Change copyrights from Nokia to Digia
[profile/ivi/qtdeclarative.git] / examples / demos / samegame / content / GameArea.qml
index 3422582..0185ab5 100644 (file)
@@ -1,39 +1,38 @@
 /****************************************************************************
 **
-** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/
-**
-** This file is part of the QtQml module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** GNU Lesser General Public License Usage
-** This file may be used under the terms of the GNU Lesser General Public
-** License version 2.1 as published by the Free Software Foundation and
-** appearing in the file LICENSE.LGPL included in the packaging of this
-** file. Please review the following information to ensure the GNU Lesser
-** General Public License version 2.1 requirements will be met:
-** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
-**
-** In addition, as a special exception, Nokia gives you certain additional
-** rights. These rights are described in the Nokia Qt LGPL Exception
-** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU General
-** Public License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of this
-** file. Please review the following information to ensure the GNU General
-** Public License version 3.0 requirements will be met:
-** http://www.gnu.org/copyleft/gpl.html.
-**
-** Other Usage
-** Alternatively, this file may be used in accordance with the terms and
-** conditions contained in a signed written agreement between you and Nokia.
+** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
 **
+** This file is part of the examples 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
+**     notice, this list of conditions and the following disclaimer.
+**   * Redistributions in binary form must reproduce the above copyright
+**     notice, this list of conditions and the following disclaimer in
+**     the documentation and/or other materials provided with the
+**     distribution.
+**   * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
+**     of its contributors may be used to endorse or promote products derived
+**     from this software without specific prior written permission.
 **
 **
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
 **
 ** $QT_END_LICENSE$
 **
@@ -45,48 +44,185 @@ import "samegame.js" as Logic
 
 Item {
     id: gameCanvas
+    property bool gameOver: true
     property int score: 0
-    property int blockSize: 40
+    property int highScore: 0
+    property int moves: 0
+    property int blockSize: 32
+    property string mode: ""
     property ParticleSystem ps: particleSystem
+    //For easy theming
+    property alias backgroundVisible: bg.visible
+    property string background: "gfx/background.png"
+    property string blockFile: "Block.qml"
+    onBlockFileChanged: Logic.changeBlock(blockFile);
+    property alias particlePack: auxLoader.source
+    //For multiplayer
+    property int score2: 0
+    property int curTurn: 1
+    property bool autoTurnChange: false
+    signal swapPlayers
+    property bool swapping: false
+    //onSwapPlayers: if (autoTurnChange) Logic.turnChange();//Now implemented below
+    //For puzzle
+    property url level
+    property bool puzzleWon: false
+    signal puzzleLost //Since root is tracking the puzzle progress
+    function showPuzzleEnd (won) {
+        if (won) {
+            smokeParticle.color = Qt.rgba(0,1,0,0);
+            puzzleWin.play();
+        } else {
+            smokeParticle.color = Qt.rgba(1,0,0,0);
+            puzzleFail.play();
+            puzzleLost();
+        }
+    }
+    function showPuzzleGoal (str) {
+        puzzleTextBubble.opacity = 1;
+        puzzleTextLabel.text = str;
+    }
     Image {
-        id: background
-        anchors.fill: parent
+        id: bg
         z: -1
-        source: "pics/background.png"
+        source: background;
         fillMode: Image.PreserveAspectCrop
     }
 
-    width: 480
-    height: 800
+    width: 320
+    height: 480
     MouseArea {
-        anchors.fill: parent; onClicked: Logic.handleClick(mouse.x,mouse.y);
+        anchors.fill: parent; onClicked: {
+            if (puzzleTextBubble.opacity == 1) {
+                puzzleTextBubble.opacity = 0;
+                Logic.finishLoadingMap();
+            } else if (!swapping) {
+                Logic.handleClick(mouse.x,mouse.y);
+            }
+        }
     }
-    ParticleSystem{ 
-        id: particleSystem;
-        onEmptyChanged: if (empty) paused = true;
-        z:2
-        ImageParticle {
-            groups: ["red"]
-            color: Qt.darker("red");//Actually want desaturated...
