import QtQuick 2.0 import Felgo 3.0 GameWindow { id: window // depending on which window size is defined as start resolution here, the corresponding image sizes get loaded here! so for testing hd2 images, at least use factor 3.5 // the window size can be changed at runtime by pressing the keys 1-6 (see GameWindow.qml) screenWidth: 640 // for testing on desktop with the highest res, use *1.5 so the -hd2 textures are used screenHeight: 960 // You get free licenseKeys from https://felgo.com/licenseKey // With a licenseKey you can: // * Publish your games & apps for the app stores // * Remove the Felgo Splash Screen or set a custom one (available with the Pro Licenses) // * Add plugins to monetize, analyze & improve your apps (available with the Pro Licenses) //licenseKey: "<generate one from https://felgo.com/licenseKey>" property bool developerBuild: !system.publishBuild property int maximumHighscore: 0 onMaximumHighscoreChanged: { if(implLoader.item) implLoader.item.maximumHighscoreChanged() } AudioManager { id: audioManager } // Custom font loading of ttf fonts FontLoader { id: fontHUD source: "fonts/rodeo.ttf" } // Flurry is only available on iOS and Android Flurry { id: flurry // this is the app key for the ChickenOutbreak2-SDK-Demo, be sure to get one for your own application if you want to use Flurry apiKey: "" } ChartboostView { id: chartboostView } // be sure to enable GameCenter for your application (developer.apple.com) // GameCenter { // id: gameCenter // // Use highscore from GameCenter if it is higher than our local one // onAuthenticatedChanged: { // if (authenticated === true) { // // For debugging only // // resetAchievements(); // var gameCenterScore = getGameCenterScore(); // if (gameCenterScore > maximumHighscore) // maximumHighscore = gameCenterScore; // } // } // } Facebook { // the user will automatically connect with facebook, once "connect" is pressed in the UserTest id: facebook // this is the dev version of the fb app, "Chicken Outbreak 2 Dev" appId: "583338428422091" readPermissions: ["email", "read_friendlists"] publishPermissions: ["publish_actions"] } Component.onCompleted: { // disable log output in release mode on buildserver if(!developerBuild) { system.logOutputEnabled = false } if(!system.isPlatform(System.IOS)) { splashLoader.source = "SplashScreen.qml" } else { implLoader.source = "ChickenOutbreak2MainItem.qml" } } // the initial state should be the main state state: "main" Timer { id: splashScreenOff interval: 1000 onTriggered: { if(splashLoader.item) { splashLoader.item.exitScene() } } } Timer { id: startLoading interval: 1000 onTriggered: { // load actual game implLoader.source = "ChickenOutbreak2MainItem.qml" } } Connections { target: splashLoader.item ? splashLoader.item : null onLoadingFinished: { if(implLoader.item) { implLoader.item.activateMain() } // unload splashscreen splashLoader.source = "" } } Loader { id: splashLoader onLoaded: { if(item) { item.enterScene() } startLoading.start() } } Loader { id: implLoader onLoaded: { if(item) { splashScreenOff.start() if(implLoader.item && system.isPlatform(System.IOS)) { implLoader.item.activateMain() } } } } onStateChanged: { if(implLoader.item) implLoader.item.state = state } onApplicationPaused: { if(implLoader.item) implLoader.item.pauseGame() } }
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