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610 lines (547 loc) · 18.9 KB
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import QtQuick 1.0
import com.mycompany.gemcell 1.0
Rectangle {
id: screen
color: "black"
width: 8*gameBoard.cellSize
height: 12*gameBoard.cellSize
property double g_scaleFactor: gameBoard.cellSize/40
state: "stateMainMenu"
z: -10
function setBackgroundSource() {
var source = generateBackgroundFileName();
while (source == background.source) {
source = generateBackgroundFileName();
}
background.source = source;
}
function generateBackgroundFileName() {
var bgrStr = Math.floor(Math.random()*20 + 1).toString();
if (bgrStr.length == 1) {
bgrStr = "0" + bgrStr;
}
return ":/pics/backgrounds/bgr" + bgrStr + ".jpg";
}
SystemPalette { id: activePalette }
FontLoader { id: gameFont; source: ":/fonts/mailrays.ttf" }
FontLoader { id: buttonFont; source: ":/fonts/pirulen.ttf" }
Image {
id: background
anchors.fill: parent
fillMode: Image.PreserveAspectCrop
}
Image {
id: bgrMainMenu
anchors.fill: parent
source: ":/pics/backgrounds/bgr00.jpg"
}
AboutDialog {
id: dlgAbout
visible: opacity > 0
opacity: 0.0
anchors.fill: parent
MouseArea {
anchors.fill: parent
onClicked: screen.state = "stateMainMenu"
}
Behavior on opacity {
NumberAnimation { duration: 500 }
}
}
SettingsDialog {
id: dlgSettings
visible: opacity > 0
opacity: 0.0
canIncreaseSize: gameBoard.cellSize < 80
canDecreaseSize: gameBoard.cellSize > 40
Behavior on opacity {
NumberAnimation { duration: 500 }
}
//onSizeDecrease: gameBoard.cellSize -= 10;
//onSizeIncrease: gameBoard.cellSize += 10;
onBackPressed: screen.state = "stateMainMenu"
onAboutPressed: screen.state = "stateAbout"
}
Rectangle {
id: topGameBoardBorder
visible: screen.state == "stateGame"
color: "black"
opacity: 0.5
anchors.top: scoreBox.bottom
height: 5*g_scaleFactor
width: parent.width
}
Rectangle {
id: bottomGameBoardBorder
visible: screen.state == "stateGame"
color: "black"
opacity: 0.5
anchors.top: gameBoard.bottom
height: 5*g_scaleFactor
width: parent.width
}
GameBoard {
id: gameBoard
width: 8*gameBoard.cellSize
height: 8*gameBoard.cellSize
anchors.top: topGameBoardBorder.bottom
visible: opacity > 0
opacity: 0
property int hintX: 0
property int hintY: 0
property bool hintVisible: false
MouseArea {
anchors.fill: parent
onClicked: gameBoard.handleClick(mouse.x, mouse.y)
}
Image {
id: gbBackground
source: ":/pics/field.svg"
anchors.fill: parent
sourceSize.width: gbBackground.width
sourceSize.height: gbBackground.height
}
Item {
id: selectionRect
width: gameBoard.cellSize
height: gameBoard.cellSize
visible: gameBoard.gemSelected
x: gameBoard.selGemColumn*width
y: gameBoard.selGemRow*width
Image {
anchors.fill: parent
source: ":/pics/selectionBorder.png"
opacity: 0.8
fillMode: Image.PreserveAspectCrop
}
}
Image {
id: hintImage
source: ":/pics/hintArrow.svg"
x: gameBoard.hintX
y: gameBoard.hintY - height/4
width: gameBoard.cellSize
height: gameBoard.cellSize/2
sourceSize.width: width
sourceSize.height: height
visible: gameBoard.hintVisible
z: 5
ParallelAnimation {
running: hintImage.visible
SequentialAnimation {
loops: Animation.Infinite
PropertyAnimation {
target: hintImage;
property: "y";
to: gameBoard.hintY - 3*hintImage.height/4;
duration: 300;
easing.type: Easing.InOutQuad
}
PropertyAnimation {
target: hintImage;
property: "y";
