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27
28/*!
29\page qml-advtutorial.html
30\title QML Advanced Tutorial
31\brief A more advanced tutorial, showing how to use QML to create a game.
32\nextpage QML Advanced Tutorial 1 - Creating the Game Canvas and Blocks
33
34This tutorial walks step-by-step through the creation of a full application using QML.
35It assumes that you already know the basics of QML (for example, from reading the
36\l{QML Tutorial}{simple tutorial}).
37
38In this tutorial we write a game, \e {Same Game}, based on the Same Game application
39included in the declarative \c demos directory, which looks like this:
40
41\image declarative-samegame.png
42
43We will cover concepts for producing a fully functioning application, including
44JavaScript integration, using QML \l States and \l {Behavior}{Behaviors} to
45manage components and enhance your interface, and storing persistent application data.
46
47An understanding of JavaScript is helpful to understand parts of this tutorial, but if you don't
48know JavaScript you can still get a feel for how you can integrate backend logic to create and
49control QML elements.
50
51
52Tutorial chapters:
53
54\list 1
55\o \l {declarative/tutorials/samegame/samegame1}{Creating the Game Canvas and Blocks}
56\o \l {declarative/tutorials/samegame/samegame2}{Populating the Game Canvas}
57\o \l {declarative/tutorials/samegame/samegame3}{Implementing the Game Logic}
58\o \l {declarative/tutorials/samegame/samegame4}{Finishing Touches}
59\endlist
60
61All the code in this tutorial can be found in Qt's \c examples/declarative/tutorials/samegame
62directory.
63*/
64
65/*!
66\page qml-advtutorial1.html
67\title QML Advanced Tutorial 1 - Creating the Game Canvas and Blocks
68\contentspage QML Advanced Tutorial
69\previouspage QML Advanced Tutorial
70\nextpage QML Advanced Tutorial 2 - Populating the Game Canvas
71
72\example declarative/tutorials/samegame/samegame1
73
74\section2 Creating the application screen
75
76The first step is to create the basic QML items in your application.
77
78To begin with, we create our Same Game application with a main screen like this:
79
80\image declarative-adv-tutorial1.png
81
82This is defined by the main application file, \c samegame.qml, which looks like this:
83
84\snippet declarative/tutorials/samegame/samegame1/samegame.qml 0
85
86This gives you a basic game window that includes the main canvas for the
87blocks, a "New Game" button and a score display.
88
89One item you may not recognize here
90is the \l SystemPalette item. This provides access to the Qt system palette
91and is used to give the button a more native look-and-feel.
92
93Notice the anchors for the \c Item, \c Button and \c Text elements are set using
94\l {qdeclarativeintroduction.html#dot-properties}{group notation} for readability.
95
96\section2 Adding \c Button and \c Block components
97
98The \c Button item in the code above is defined in a separate component file named \c Button.qml.
99To create a functional button, we use the QML elements \l Text and \l MouseArea inside a \l Rectangle.
100Here is the \c Button.qml code:
101
102\snippet declarative/tutorials/samegame/samegame1/Button.qml 0
103
104This essentially defines a rectangle that contains text and can be clicked. The \l MouseArea
105has an \c onClicked() handler that is implemented to emit the \c clicked() signal of the
106\c container when the area is clicked.
107
108In Same Game, the screen is filled with small blocks when the game begins.
109Each block is just an item that contains an image. The block
110code is defined in a separate \c Block.qml file:
111
112\snippet declarative/tutorials/samegame/samegame1/Block.qml 0
113
114At the moment, the block doesn't do anything; it is just an image. As the
115tutorial progresses we will animate and give behaviors to the blocks.
116We have not added any code yet to create the blocks; we will do this
117in the next chapter.
118
119We have set the image to be the size of its parent Item using \c {anchors.fill: parent}.
120This means that when we dynamically create and resize the block items
121later on in the tutorial, the image will be scaled automatically to the
122correct size.
