Learn what Felgo offers to help your business succeed. Start your free evaluation today! Felgo for Your Business

Forums

OverviewFelgo 3 Support (Qt 5) › syntax error

Viewing 2 posts - 1 through 2 (of 2 total)
  • Author
    Posts
  • #16303

    Patricia

    Hi, when I run the program it send me an error, but I cant know where is the problem , because the line it say me doesnt exist. This is my file:

    import Felgo 3.0

    import QtQuick 2.0
    import QtMultimedia 5.0
    import QtQml 2.2
    import ".."
    import "../sound"
    
    
    Level {
      levelName: "Level1"
    
    
    
    
      EntityManager{
          id:entityManager
          entityContainer: sceneWindow
      }
    
    
    
    
          Timer {
              id:move
    
    
              interval: 10
              repeat: true
              running: false
              triggeredOnStart: true
    //definición de las variables tita, velocidad inicial y gravedad
              property double tita: 0
    
    
              property double g: 3
    
    
    //cuando choca contra las paredes rebota con una velocidad de signo contrario
    
    
              onTriggered:{
    
    
    
    
    
    
                  if(bird.x > 1000)
                      bird.vx = -bird.vx*0.80;
    //                    bird.x = bird.x - bird.width
                  if (bird.y >= 750)
    //
                      bird.vy = -bird.vy*0.80;
    //                    bird.y = bird.y-bird.height
                  if(bird.x < 0)
    
    
                      bird.vx = -bird.vx*0.80;
                  if(bird.y< 0)
                      bird.vy = -bird.vy*0.80;
    //                    bird.y = bird.y + bird.height
    
    
                  if(bird.vy <= 1 && bird.vy>=-1 && bird.y >= 768){
                      lifes.lifesNumber--
                       move.stop()
    
    
                  }
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    //                if(bird.x + bird.width > box.x && bird.y+ bird.height> box.y)
    
    
    //                    bird.x = box.x - bird.width
    
    
    
    
    
    
    
    
    
    
    //movimiento del pollito con un tiro parabólico
                    bird.vy = bird.vy - (g/2)
                      bird.x= bird.x +(bird.vx)
                      bird.y= bird.y -(bird.vy)
    
    
    
    
    
    
    
    
              }
    
    
          }
    
    
    
    
    
    
    
    
    
    
    
    
    //fondo del juego
      Background{
      id: background
      height: 768
      width: 1024
      }
    
    
    //posición y velocidad inicial del pollito.
      Bird{
      id: bird
      x: 100
      y: 550
      z: 1
      property int vi: 0
      property double vx: bird.vi*Math.cos(move.tita)
      property double vy: bird.vi*Math.sin(-move.tita)
      Timer {
          id: birdPosition
    
    
          interval: 100
          repeat: true
          running: true
          onTriggered:{
              console.log(bird.vx, bird.vy,bird.x, bird.y)
              if(move.running == false && bird.y >= 768){
                 bird.x = 100
                 bird.y = 550
                 bird.vx = 0
                 bird.vy = 0
              }
          }
      }
    
    
    
    
          Behavior on x{ //el tiempo que va a tardar en moverse en cada iteracción en el eje x
              NumberAnimation{
              duration: 10
    
    
    
    
              }
          }
    
    
          Behavior on y{ //el tiempo que va a tardar en moverse en cada iteracción en el eje y
              NumberAnimation{
                  duration:10
              }
          }
    
    
      }
    
    
      MyBox{
          id:box
          x:924
          y:660
    
    
    
    
      }
    
    
      MyBox{
          id:box1
          x:824
          y:660
      }
    
    
      MyBox{
          id: box2
          x:924
          y:560
      }
    
    
      Coin{
          id: coin
          x: 900
          y: 500
      }
    
    
    
    
      Coin{
          id: coin1
          x: 860
          y: 550
      }
    
    
    
    
    //posición del velocimetro
      Speedometer{
          id: speedometer
          x:-100
          y:620
      }
    
    
      Wall {
          id: border_bottom
    
    
          height: 20
          anchors {
              left: parent.left
              right: parent.right
              bottom: parent.bottom
          }
      }
    
    
      Wall {
          id: border_top
    
    
          height: 20
          anchors {
              top: parent.top
              left: parent.left
              right: parent.right
          }
      }
    
    
      Wall {
          id: border_left
          width: 20
          anchors {
              top: parent.top
              bottom: parent.bottom
              left: parent.left
          }
      }
    
    
      Wall {
          id: border_right
          width: 20
          anchors {
              top: parent.top
              bottom: parent.bottom
              right: parent.right
          }
      }
    
    
    
    
      Needle{ //definición de las características de la flecha del indicador de velocidad
          id: needle
          x:-100
          y:620
          property alias needle_angle: rotation1.angle
    
    
         transform: Rotation{
              id: rotation1
    
    
               origin.x: 125; origin.y: 125
    
    
               RotationAnimation on angle { //rotación desde 0 a -90 grados
                   id: counterclockwise
                   from: 0
                   to: -90
                   running: false
                   duration: 2000
                   direction: RotationAnimation.Counterclockwise
                   loops: Animation.Infinite
               }
    
    
               RotationAnimation on angle{ //rotación desde los -90 hasta los 0 grados
                   id:clockwise
                   from: -90
                   to: 0
                   running: false
                   duration: 2000
                   direction: RotationAnimation.Clockwise
                   loops: Animation.Infinite
    
    
               }
          }
    
    
    
    
    
