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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 MousemouseCtrl;
property LabyrinthSquarecheeseSquare;
property Congratulationcongratulation;
Rectangle {
id: gameRectx: (mainWnd.width-width) /2y: 5width: Lib.dimension*Lib.cellDimensionheight: Lib.dimension*Lib.cellDimensioncolor: "transparent"border.width: 2//timer for starting the labyrinth gameTimer {
id: startTimerinterval: 50; running: true; repeat: falseonTriggered: {
//reset game timetimePlayingLabel.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 timertiltTimer.running=true;
}
}
}
TiltSensor {
id: tiltSensoractive: true
}
//Timer to read out the x and y rotation of the TiltSensorTimer {
id: tiltTimerinterval: 50; running: false; repeat: trueonTriggered: {
if (!tiltSensor.enabled)
tiltSensor.active=true;
if (mouseCtrl===null)
return;
//check if already solvedif (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//accelerationif (xstep<1&&xstep>0)
xstep=0elseif (xstep> -1&&xstep<0)
xstep=0if (ystep<1&&ystep>0)
ystep=0;
elseif (ystep> -1&&ystep<0)
ystep=0;
if ((xstep<0&&mouseCtrl.x>0&&Lib.canMove(mouseCtrl.x+xstep,mouseCtrl.y))) {
xval=mouseCtrl.x+xstep;
} elseif (xstep>0&&mouseCtrl.x< (Lib.cellDimension* (Lib.dimension-1))
&&Lib.canMove(mouseCtrl.x+xstep,mouseCtrl.y)) {
xval=mouseCtrl.x+xstep;
} elsexval=mouseCtrl.x;
if (ystep<0&&mouseCtrl.y>0&&Lib.canMove(mouseCtrl.x, mouseCtrl.y+ystep)) {
yval=mouseCtrl.y+ystep;
} elseif (ystep>0&& (mouseCtrl.y< (Lib.cellDimension* (Lib.dimension-1)))
&&Lib.canMove(mouseCtrl.x, mouseCtrl.y+ystep)) {
yval=mouseCtrl.y+ystep;
} elseyval=mouseCtrl.ymouseCtrl.move(xval, yval);
} else {
//game won, stop the tilt metermainWnd.cheeseSquare.val=4;
mainWnd.cheeseSquare.updateImage();
mainWnd.congratulation.visible=true;
newGameButton.enabled=true;
tiltTimer.running=false;
}
}
}
//Button to start a new GameButton{
id: newGameButtonanchors.left: gameRect.leftanchors.top: gameRect.bottomanchors.topMargin: 5height: 30width: 100text: "new game"enabled: false;
onClicked: {
newGameButton.enabled=false;
startTimer.start();
}
}
Button{
id: calibrateButtonanchors.left: gameRect.leftanchors.top: newGameButton.bottomanchors.topMargin: 5height: 30width: 100text: "calibrate"onClicked: {
tiltSensor.calibrate();
}
}
//Label to print out the game timeText{
id: timePlayingLabelanchors.right: gameRect.rightanchors.top: gameRect.bottomanchors.topMargin: 5
}
}