123
124Notice the relative path for the Image element's \c source property.
125This path is relative to the location of the file that contains the \l Image element.
126Alternatively, you could set the Image source to an absolute file path or a URL
127that contains an image.
128
129You should be familiar with the code so far. We have just created some basic
130elements to get started. Next, we will populate the game canvas with some blocks.
131*/
132
133
134/*!
135\page qml-advtutorial2.html
136\title QML Advanced Tutorial 2 - Populating the Game Canvas
137\contentspage QML Advanced Tutorial
138\previouspage QML Advanced Tutorial 1 - Creating the Game Canvas and Blocks
139\nextpage QML Advanced Tutorial 3 - Implementing the Game Logic
140
141\example declarative/tutorials/samegame/samegame2
142
143\section2 Generating the blocks in JavaScript
144
145Now that we've written some basic elements, let's start writing the game.
146
147The first task is to generate the game blocks. Each time the New Game button
148is clicked, the game canvas is populated with a new, random set of
149blocks. Since we need to dynamically generate new blocks for each new game,
150we cannot use \l Repeater to define the blocks. Instead, we will
151create the blocks in JavaScript.
152
153Here is the JavaScript code for generating the blocks, contained in a new
154file, \c samegame.js. The code is explained below.
155
156\snippet declarative/tutorials/samegame/samegame2/samegame.js 0
157
158The \c startNewGame() function deletes the blocks created in the previous game and
159calculates the number of rows and columns of blocks required to fill the game window for the new game.
160Then, it creates an array to store all the game
161blocks, and calls \c createBlock() to create enough blocks to fill the game window.
162
163The \c createBlock() function creates a block from the \c Block.qml file
164and moves the new block to its position on the game canvas. This involves several steps:
165
166\list
167
168\o \l {QML:Qt::createComponent()}{Qt.createComponent()} is called to
169 generate an element from \c Block.qml. If the component is ready,
170 we can call \c createObject() to create an instance of the \c Block
171 item.
172
173\o If \c createObject() returned null (i.e. if there was an error
174 while loading the object), print the error information.
175
176\o Place the block in its position on the board and set its width and
177 height. Also, store it in the blocks array for future reference.
178
179\o Finally, print error information to the console if the component
180 could not be loaded for some reason (for example, if the file is
181 missing).
182
183\endlist
184
185
186\section2 Connecting JavaScript components to QML
187
188Now we need to call the JavaScript code in \c samegame.js from our QML files.
189To do this, we add this line to \c samegame.qml which imports
190the JavaScript file as a \l{Modules#QML Modules}{module}:
191
192\snippet declarative/tutorials/samegame/samegame2/samegame.qml 2
193
194This allows us to refer to any functions within \c samegame.js using "SameGame"
195as a prefix: for example, \c SameGame.startNewGame() or \c SameGame.createBlock().
196This means we can now connect the New Game button's \c onClicked handler to the \c startNewGame()
197function, like this:
198
199\snippet declarative/tutorials/samegame/samegame2/samegame.qml 1
200
201So, when you click the New Game button, \c startNewGame() is called and generates a field of blocks, like this:
202
203\image declarative-adv-tutorial2.png
204
205Now, we have a screen of blocks, and we can begin to add the game mechanics.
206
207*/
208
209/*!
210\page qml-advtutorial3.html
211\title QML Advanced Tutorial 3 - Implementing the Game Logic
212\contentspage QML Advanced Tutorial
213\previouspage QML Advanced Tutorial 2 - Populating the Game Canvas
214\nextpage QML Advanced Tutorial 4 - Finishing Touches
215
216\example declarative/tutorials/samegame/samegame3
217
218\section2 Making a playable game
219
220Now that we have all the game components, we can add the game logic that
221dictates how a player interacts with the blocks and plays the game
222until it is won or lost.