-            source: "pics/particle.png"
-            colorVariation: 0.4
-            alpha: 0.1
+
+    Image {
+        id: highScoreTextBubble
+        opacity: mode == "arcade" && gameOver && gameCanvas.score == gameCanvas.highScore ? 1 : 0
+        Behavior on opacity { NumberAnimation {} }
+        anchors.centerIn: parent
+        z: 10
+        source: "gfx/bubble-highscore.png"
+        Image {
+            anchors.centerIn: parent
+            source: "gfx/text-highscore-new.png"
+            rotation: -10
         }
-        ImageParticle {
-            groups: ["green"]
-            color: Qt.darker("green");//Actually want desaturated...
-            source: "pics/particle.png"
-            colorVariation: 0.4
-            alpha: 0.1
+    }
+
+    Image {
+        id: puzzleTextBubble
+        anchors.centerIn: parent
+        opacity: 0
+        Behavior on opacity { NumberAnimation {} }
+        z: 10
+        source: "gfx/bubble-puzzle.png"
+        Connections {
+            target: gameCanvas
+            onModeChanged: if (mode != "puzzle" && puzzleTextBubble.opacity > 0) puzzleTextBubble.opacity = 0;
         }
+        Text {
+            id: puzzleTextLabel
+            width: parent.width - 24
+            anchors.centerIn: parent
+            horizontalAlignment: Text.AlignHCenter
+            color: "white"
+            font.pixelSize: 24
+            font.bold: true
+            wrapMode: Text.WordWrap
+        }
+    }
+    onModeChanged: {
+        p1WonImg.opacity = 0;
+        p2WonImg.opacity = 0;
+    }
+    SmokeText { id: puzzleWin; source: "gfx/icon-ok.png"; system: particleSystem }
+    SmokeText { id: puzzleFail; source: "gfx/icon-fail.png"; system: particleSystem }
+
+    onSwapPlayers: {
+        smokeParticle.color = "yellow"
+        Logic.turnChange();
+        if (curTurn == 1) {
+            p1Text.play();
+        } else {
+            p2Text.play();
+        }
+        clickDelay.running = true;
+    }
+    SequentialAnimation {
+        id: clickDelay
+        ScriptAction { script: gameCanvas.swapping = true; }
+        PauseAnimation { duration: 750 }
+        ScriptAction { script: gameCanvas.swapping = false; }
+    }
+
+    SmokeText {
+        id: p1Text; source: "gfx/text-p1-go.png";
+        system: particleSystem; playerNum: 1
+        opacity: p1WonImg.opacity + p2WonImg.opacity > 0 ? 0 : 1
+    }
+
+    SmokeText {
+        id: p2Text; source: "gfx/text-p2-go.png";
+        system: particleSystem; playerNum: 2
+        opacity: p1WonImg.opacity + p2WonImg.opacity > 0 ? 0 : 1
+    }
+
+    onGameOverChanged: {
+        if (gameCanvas.mode == "multiplayer") {
+            if (gameCanvas.score >= gameCanvas.score2) {
+                p1WonImg.opacity = 1;
+            } else {
+                p2WonImg.opacity = 1;
+            }
+        }
+    }
+    Image {
+        id: p1WonImg
+        source: "gfx/text-p1-won.png"
+        anchors.centerIn: parent
+        opacity: 0
+        Behavior on opacity { NumberAnimation {} }
+        z: 10
+    }
+    Image {
+        id: p2WonImg
+        source: "gfx/text-p2-won.png"
+        anchors.centerIn: parent
+        opacity: 0
+        Behavior on opacity { NumberAnimation {} }
+        z: 10
+    }
+
+    ParticleSystem{
+        id: particleSystem;
+        anchors.fill: parent
+        z: 5
         ImageParticle {
-            groups: ["blue"]
-            color: Qt.darker("blue");//Actually want desaturated...
-            source: "pics/particle.png"
-            colorVariation: 0.4
+            id: smokeParticle
+            groups: ["smoke"]
+            source: "gfx/particle-smoke.png"
             alpha: 0.1
+            alphaVariation: 0.1
+            color: "yellow"
+        }
+        Loader {
+            id: auxLoader
+            anchors.fill: parent
+            source: "PrimaryPack.qml"
+            onItemChanged: {
+                if (item && "particleSystem" in item)
+                    item.particleSystem = particleSystem
+                if (item && "gameArea" in item)
+                    item.gameArea = gameCanvas
+            }
         }
-        anchors.fill: parent
     }
 }