
|-----------------------------
| \ \
| \ timePlayingLabel
| newGameButton
------------------------------
*/
//Import the declarative plugins
import QtQuick 2.0
import "components"
//! [0]
import QtSensors 5.0
//! [0]
//Import the javascript functions for this game
import "lib.js" as Lib
ApplicationWindow {
id: mainWnd
property Mouse mouseCtrl;
property LabyrinthSquare cheeseSquare;
property Congratulation congratulation;
Rectangle {
id: gameRect
x: (mainWnd.width - width) / 2
y: 5
width: Lib.dimension * Lib.cellDimension
height: Lib.dimension * Lib.cellDimension
color: "transparent"
border.width: 2
//timer for starting the labyrinth game
Timer {
id: startTimer
interval: 50; running: true; repeat: false
onTriggered: {
//reset game time
timePlayingLabel.text = "--";
Lib.sec = 0.0;
Lib.createLabyrinth();
//create labyrinth elements (only at the first time)
var needloadcomponent = false;
if (Lib.objectArray === null) {
needloadcomponent = true;
Lib.objectArray = new Array(Lib.dimension * Lib.dimension);
}
var idx = 0;
for (var y = 0; y < Lib.dimension; y++ ) {
for (var x = 0; x < Lib.dimension; x++ ) {
var component = null;
//create labyrinth components (only at the first time)
if (needloadcomponent) {
component = Qt.createComponent("LabyrinthSquare.qml");
if (component.status == Component.Ready) {
var square = component.createObject(parent);
square.x = x * square.width;
square.y = y * square.height;
square.val = Lib.labyrinth[x][y];
square.updateImage();
Lib.objectArray[idx] = square;
if (x == (Lib.dimension - 1) && y == (Lib.dimension - 1)) {
cheeseSquare = square;
var component1 = Qt.createComponent("Congratulation.qml");
if (component1.status == Component.Ready) {
congratulation = component1.createObject(parent);
congratulation.visible = false;
}
}
}
}
else{
Lib.objectArray[idx].val = Lib.labyrinth[x][y];
Lib.objectArray[idx].updateImage();
if (x == (Lib.dimension - 1) && y == (Lib.dimension - 1)) {
cheeseSquare = Lib.objectArray[idx];
congratulation.visible = false;
}
}
idx++;
}
}
//Lib.printLab(); //this is for debug. Labyrinth will be printed out in the console
//Create the mouse control (only at the first time)
if (mouseCtrl === null) {
var component = Qt.createComponent("Mouse.qml");
if (component.status == Component.Ready) {
mouseCtrl = component.createObject(parent);
}
}
mouseCtrl.x = 0;
mouseCtrl.y = 0;
newGameButton.enabled = true;
//Start the Tilt reader timer
tiltTimer.running = true;
}
}
}
//! [1]
TiltSensor {
id: tiltSensor
active: true
}
//! [1]
//Timer to read out the x and y rotation of the TiltSensor
Timer {
id: tiltTimer
interval: 50; running: false; repeat: true
//! [2]
onTriggered: {
if (!tiltSensor.enabled)
tiltSensor.active = true;
//! [2]
if (mouseCtrl === null)
return;
//check if already solved
if (Lib.won !== true) {
Lib.sec += 0.05;
timePlayingLabel.text = Math.floor(Lib.sec) + " seconds";
//check if we can move the mouse
var xval = -1;
var yval = -1;
//! [3]
var xstep = 0;
xstep = tiltSensor.reading.yRotation * 0.1 //acceleration
var ystep = 0;
ystep = tiltSensor.reading.xRotation * 0.1 //acceleration
//! [3]
//! [4]
if (xstep < 1 && xstep > 0)
xstep = 0
else if (xstep > -1 && xstep < 0)
xstep = 0
if (ystep < 1 && ystep > 0)
ystep = 0;
else if (ystep > -1 && ystep < 0)
ystep = 0;
if ((xstep < 0 && mouseCtrl.x > 0
&& Lib.canMove(mouseCtrl.x + xstep,mouseCtrl.y))) {
xval = mouseCtrl.x + xstep;
} else if (xstep > 0 && mouseCtrl.x < (Lib.cellDimension * (Lib.dimension - 1))
&& Lib.canMove(mouseCtrl.x + xstep,mouseCtrl.y)) {
xval = mouseCtrl.x + xstep;
} else
xval = mouseCtrl.x;
if (ystep < 0 && mouseCtrl.y > 0
&& Lib.canMove(mouseCtrl.x, mouseCtrl.y + ystep)) {
yval = mouseCtrl.y + ystep;
} else if (ystep > 0 && (mouseCtrl.y < (Lib.cellDimension * (Lib.dimension - 1)))
&& Lib.canMove(mouseCtrl.x, mouseCtrl.y + ystep)) {
yval = mouseCtrl.y + ystep;
} else
yval = mouseCtrl.y
mouseCtrl.move(xval, yval);
//! [4]
} else {
//game won, stop the tilt meter
mainWnd.cheeseSquare.val = 4;
mainWnd.cheeseSquare.updateImage();
mainWnd.congratulation.visible = true;
newGameButton.enabled = true;
tiltTimer.running = false;
}
}
}
//Button to start a new Game
Button{
id: newGameButton
anchors.left: gameRect.left
anchors.top: gameRect.bottom
anchors.topMargin: 5
height: 30
width: 100
text: "new game"
enabled: false;
onClicked: {
newGameButton.enabled = false;
startTimer.start();
}
}
Button{
id: calibrateButton
anchors.left: gameRect.left
anchors.top: newGameButton.bottom
anchors.topMargin: 5
height: 30
width: 100
text: "calibrate"
onClicked: {
tiltSensor.calibrate();
}
}
//Label to print out the game time
Text{
id: timePlayingLabel
anchors.right: gameRect.right
anchors.top: gameRect.bottom
anchors.topMargin: 5
}
}
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