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Crazy Carousel Game

 import QtQuick 2.0
 import Felgo 3.0

 // player character entity
 EntityBase {
     id: player
     entityType: "player"

     width: 65
     height: 96

     property bool isMoving: false // true when player is jumping
     property string nextMove: "" // for memorizing an additional player move
     property QtObject frontRide: null // current player ride for synchronizing the up/down-movement

     MultiResolutionImage {
         id: image
         width: parent.width
         height: parent.height
         x: -width / 2
         y: -height / 2
         source: "../../assets/player.png"
     }

     // for collision detection
     BoxCollider {
         id: boxCollider
         width: 25
         height: 50
         anchors.centerIn: image
         collisionTestingOnlyMode: true
     }

     // provides horicontal movement (switch ride)
     MovementAnimation {
         id: switchMovement
         target: player
         property: "x"
     }

     // provides vertical movement (jump)
     MovementAnimation {
         id: jumpMovement
         target: player
         property: "y"

         // limits the y property between 0 and the default player position
         minPropertyValue: 0
         maxPropertyValue: gameScene.playerY

         // trigger next move or stop movement, when player hits the ground
         onLimitReached: {
             isMoving = false
             image.source = "../../assets/player.png"
             if(nextMove !== "") {
                 if(nextMove === "right")
                     moveRight()
                 else
                     moveLeft()
             }
             else {
                 jumpMovement.stop()
                 startUpDownMovement()
             }
         }
     }

     // triggers player movement to the left
     function moveLeft() {
         // only if player is not on the first ride
         if(player.x - gameScene.laneWidth < 0)
             return

         if(!isMoving) {
             var distance = gameScene.laneWidth
             // use faster movement when game speed is higher
             var multiplier = 1 + (logic.speedUp / 8 * 3) // multiplier between 1 and 4

             // configure movement
             switchMovement.velocity = -distance * 4.5 * multiplier
             switchMovement.minPropertyValue = player.x - distance
             switchMovement.maxPropertyValue = gameScene.width

             // do animation
             isMoving = true
             nextMove=""
             upDownMovement.stop()
             switchMovement.start()
             jump()
         }
         else {
             nextMove = "left" //memorize attempted move
         }
     }

     // triggers player movement to the right
     function moveRight() {
         // only if player is not on the last ride
         if(player.x + gameScene.laneWidth > gameScene.width)
             return

         if(!isMoving) {
             var distance = gameScene.laneWidth

             // use faster movement when game speed is higher
             var multiplier = 1 + (logic.speedUp / 8 * 3) // multiplier between 1 and 4

             // configure movement
             switchMovement.velocity = distance * 4.5 * multiplier
             switchMovement.minPropertyValue = 0
             switchMovement.maxPropertyValue = player.x + distance

             // do animation
             isMoving = true
             nextMove = ""
             upDownMovement.stop()
             switchMovement.start()
             jump()
         }
         else {
             nextMove = "right" // memorize attempted move
         }
     }

     // start jump
     function jump() {
         // reset y position if player is under the limit (due to the moving rides)
         if(player.y >= gameScene.playerY)
             player.y = gameScene.playerY

         // use faster movement when game speed is higher
         var multiplier1 = 0.8 + (logic.speedUp / 8 * 1.0) // multiplier between 0.8 and 1.8
         var multiplier2 = 1 + (logic.speedUp / 8 * 4) // multiplier between 1 and 5

         // configure jump and start movement
         jumpMovement.velocity = -500 * multiplier1
         jumpMovement.acceleration = 2000 * multiplier2
         jumpMovement.start()
         jumpSound.stop()
         jumpSound.play()
         image.source = "../../assets/player_jump.png"
     }

     // stop all movement
     function stopMovement() {
         jumpMovement.stop()
         switchMovement.stop()
         upDownMovement.stop()
         isMoving = false
         nextMove = ""
     }

     // jump sound
     SoundEffect {
         id: jumpSound
         source: "../../assets/sound/Jump.wav"
     }

     // provides up/down movement along with rides
     MovementAnimation {
         id: upDownMovement
         target: player
         property: "y"

         // change direction after min/max is reached
         onLimitReached: {
             upDownMovement.velocity = frontRide.velocity
         }
     }

     // move player up and down along with ride he is currently standing on
     function startUpDownMovement() {
         // determine which ride the player is standing on
         var laneNr = 0
         for(var i = 1; i <= gameScene.lanes; i++) {
             var minX = (i - 1) * gameScene.laneWidth
             var maxX = i * gameScene.laneWidth
             var playerOnRide = player.x < maxX && player.x > minX

             if(playerOnRide) {
                 laneNr = i
                 break
             }
         }

         // retrieve entity of the current ride
         switch(laneNr) {
             case 1: player.frontRide = gameScene.ride1; break
             case 2: player.frontRide = gameScene.ride2; break
             case 3: player.frontRide = gameScene.ride3; break
             case 4: player.frontRide = gameScene.ride4; break
             default: player.frontRide = null
         }

         // move player with ride
         if(player.frontRide === null)
             player.y = gameScene.playerY
         else {
             // configure and start movement animation
             player.y = player.frontRide.y + 3
             upDownMovement.stop()
             upDownMovement.velocity = frontRide.velocity
             upDownMovement.maxPropertyValue = frontRide.maxY + 3
             upDownMovement.minPropertyValue = frontRide.minY + 3
             upDownMovement.start()
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