Qt 5.6 | Qt Sensors | Qt Sensors - Maze QML Example | maze.qml Example File

Qt 5.6.3 Reference Documentation

# maze.qml Example File

maze/maze.qml

      /****************************************************************************
      **
      ** Copyright (C) 2015 The Qt Company Ltd.
      ** Contact: http://www.qt.io/licensing/
      **
      ** This file is part of the QtSensors module of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:BSD$
      ** You may use this file under the terms of the BSD license as follows:
      **
      ** "Redistribution and use in source and binary forms, with or without
      ** modification, are permitted provided that the following conditions are
      ** met:
      **   * Redistributions of source code must retain the above copyright
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      **   * Redistributions in binary form must reproduce the above copyright
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      **     the documentation and/or other materials provided with the
      **     distribution.
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      **     contributors may be used to endorse or promote products derived
      **     from this software without specific prior written permission.
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      /* Layout
                                      mainWnd
                                     /
      ------------------------------/ gameRect
      |                              /
      |-----------------------------/
      ||---------------------------|
      ||||M|                      ||
      |||   \                     ||
      |||    mouseCtrl            ||
      |||                         ||
      |||                         ||
      |||     Labyrinth           ||
      |||                         ||
      |||                         ||
      |||        cheeseSquare     ||
      |||                     \   ||
      |||                      |C|||
      ||---------------------------|
      |-----------------------------
      |
      |-----------------------------
      ||             ||            |
      |-----------------------------
      |       \          \
      |        \          timePlayingLabel
      |         newGameButton
      ------------------------------

      */
      //Import the declarative plugins
      import QtQuick 2.0
      import "components"

      import QtSensors 5.0

      //Import the javascript functions for this game
      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 for starting the labyrinth game
              Timer {
                  id: startTimer
                  interval: 50; running: true; repeat: false
                  onTriggered: {

                      //reset game time
                      timePlayingLabel.text = "--";
                      Lib.sec = 0.0;
                      Lib.createLabyrinth();

                      //create labyrinth elements (only at the first time)
                      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;

                              //create labyrinth components (only at the first time)
                              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++;
                          }
                      }

                      //Lib.printLab(); //this is for debug. Labyrinth will be printed out in the console

                      //Create the mouse control  (only at the first time)
                      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;

                      //Start the Tilt reader timer
                      tiltTimer.running = true;
                  }
              }
          }

          TiltSensor {
              id: tiltSensor
              active: true
          }

          //Timer to read out the x and y rotation of the TiltSensor
          Timer {
              id: tiltTimer
              interval: 50; running: false; repeat: true

              onTriggered: {
                  if (!tiltSensor.enabled)
                      tiltSensor.active = true;

                  if (mouseCtrl === null)
                      return;

                  //check if already solved
                  if (Lib.won !== true) {
                      Lib.sec += 0.05;
                      timePlayingLabel.text = Math.floor(Lib.sec) + " seconds";

                      //check if we can move the mouse
                      var xval = -1;
                      var yval = -1;

                      var xstep = 0;
                      xstep = tiltSensor.reading.yRotation * 0.1 //acceleration

                      var ystep = 0;
                      ystep = tiltSensor.reading.xRotation * 0.1 //acceleration
                      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 {
                      //game won, stop the tilt meter
                      mainWnd.cheeseSquare.val = 4;
                      mainWnd.cheeseSquare.updateImage();
                      mainWnd.congratulation.visible = true;
                      newGameButton.enabled = true;
                      tiltTimer.running = false;
                  }
              }
          }

          //Button to start a new Game
          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();
              }
          }

          //Label to print out the game time
          Text{
              id: timePlayingLabel
              anchors.right: gameRect.right
              anchors.top: gameRect.bottom
              anchors.topMargin: 5
          }
      }