to: gameBoard.hintY - hintImage.height/4;
duration: 300;
easing.type: Easing.InOutQuad
}
}
SequentialAnimation {
PauseAnimation { duration: 3000 }
ScriptAction { script: gameBoard.hintVisible = false }
}
}
}
onLevelUp: levelUpAnimation.start()
onNoMoreMoves: {
msgText.text = "NO MORE MOVES";
msgText.font.pointSize = 15;
msgText.show();
dlgEndGame.show();
}
}
SequentialAnimation {
id: levelUpAnimation
ScriptAction {
script: {
msgText.text = "LEVEL UP!";
msgText.font.pointSize = 18;
msgText.show();
gameBoard.dropGemsDown();
}
}
PauseAnimation { duration: 3000 }
ScriptAction {
script: {
msgText.text = "LEVEL " + gameBoard.level;
msgText.font.pointSize = 18;
msgText.show();
pbLevelProgress.minimum = gameBoard.levelCap(gameBoard.level - 1);
pbLevelProgress.maximum = gameBoard.levelCap(gameBoard.level);
setBackgroundSource();
gameBoard.resetBoard();
}
}
}
EndOfGameDialog {
id: dlgEndGame
anchors.centerIn: gameBoard
z: 10
onClosed: screen.state = "stateMainMenu"
}
LoadSavedGameDialog {
id: dlgLoadSave
anchors.centerIn: screen
z: 10
onCancel: screen.state = "stateMainMenu"
onLoadSaved: {
gameBoard.loadBoardStateFromFile();
pbLevelProgress.minimum = gameBoard.levelCap(gameBoard.level - 1);
pbLevelProgress.maximum = gameBoard.levelCap(gameBoard.level);
}
onNewGame: gameBoard.newGame();
}
ProgressBar {
id: pbLevelProgress
visible: screen.state == "stateGame"
anchors.horizontalCenter: screen.horizontalCenter
anchors.top: bottomGameBoardBorder.bottom
color: "black"
secondColor: "green"
height: 20*g_scaleFactor
maximum: gameBoard.levelCap(gameBoard.level)
value: gameBoard.score
}
Item {
id: scoreBox
width: parent.width
height: 60*g_scaleFactor /* cellSize*1.5, actually */
state: "stateHidden"
anchors.top: parent.top
Text {
id: txtScore
color: "white"
font.family: gameFont.name
font.pointSize: 16
font.bold: true
text: gameBoard.score
anchors.bottom: parent.bottom
anchors.leftMargin: 10*g_scaleFactor
anchors.bottomMargin: 5*g_scaleFactor
}
Text {
id: txtLevel
color: "white"
font.family: gameFont.name
font.pointSize: 16
font.bold: true
text: "Level " + gameBoard.level + " "
anchors.bottom: parent.bottom
anchors.rightMargin: 10
anchors.bottomMargin: 5
}
states: [
State {
name: "stateNormal"
AnchorChanges { target: txtScore; anchors.left: scoreBox.left }
AnchorChanges { target: txtLevel; anchors.right: scoreBox.right }
},
State {
name: "stateHidden"
AnchorChanges { target: txtScore; anchors.right: scoreBox.left }
AnchorChanges { target: txtLevel; anchors.left: scoreBox.right }
}
]
transitions: [
Transition {
from: "stateHidden"
to: "stateNormal"
AnchorAnimation { duration: 200; easing.type: Easing.Linear }
},
Transition {
from: "stateNormal"
to: "stateHidden"
AnchorAnimation { duration: 200; easing.type: Easing.Linear }
}
]
}
MsgText {
id: msgText
}
Item {
id: toolBar
width: parent.width
height: parent.height - scoreBox.height - topGameBoardBorder.height - gameBoard.height
- bottomGameBoardBorder.height - pbLevelProgress.height
// anchors.top: pbLevelProgress.bottom
anchors.top: screen.bottom
visible: opacity > 0
InGameButton {
id: btnReset
anchors.top: parent.top
anchors.left: parent.left
color: "red"
caption: "Reset"
onClicked: gameBoard.resetBoard()
}
/*
InGameButton {
id: btnRemoveAll
anchors.top: parent.top
anchors.left: btnReset.right
caption: "Run"
color: "steelblue"
onClicked: gameBoard.removeAll()
}*/
