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| ** |
| ** Copyright (C) 2017 The Qt Company Ltd. |
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| ** |
| ** This file is part of the QtSensors module of the Qt Toolkit. |
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| ****************************************************************************/ |
| |
| /* 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 |
| } |
| } |
| |