maze.qml Example File
maze/maze.qml
import QtQuick 2.0
import "components"
import QtSensors 5.0
import "lib.js" as Lib
ApplicationWindow {
id: mainWnd
property Mouse mouseCtrl;
property LabyrinthSquare cheeseSquare;
property Congratulation congratulation;
Rectangle {
id: gameRect
x: (mainWnd.width - width) / 2
y: 5
width: Lib.dimension * Lib.cellDimension
height: Lib.dimension * Lib.cellDimension
color: "transparent"
border.width: 2
Timer {
id: startTimer
interval: 50; running: true; repeat: false
onTriggered: {
timePlayingLabel.text = "--";
Lib.sec = 0.0;
Lib.createLabyrinth();
var needloadcomponent = false;
if (Lib.objectArray === null) {
needloadcomponent = true;
Lib.objectArray = new Array(Lib.dimension * Lib.dimension);
}
var idx = 0;
for (var y = 0; y < Lib.dimension; y++ ) {
for (var x = 0; x < Lib.dimension; x++ ) {
var component = null;
if (needloadcomponent) {
component = Qt.createComponent("LabyrinthSquare.qml");
if (component.status == Component.Ready) {
var square = component.createObject(parent);
square.x = x * square.width;
square.y = y * square.height;
square.val = Lib.labyrinth[x][y];
square.updateImage();
Lib.objectArray[idx] = square;
if (x == (Lib.dimension - 1) && y == (Lib.dimension - 1)) {
cheeseSquare = square;
var component1 = Qt.createComponent("Congratulation.qml");
if (component1.status == Component.Ready) {
congratulation = component1.createObject(parent);
congratulation.visible = false;
}
}
}
}
else{
Lib.objectArray[idx].val = Lib.labyrinth[x][y];
Lib.objectArray[idx].updateImage();
if (x == (Lib.dimension - 1) && y == (Lib.dimension - 1)) {
cheeseSquare = Lib.objectArray[idx];
congratulation.visible = false;
}
}
idx++;
}
}
if (mouseCtrl === null) {
var component = Qt.createComponent("Mouse.qml");
if (component.status == Component.Ready) {
mouseCtrl = component.createObject(parent);
}
}
mouseCtrl.x = 0;
mouseCtrl.y = 0;
newGameButton.enabled = true;
tiltTimer.running = true;
}
}
}
TiltSensor {
id: tiltSensor
active: true
}
Timer {
id: tiltTimer
interval: 50; running: false; repeat: true
onTriggered: {
if (!tiltSensor.enabled)
tiltSensor.active = true;
if (mouseCtrl === null)
return;
if (Lib.won !== true) {
Lib.sec += 0.05;
timePlayingLabel.text = Math.floor(Lib.sec) + " seconds";
var xval = -1;
var yval = -1;
var xstep = 0;
xstep = tiltSensor.reading.yRotation * 0.1
var ystep = 0;
ystep = tiltSensor.reading.xRotation * 0.1
if (xstep < 1 && xstep > 0)
xstep = 0
else if (xstep > -1 && xstep < 0)
xstep = 0
if (ystep < 1 && ystep > 0)
ystep = 0;
else if (ystep > -1 && ystep < 0)
ystep = 0;
if ((xstep < 0 && mouseCtrl.x > 0
&& Lib.canMove(mouseCtrl.x + xstep,mouseCtrl.y))) {
xval = mouseCtrl.x + xstep;
} else if (xstep > 0 && mouseCtrl.x < (Lib.cellDimension * (Lib.dimension - 1))
&& Lib.canMove(mouseCtrl.x + xstep,mouseCtrl.y)) {
xval = mouseCtrl.x + xstep;
} else
xval = mouseCtrl.x;
if (ystep < 0 && mouseCtrl.y > 0
&& Lib.canMove(mouseCtrl.x, mouseCtrl.y + ystep)) {
yval = mouseCtrl.y + ystep;
} else if (ystep > 0 && (mouseCtrl.y < (Lib.cellDimension * (Lib.dimension - 1)))
&& Lib.canMove(mouseCtrl.x, mouseCtrl.y + ystep)) {
yval = mouseCtrl.y + ystep;
} else
yval = mouseCtrl.y
mouseCtrl.move(xval, yval);
} else {
mainWnd.cheeseSquare.val = 4;
mainWnd.cheeseSquare.updateImage();
mainWnd.congratulation.visible = true;
newGameButton.enabled = true;
tiltTimer.running = false;
}
}
}
Button{
id: newGameButton
anchors.left: gameRect.left
anchors.top: gameRect.bottom
anchors.topMargin: 5
height: 30
width: 100
text: "new game"
enabled: false;
onClicked: {
newGameButton.enabled = false;
startTimer.start();
}
}
Button{
id: calibrateButton
anchors.left: gameRect.left
anchors.top: newGameButton.bottom
anchors.topMargin: 5
height: 30
width: 100
text: "calibrate"
onClicked: {
tiltSensor.calibrate();
}
}
Text{
id: timePlayingLabel
anchors.right: gameRect.right
anchors.top: gameRect.bottom
anchors.topMargin: 5
}
}