InGameButton {
id: btnLevelUp
anchors.top: parent.top
anchors.left: btnReset.right
caption: "LevelUp"
color: "blue"
onClicked: {
gameBoard.score = gameBoard.levelCap(gameBoard.level);
gameBoard.removeAll();
}
}
/* Second row of buttons */
/* InGameButton {
id: btnLoadTest
anchors.bottom: parent.bottom
anchors.left: parent.left
caption: "Test"
color: "royalblue"
onClicked: gameBoard.loadTestBoard()
}*/
InGameButton {
id: btnShowHint
anchors.top: parent.top
//anchors.bottom: parent.bottom
//anchors.left: parent.left
anchors.left: btnLevelUp.right
caption: "Hint"
color: "green"
onClicked: gameBoard.showHint()
}
InGameButton {
id: btnMenu
//anchors.bottom: parent.bottom
anchors.top: parent.top
anchors.left: btnShowHint.right
caption: "Menu"
color: "red"
onClicked: screen.state = "stateMainMenu"
}
}
Text {
id: txtAppVersion
text: g_appVersion
font.pointSize: 12
font.family: buttonFont.name
color: "lightgray"
visible: opacity > 0
anchors { bottom: screen.bottom; right: screen.right; margins: 3*g_scaleFactor }
Behavior on opacity {
NumberAnimation { duration: 500 }
}
}
Image {
id: gameTitle
anchors.topMargin: 30*g_scaleFactor
anchors.horizontalCenter: parent.horizontalCenter
width: parent.width*0.9
height: 126./346.*width
source: ":/pics/titleText.svg"
sourceSize { width: gameTitle.width; height: gameTitle.height }
Image {
anchors.centerIn: parent
width: 50*g_scaleFactor
height: 50*g_scaleFactor
sourceSize.width: width
sourceSize.height: height
visible: gameTitle.y > 0
source: ":/pics/gems/orangeGem.svg"
Shine { anchors { leftMargin: 10*g_scaleFactor; topMargin: 10*g_scaleFactor } }
}
}
MainMenuButton {
id: btnClassic
caption: "CLASSIC"
anchors.top: screen.top
anchors.margins: gameTitle.height + gameTitle.anchors.topMargin + 40*g_scaleFactor
color: "steelblue"
onClicked: screen.state = "stateGame"
}
/*
MainMenuButton {
id: btnEndless
enabled: false
caption: "ENDLESS"
anchors.top: btnClassic.bottom
anchors.margins: 10*g_scaleFactor
color: "gray"
}
MainMenuButton {
id: btnAction
enabled: false
caption: "Action"
anchors.top: btnEndless.bottom
anchors.margins: 10*g_scaleFactor
color: "gray"
}*/
/*
MainMenuButton {
id: btnAbout
caption: "settings"
anchors.top: btnAction.bottom
anchors.margins: 10*g_scaleFactor
color: "steelblue"
onClicked: screen.state = "stateSettings"
}*/
MainMenuButton {
id: btnAbout
caption: "About"
anchors.top: btnClassic.bottom
anchors.margins: 40*g_scaleFactor
color: "steelblue"
onClicked: screen.state = "stateAbout"
}
states: [
State {
name: "stateMainMenu"
/* Main menu elements anchors */
AnchorChanges { target: gameTitle; anchors.top: screen.top }
AnchorChanges { target: btnClassic; anchors.horizontalCenter: screen.horizontalCenter }
AnchorChanges { target: btnAbout; anchors.horizontalCenter: screen.horizontalCenter }
/* Game elements anchors */
AnchorChanges { target: toolBar; anchors.top: screen.bottom }
AnchorChanges { target: gameBoard; anchors.left: screen.right }
PropertyChanges { target: toolBar; visible: false }
},
State {
name: "stateGame"
/* Main menu elements anchors */
AnchorChanges { target: gameTitle; anchors.bottom: screen.top }
AnchorChanges { target: btnClassic; anchors.right: screen.left }
AnchorChanges { target: btnAbout; anchors.left: screen.right }
/* Game elements anchors */
AnchorChanges { target: toolBar; anchors.top: screen.bottom }