223
224To do this, we have added the following functions to \c samegame.js:
225
226\list
227\o \c{handleClick(x,y)}
228\o \c{floodFill(xIdx,yIdx,type)}
229\o \c{shuffleDown()}
230\o \c{victoryCheck()}
231\o \c{floodMoveCheck(xIdx, yIdx, type)}
232\endlist
233
234As this is a tutorial about QML, not game design, we will only discuss \c handleClick() and \c victoryCheck() below since they interface directly with the QML elements. Note that although the game logic here is written in JavaScript, it could have been written in C++ and then exposed to QML.
235
236\section3 Enabling mouse click interaction
237
238To make it easier for the JavaScript code to interface with the QML elements, we have added an Item called \c gameCanvas to \c samegame.qml. It replaces the background as the item which contains the blocks. It also accepts mouse input from the user. Here is the item code:
239
240\snippet declarative/tutorials/samegame/samegame3/samegame.qml 1
241
242The \c gameCanvas item is the exact size of the board, and has a \c score property and a \l MouseArea to handle mouse clicks.
243The blocks are now created as its children, and its dimensions are used to determine the board size so that
244the application scales to the available screen size.
245Since its size is bound to a multiple of \c blockSize, \c blockSize was moved out of \c samegame.js and into \c samegame.qml as a QML property.
246Note that it can still be accessed from the script.
247
248When clicked, the \l MouseArea calls \c{handleClick()} in \c samegame.js, which determines whether the player's click should cause any blocks to be removed, and updates \c gameCanvas.score with the current score if necessary. Here is the \c handleClick() function:
249
250\snippet declarative/tutorials/samegame/samegame3/samegame.js 1
251
252Note that if \c score was a global variable in the \c{samegame.js} file you would not be able to bind to it. You can only bind to QML properties.
253
254\section3 Updating the score
255
256When the player clicks a block and triggers \c handleClick(), \c handleClick() also calls \c victoryCheck() to update the score and to check whether the player has completed the game. Here is the \c victoryCheck() code:
257
258\snippet declarative/tutorials/samegame/samegame3/samegame.js 2
259
260This updates the \c gameCanvas.score value and displays a "Game Over" dialog if the game is finished.
261
262The Game Over dialog is created using a \c Dialog element that is defined in \c Dialog.qml. Here is the \c Dialog.qml code. Notice how it is designed to be usable imperatively from the script file, via the functions and signals:
263
264\snippet declarative/tutorials/samegame/samegame3/Dialog.qml 0
265
266And this is how it is used in the main \c samegame.qml file:
267
268\snippet declarative/tutorials/samegame/samegame3/samegame.qml 2
269
270We give the dialog a \l {Item::z}{z} value of 100 to ensure it is displayed on top of our other components. The default \c z value for an item is 0.
271
272
273\section3 A dash of color
274
275It's not much fun to play Same Game if all the blocks are the same color, so we've modified the \c createBlock() function in \c samegame.js to randomly create a different type of block (for either red, green or blue) each time it is called. \c Block.qml has also changed so that each block contains a different image depending on its type:
276
277\snippet declarative/tutorials/samegame/samegame3/Block.qml 0
278
279
280\section2 A working game
281
282Now we now have a working game! The blocks can be clicked, the player can score, and the game can end (and then you can start a new one).
283Here is a screenshot of what has been accomplished so far:
284
285\image declarative-adv-tutorial3.png
286
287This is what \c samegame.qml looks like now:
288
289\snippet declarative/tutorials/samegame/samegame3/samegame.qml 0
290
291The game works, but it's a little boring right now. Where are the smooth animated transitions? Where are the high scores?
292If you were a QML expert you could have written these in the first iteration, but in this tutorial they've been saved
293until the next chapter - where your application becomes alive!
294
295*/
296
297/*!
298\page qml-advtutorial4.html
299\title QML Advanced Tutorial 4 - Finishing Touches
300\contentspage QML Advanced Tutorial
301\previouspage QML Advanced Tutorial 3 - Implementing the Game Logic
302
303\example declarative/tutorials/samegame/samegame4
304
305\section2 Adding some flair
306
307Now we're going to do two things to liven up the game: animate the blocks and add a High Score system.