    
                 Timer{ //la rotación de la aguja en cada diracción va a tardar 2 segundos
                     id:moveNeedle
                     interval: 2000
                     repeat: true
                     running: true
                     property bool titaNeedle: false
    
    
                     onTriggered: { //cambio de sentido (al contrario de las agujas del reloj)
                         if(titaNeedle == false){
                            counterclockwise.running = true
                             titaNeedle = true
                             clockwise.running = false
    
    
    
    
                         }else{ //cambio de sentido (en el sentido de las agujas del reloj)
                          titaNeedle = false
                             clockwise.running = true
                             counterclockwise.running = false
    
    
                         }
                     }
                  }
         }
    
    
    
    
    
    
      Bar{
          id:bar
          x: 150
          y: 660
      }
    
    
      BarBlue{
          id: barBlue
          x:145
          y:745
    
    
          NumberAnimation on y{
              id: upBar
              from: 745
              to: 645
              running: false
              duration: 1000
    
    
    
    
          }
    
    
          NumberAnimation on y{
              id: downBar
              from: 645
              to: 745
              running: false
              duration: 1000
    
    
          }
    
    
          Timer{
              id:moveBar
              interval: 1
              repeat: true
              running: false
              property double velocity: 0
    
    
              onTriggered: {
                  if(barBlue.y == 745){
                     downBar.running = false
                     upBar.running = true
                     velocity = barBlue.y - 745
    
    
    
    
    
    
                  }else if(barBlue.y == 645){
    
    
                      upBar.running = false
                      downBar.running = true
                      velocity = 645 - barBlue.y
    
    
    
    
                  }
    
    
    
    
              }
    
    
           }
    
    
    
    
    
    
      }
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    //definición de la acción que se va a realizar cuando se pulse el ratón.Se define la acción que se va a realizar en cada estado.
    
    
      Rectangle {
              anchors.fill: parent
              id: button1
              state: "firstState"
              color: "transparent"
    
    
              //process mouseArea onClicked ==> in first state
              function processFirstState()
              {
                  //will be called on first onClick processing
                  button1.state = "secondState"
                  console.log("i am in first state , and i am going to second state")
                  console.log (needle.needle_angle);
                              move.tita = (Math.PI*needle.needle_angle)/180
    
    
                              counterclockwise.stop()
                              clockwise.stop()
                              moveNeedle.running = false
                             moveBar.running = true
              }
    
    
              //process MouseArea onclicked ==> in second state
              function processSecondState()
              {
                  //will be called on second onClick processing
                  button1.state = "firstState"
                  console.log("i am in second state , and i am going to first one")
                  bird.vi = (745 - barBlue.y)/2
                              moveBar.running = false
    
    
                             move.restart()
                             moveNeedle.running = true
                             console.log(bird.vi)
    
    
              }
    
    
    
    
              MouseArea {
                  id: button1area
                  anchors.fill: parent
                  onClicked:
                  {
                      // Here , you can call the function you want depending on your state
                      button1.state === "firstState" ?
                                  button1.processFirstState() : button1.processSecondState()
    
    
    
    
                  }
              }
    
    
          }
    
    
      PhysicsWorld {
          id: world
          opacity: 0
          updatesPerSecondForPhysics: 60
          gravity.y: 9.8
    
    
    
    
      }
    
    
      ScoreBoards{
          id:scoreBoard
          x: 1024/2
          y: 0
    
    
          Text{
              text: number.score
              font.pointSize: 40
              color: "white"
              font.bold: true
    
    
              anchors.horizontalCenter: scoreBoard.horizontalCenter
              y: scoreBoard.height/2.5
    
    
          }
    
    
      }
    
    
      ScoreNumber{
          id:number
      }
    
    
      Heart{
         id: heart
         y:0
         x: 1024/4
    
    
         Text{
             text: lifes.lifesNumber
             font.pointSize: 40
             color: "red"
             font.bold: true
    
    
             anchors.right: heart.left
    
    
    
    
    
    
         }
      }
    
    
      LifesNumber{
          id: lifes
      }
    
    
    
    
    //botón posicionado arriba y a la izquierda para poder salir de pantalla completa
    
    
     AudioManager{
        id:audioManager
    
    
    }
    
    
     BackgroundMusic{
          id: backgroundMusic
          source: "sound/backgroundAudio.wav"
          autoPlay: true
          loops: Audio.Infinite
          volume:0.1
      }
      //poder mutear el sonido de fondo
      AudioButton{
          id:audioButton
          anchors.top: window.top
          anchors.right: window.right
          state: "stopState"
          function stopMusic(){
              audioButton.state = "playState"
              backgroundMusic.stop()
              console.log("stopState")
              opacity= 0.5
          }
          function playMusic(){
              audioButton.state = "stopState"
              backgroundMusic.play()
              console.log("playState")
              opacity = 1
          }
          onClicked: {
              audioButton.state === "stopState" ?
                          audioButton.stopMusic() : audioButton.playMusic()
          }
      }
    }
    and the error:
    qrc:/levels/Level1.qml:951:1: Syntax error
    
    I hope you can help me!
    thank you!
    
    
    
    #16304

    Patricia

    I solved it. I had missed:

    Scene{

      id: sceneWindow
      visible: true
      width: 768
      height: 1024
      }
    
    now, it works!
Viewing 2 posts - 1 through 2 (of 2 total)

RSS feed for this thread

You must be logged in to reply to this topic.

Qt_Technology_Partner_RGB_475 Qt_Service_Partner_RGB_475_padded