/**************************************************************************** ** ** 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); }