308
309We've also cleaned up the directory structure for our application files. We now have a lot of files, so all the
310JavaScript and QML files outside of \c samegame.qml have been moved into a new sub-directory named "content".
311
312In anticipation of the new block animations, \c Block.qml file is now renamed to \c BoomBlock.qml.
313
314\section3 Animating block movement
315
316First we will animate the blocks so that they move in a fluid manner. QML has a number of methods for adding fluid
317movement, and in this case we're going to use the \l Behavior element to add a \l SpringAnimation.
318In \c BoomBlock.qml, we apply a \l SpringAnimation behavior to the \c x and \c y properties so that the
319block will follow and animate its movement in a spring-like fashion towards the specified position (whose
320values will be set by \c samegame.js).Here is the code added to \c BoomBlock.qml:
321
322\snippet declarative/tutorials/samegame/samegame4/content/BoomBlock.qml 1
323
324The \c spring and \c damping values can be changed to modify the spring-like effect of the animation.
325
326The \c {enabled: spawned} setting refers to the \c spawned value that is set from \c createBlock() in \c samegame.js.
327This ensures the \l SpringAnimation on the \c x is only enabled after \c createBlock() has set the block to
328the correct position. Otherwise, the blocks will slide out of the corner (0,0) when a game begins, instead of falling
329from the top in rows. (Try commenting out \c {enabled: spawned} and see for yourself.)
330
331\section3 Animating block opacity changes
332
333Next, we will add a smooth exit animation. For this, we'll use a \l Behavior element, which allows us to specify
334a default animation when a property change occurs. In this case, when the \c opacity of a Block changes, we will
335animate the opacity value so that it gradually fades in and out, instead of abruptly changing between fully
336visible and invisible. To do this, we'll apply a \l Behavior on the \c opacity property of the \c Image
337element in \c BoomBlock.qml:
338
339\snippet declarative/tutorials/samegame/samegame4/content/BoomBlock.qml 2
340
341Note the \c{opacity: 0} which means the block is transparent when it is first created. We could set the opacity
342in \c samegame.js when we create and destroy the blocks,
343but instead we'll use \l{QML States}{states}, since this is useful for the next animation we're going to add.
344Initially, we add these States to the root element of \c{BoomBlock.qml}:
345\code
346 property bool dying: false
347 states: [
348 State{ name: "AliveState"; when: spawned == true && dying == false
349 PropertyChanges { target: img; opacity: 1 }
350 },
351 State{ name: "DeathState"; when: dying == true
352 PropertyChanges { target: img; opacity: 0 }
353 }
354 ]
355\endcode
356
357Now blocks will automatically fade in, as we already set \c spawned to true when we implemented the block animations.
358To fade out, we set \c dying to true instead of setting opacity to 0 when a block is destroyed (in the \c floodFill() function).
359
360\section3 Adding particle effects
361
362Finally, we'll add a cool-looking particle effect to the blocks when they are destroyed. To do this, we first add a \l Particles element in
363\c BoomBlock.qml, like so:
364
365\snippet declarative/tutorials/samegame/samegame4/content/BoomBlock.qml 3
366
367To fully understand this you should read the \l Particles documentation, but it's important to note that \c emissionRate is set
368to zero so that particles are not emitted normally.
369Also, we extend the \c dying State, which creates a burst of particles by calling the \c burst() method on the particles element. The code for the states now look
370like this:
371
372\snippet declarative/tutorials/samegame/samegame4/content/BoomBlock.qml 4
373
374Now the game is beautifully animated, with subtle (or not-so-subtle) animations added for all of the
375player's actions. The end result is shown below, with a different set of images to demonstrate basic theming:
376
377\image declarative-adv-tutorial4.gif
378
379The theme change here is produced simply by replacing the block images. This can be done at runtime by changing the \l Image \c source property, so for a further challenge, you could add a button that toggles between themes with different images.