AnchorChanges { target: gameBoard; anchors.left: screen.left }
PropertyChanges { target: toolBar; visible: true }
},
State {
name: "stateSettings"
/* Main menu elements anchors */
AnchorChanges { target: gameTitle; anchors.bottom: screen.top }
AnchorChanges { target: btnClassic; anchors.right: screen.left }
//AnchorChanges { target: btnEndless; anchors.left: screen.right }
//AnchorChanges { target: btnAction; anchors.right: screen.left }
AnchorChanges { target: btnAbout; anchors.left: screen.right }
/* Game elements anchors */
AnchorChanges { target: toolBar; anchors.top: screen.bottom }
/* Showing Settings and hiding About dialog */
PropertyChanges { target: dlgSettings; opacity: 1.0 }
PropertyChanges { target: dlgAbout; opacity: 0.0 }
PropertyChanges { target: toolBar; visible: false }
},
State {
name: "stateAbout"
/* Showing About and hiding Settings dialogs */
PropertyChanges { target: dlgSettings; visible: false }
PropertyChanges { target: dlgAbout; opacity: 1.0 }
AnchorChanges { target: btnClassic; anchors.right: screen.left }
AnchorChanges { target: btnAbout; anchors.left: screen.right }
/* Showing info about app version */
PropertyChanges { target: txtAppVersion; opacity: 1.0 }
PropertyChanges { target: toolBar; visible: false }
/* Game elements anchors */
// AnchorChanges { target: toolBar; anchors.top: screen.bottom - 500 }
}
]
transitions: [
Transition {
from: "stateMainMenu"
to: "stateGame"
SequentialAnimation {
AnchorAnimation {
targets: [
gameTitle,
btnClassic,
btnAbout
]
duration: 500;
easing.type: Easing.InOutQuad
}
ScriptAction {
script: {
setBackgroundSource();
if (gameBoard.hasSave()) {
dlgLoadSave.show();
} else {
gameBoard.newGame();
}
}
}
ScriptAction { script: txtAppVersion.opacity = 0.0 }
PropertyAction { target: bgrMainMenu; property: "visible"; value: false }
PropertyAction { target: gameBoard; property: "opacity"; value: 1.0 }
AnchorAnimation {
duration: 500;
targets: gameBoard;
}
ParallelAnimation {
PropertyAction { target: scoreBox; property: "state"; value: "stateNormal" }
AnchorAnimation { targets: toolBar; duration: 200 }
}
}
},
Transition {
from: "stateMainMenu"
to: "stateSettings"
AnchorAnimation { duration: 500; easing.type: Easing.InOutQuad }
PropertyAction { target: scoreBox; property: "state"; value: "stateHidden" }
ScriptAction { script: txtAppVersion.opacity = 0.0 }
},
Transition {
from: "stateSettings"
to: "stateMainMenu"
SequentialAnimation {
ScriptAction { script: dlgSettings.opacity = 0.0 }
ScriptAction { script: txtAppVersion.opacity = 1.0 }
AnchorAnimation { duration: 500; easing.type: Easing.InOutQuad }
}
},
Transition {
from: "stateGame"
to: "stateMainMenu"
SequentialAnimation {
ScriptAction {
script: {
if (!gameBoard.gameLost)
gameBoard.saveBoardStateToFile();
}
}
ScriptAction { script: txtAppVersion.opacity = 1.0 }
PropertyAction { target: gameBoard; property: "opacity"; value: 0.0 }
PropertyAction { target: scoreBox; property: "state"; value: "stateHidden" }
AnchorAnimation { targets: toolBar; duration: 400; }
PropertyAction { target: bgrMainMenu; property: "visible"; value: true }
AnchorAnimation {
targets: [
gameTitle,
btnClassic,
btnAbout
]
duration: 500;
easing.type: Easing.InOutQuad
}
// ScriptAction {
// script: {
// gameBoard.clearBoard();
// pbLevelProgress.minimum = 0;
// pbLevelProgress.maximum = gameBoard.levelCap(1);
// }
// }
}
}
]
}