Qt 4.8: Game.js Example File (demos/mobile/quickhit/Game.js)

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# Game.js Example File

demos/mobile/quickhit/Game.js

     /****************************************************************************
     **
     ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
     ** Contact: http://www.qt-project.org/legal
     **
     ** This file is part of the QtDeclarative 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
     **     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."
     **
     ** $QT_END_LICENSE$
     **
     ****************************************************************************/

     var levelPlugin = null

     // ---------------------------------------------------------------------------
     // hideMissiles
     function hideMissiles() {
         missile_1.stop()
         missile_1.opacity = 0;

         missile_2.stop()
         missile_2.opacity = 0;

         missile_3.stop()
         missile_3.opacity = 0;

         missile_4.stop()
         missile_4.opacity = 0;

         missile_5.stop()
         missile_5.opacity = 0;

         enemy_missile_1.opacity = 0;
         enemy_missile_2.opacity = 0;
     }

     // ---------------------------------------------------------------------------
     // GameOver
     function gameOver() {

         // Stop GameEngine timers
         GameEngine.enableEngineTimer(false)

         // Delete loaded plugin level
         deleteLevel()

         // Hiding
         myShip.opacity = 0
         btnPause.opacity = 0
     }

     // ---------------------------------------------------------------------------
     // Pause game
     function pauseGame(doPause) {
         missile_1.pause(doPause)
         missile_2.pause(doPause)
         missile_3.pause(doPause)
         missile_4.pause(doPause)
         missile_5.pause(doPause)
         enemy_missile_1.pause(doPause)
         enemy_missile_2.pause(doPause)

         if (doPause) {
             btnPause.opacity = 0
         } else {
             btnPause.opacity = 1
         }

         GameEngine.pauseLevel(doPause)
     }

     // ---------------------------------------------------------------------------
     // Fire your missile
     function fireMissile(aXpox, aFromYpos, aToYpos) {
         if (missile_1.opacity<1) {
             missile_1.fire(aXpox,aFromYpos,aToYpos)
         }
         else if (missile_2.opacity<1) {
             missile_2.fire(aXpox,aFromYpos,aToYpos)
         }
         else if (missile_3.opacity<1) {
             missile_3.fire(aXpox,aFromYpos,aToYpos)
         }
         else if (missile_4.opacity<1) {
             missile_4.fire(aXpox,aFromYpos,aToYpos)
         }
         else if (missile_5.opacity<1) {
             missile_5.fire(aXpox,aFromYpos,aToYpos)
         }
     }

     // ---------------------------------------------------------------------------
     // Fire enemy missile
     function fireEnemyMissile(aXpox, aFromYpos, aToYpos) {
         if (enemy_missile_1.opacity==0) {
             enemy_missile_1.enemyFire(aXpox,aFromYpos,aToYpos)
         }
         else if (enemy_missile_2.opacity==0) {
             enemy_missile_2.enemyFire(aXpox,aFromYpos,aToYpos)
         }
     }

     // ---------------------------------------------------------------------------
     // Create level QML component
     function createLevel() {
         console.log("Creating level "+LevelPlugin.qmlRootPath()+"Level.qml")
         var levelComponent = Qt.createComponent("file:/"+LevelPlugin.qmlRootPath()+"Level.qml");
         if (levelComponent.status == Component.Ready) {
             if (levelPlugin) {
                 deleteLevel()
             }
             levelPlugin = levelComponent.createObject(levelId);
             if (levelPlugin != null) {
                 console.log("Level created")
             } else {
                 console.log("Can not create level")
                 messageBox.showErrorMessage("ERROR: Can not create level!",6000)
                 return 1
             }
         } else {
             console.log("Can not find level, error:"+levelComponent.errorString())
             messageBox.showErrorMessage("ERROR: Can not find level!",6000)
             return 1
         }

         missile_1.createGraphicsForLevel()
         missile_1.setToDefaultPos()
         missile_2.createGraphicsForLevel()
         missile_2.setToDefaultPos()
         missile_3.createGraphicsForLevel()
         missile_3.setToDefaultPos()
         missile_4.createGraphicsForLevel()
         missile_4.setToDefaultPos()
         missile_5.createGraphicsForLevel()
         missile_5.setToDefaultPos()
         enemy_missile_1.createGraphicsForLevel()
         enemy_missile_2.createGraphicsForLevel()
         myShip.createGraphicsForLevel()

         return 0
     }

     // ---------------------------------------------------------------------------
     // Delete level
     function deleteLevel() {
         if (levelPlugin) {
             GameEngine.clearQmlObjects()
             levelPlugin.destroy()

         }
         levelPlugin = null;
     }