/* GCompris - maze.qml * * Copyright (C) 2014 Stephane Mankowski * * Authors: * Bastiaan Verhoef (GTK+ version) * Stephane Mankowski (Qt Quick port) * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, see . */ import QtQuick 2.1 import GCompris 1.0 import QtMultimedia 5.0 import "../../core" import "maze.js" as Activity ActivityBase { id: activity property bool relativeMode: false property bool invisibleMode: false onStart: focus = true onStop: { } Keys.onPressed: Activity.processPressedKey(event) pageComponent: Image { id: background source: Activity.url + "maze_bg.svg" sourceSize.width: parent.width anchors.fill: parent signal start signal stop Component.onCompleted: { activity.start.connect(start) activity.stop.connect(stop) } // Add here the QML items you need to access in javascript QtObject { id: items property Item main: activity.main property alias background: background property alias bar: bar property alias bonus: bonus property alias mazeRows: maze.rows property alias mazeColumns: maze.columns property alias mazeRepeater: mazeRepeater.model property GCAudio audioEffects: activity.audioEffects property alias message: message property int playerx: 0 property int playery: 0 property int playerr: 270 property int doory: 0 property int cellSize: Math.min((parent.height - 200) / mazeRows, (parent.width - 40) / mazeColumns) property int wallSize: Math.max(2, cellSize / 10) property bool wallVisible: true property bool fastMode: false } onStart: { Activity.start(items, relativeMode, invisibleMode) } onStop: { Activity.stop() } Rectangle { color: "#E3DEDB" anchors.fill: maze } Grid { id: maze anchors.top: parent.top anchors.topMargin: (parent.height - height) / 2 anchors.horizontalCenter: parent.horizontalCenter columns: 0 rows: 0 spacing: 0 Repeater { id: mazeRepeater Item { width: items.cellSize height: items.cellSize Rectangle { id: north width: items.cellSize + items.wallSize height: items.wallSize radius: height / 2 anchors.top: parent.top anchors.left: parent.left anchors.topMargin: -items.wallSize / 2 anchors.leftMargin: -items.wallSize / 2 color: "#B38B56" visible: modelData & 1 ? items.wallVisible : false z: 1 } Rectangle { id: south width: items.cellSize + items.wallSize height: items.wallSize radius: height / 2 anchors.bottom: parent.bottom anchors.left: parent.left anchors.bottomMargin: -items.wallSize / 2 anchors.leftMargin: -items.wallSize / 2 color: "#B38B56" visible: modelData & 4 ? items.wallVisible : false z: 1 } Rectangle { id: east width: items.wallSize height: items.cellSize + items.wallSize radius: width / 2 anchors.bottom: parent.bottom anchors.right: parent.right anchors.bottomMargin: -items.wallSize / 2 anchors.rightMargin: -items.wallSize / 2 color: "#B38B56" visible: modelData & 8 ? items.wallVisible : false z: 1 } Rectangle { id: west width: items.wallSize height: items.cellSize + items.wallSize radius: width / 2 anchors.bottom: parent.bottom anchors.left: parent.left anchors.bottomMargin: -items.wallSize / 2 anchors.leftMargin: -items.wallSize / 2 color: "#B38B56" visible: modelData & 2 ? items.wallVisible : false z: 1 } } } } MultiPointTouchArea { anchors.fill: parent touchPoints: [ TouchPoint { id: point1 } ] property real startX property real startY // Workaround to avoid having 2 times the onReleased event property bool started onPressed: { startX = point1.x startY = point1.y started = true } onReleased: { if(!started) return false var moveX = point1.x - startX var moveY = point1.y - startY // Find the direction with the most move if(Math.abs(moveX) * ApplicationInfo.ratio > 10 && Math.abs(moveX) > Math.abs(moveY)) { if(moveX > 10 * ApplicationInfo.ratio) Activity.clickRight() else if(moveX < -10 * ApplicationInfo.ratio) Activity.clickLeft() } else if(Math.abs(moveY) * ApplicationInfo.ratio > 10 && Math.abs(moveX) < Math.abs(moveY)) { if(moveY > 10 * ApplicationInfo.ratio) Activity.clickDown() else if(moveY < -10 * ApplicationInfo.ratio) Activity.clickUp() } else { // No move, just a tap or mouse click if(point1.x > player.x + player.width) Activity.clickRight() else if(point1.x < player.x) Activity.clickLeft() else if(point1.y < player.y) Activity.clickUp() else if(point1.y > player.y + player.height) Activity.clickDown() } started = false } } // Show an hint to show that can move by swiping anywhere Image { anchors { right: parent.right bottom: parent.bottom margins: 12 } source: "qrc:/gcompris/src/core/resource/arrows_move.svg" sourceSize.width: 140 opacity: bar.level == 1 && ApplicationInfo.isMobile ? 1 : 0 } Image { id: player source: Activity.url + "tux_top_south.svg" sourceSize.width: items.cellSize * 0.8 x: maze.x + items.cellSize * 0.05 + items.wallSize / 2 + items.playerx * items.cellSize y: maze.y + items.cellSize * 0.20 + items.wallSize / 2 + items.playery * items.cellSize z: 2 rotation: items.playerr Timer { id: timeAutoMove interval: 10 running: false repeat: false onTriggered: Activity.autoMove() } Behavior on x { SequentialAnimation { NumberAnimation { duration: 100 } ScriptAction { script: timeAutoMove.running = true } } } Behavior on y { SequentialAnimation { NumberAnimation { duration: 100 } ScriptAction { script: timeAutoMove.running = true } } } Behavior on rotation { PropertyAnimation { duration: 100 } } Image { id: shoes source: Activity.url + "tux_shoes_top_south.svg" sourceSize.width: items.cellSize * 0.8 anchors.centerIn: parent visible: items.fastMode } } Image { id: door source: Activity.url + "door.svg" width: items.cellSize * 0.6 height: items.cellSize * 0.8 y: maze.y + items.cellSize * 0.05 + items.wallSize / 2 + items.doory * items.cellSize z: 1 anchors.right: maze.right anchors.rightMargin: items.cellSize * 0.15 + items.wallSize / 2 } BarButton { id: fastmode source: Activity.url + "fast-mode-button.svg" sourceSize.width: 66 * bar.barZoom visible: !message.visible x: 10 * ApplicationInfo.ratio y: 10 * ApplicationInfo.ratio onClicked: items.fastMode = !items.fastMode } BarButton { id: switchMaze source: Activity.url + "maze-2d-bubble.svg" anchors { right: parent.right top: parent.top margins: 10 } sourceSize.width: 66 * bar.barZoom visible: invisibleMode onClicked: { items.wallVisible = !items.wallVisible message.visible = items.wallVisible } } GCText { id: message anchors { left: parent.left right: switchMaze.left top: parent.top margins: 10 } width: background.width - x - 20 fontSize: regularSize horizontalAlignment: Text.AlignHCenter verticalAlignment: Text.AlignVCenter visible: false wrapMode: Text.Wrap text: qsTr("Look at your position, then switch back to invisible mode to continue your moves") } DialogHelp { id: dialogHelp onClose: home() } Bar { id: bar content: BarEnumContent { value: help | home | level } onHelpClicked: displayDialog(dialogHelp) onPreviousLevelClicked: Activity.previousLevel() onNextLevelClicked: Activity.nextLevel() onHomeClicked: activity.home() } Bonus { id: bonus Component.onCompleted: win.connect(Activity.nextLevel) } } }