380
381\section2 Keeping a High Scores table
382
383Another feature we might want to add to the game is a method of storing and retrieving high scores.
384
385To do this, we will show a dialog when the game is over to request the player's name and add it to a High Scores table.
386This requires a few changes to \c Dialog.qml. In addition to a \c Text element, it now has a
387\c TextInput child item for receiving keyboard text input:
388
389\snippet declarative/tutorials/samegame/samegame4/content/Dialog.qml 0
390\dots 4
391\snippet declarative/tutorials/samegame/samegame4/content/Dialog.qml 2
392\dots 4
393\snippet declarative/tutorials/samegame/samegame4/content/Dialog.qml 3
394
395We'll also add a \c showWithInput() function. The text input will only be visible if this function
396is called instead of \c show(). When the dialog is closed, it emits a \c closed() signal, and
397other elements can retrieve the text entered by the user through an \c inputText property:
398
399\snippet declarative/tutorials/samegame/samegame4/content/Dialog.qml 0
400\snippet declarative/tutorials/samegame/samegame4/content/Dialog.qml 1
401\dots 4
402\snippet declarative/tutorials/samegame/samegame4/content/Dialog.qml 3
403
404Now the dialog can be used in \c samegame.qml:
405
406\snippet declarative/tutorials/samegame/samegame4/samegame.qml 0
407
408When the dialog emits the \c closed signal, we call the new \c saveHighScore() function in \c samegame.js, which stores the high score locally in an SQL database and also send the score to an online database if possible.
409
410The \c nameInputDialog is activated in the \c victoryCheck() function in \c samegame.js:
411
412\snippet declarative/tutorials/samegame/samegame4/content/samegame.js 3
413\dots 4
414\snippet declarative/tutorials/samegame/samegame4/content/samegame.js 4
415
416\section3 Storing high scores offline
417
418Now we need to implement the functionality to actually save the High Scores table.
419
420Here is the \c saveHighScore() function in \c samegame.js:
421
422\snippet declarative/tutorials/samegame/samegame4/content/samegame.js 2
423
424First we call \c sendHighScore() (explained in the section below) if it is possible to send the high scores to an online database.
425
426Then, we use the \l{Offline Storage API} to maintain a persistent SQL database unique to this application. We create an offline storage database for the high scores using \c openDatabase() and prepare the data and SQL query that we want to use to save it. The offline storage API uses SQL queries for data manipulation and retrieval, and in the \c db.transaction() call we use three SQL queries to initialize the database (if necessary), and then add to and retrieve high scores. To use the returned data, we turn it into a string with one line per row returned, and show a dialog containing that string.
427
428This is one way of storing and displaying high scores locally, but certainly not the only way. A more complex alternative would be to create a high score dialog component, and pass it the results for processing and display (instead of reusing the \c Dialog). This would allow a more themeable dialog that could better present the high scores. If your QML is the UI for a C++ application, you could also have passed the score to a C++ function to store it locally in a variety of ways, including a simple format without SQL or in another SQL database.
429
430\section3 Storing high scores online
431
432You've seen how you can store high scores locally, but it is also easy to integrate a web-enabled high score storage into your QML application. The implementation we've done her is very
433simple: the high score data is posted to a php script running on a server somewhere, and that server then stores it and
434displays it to visitors. You could also request an XML or QML file from that same server, which contains and displays the scores,
435but that's beyond the scope of this tutorial. The php script we use here is available in the \c examples directory.
436
437If the player entered their name we can send the data to the web service us
438
439If the player enters a name, we send the data to the service using this code in \c samegame.js:
440
441\snippet declarative/tutorials/samegame/samegame4/content/samegame.js 1
442
443The \l XMLHttpRequest in this code is the same as the \c XMLHttpRequest() as you'll find in standard browser JavaScript, and can be used in the same way to dynamically get XML
444or QML from the web service to display the high scores. We don't worry about the response in this case - we just post the high
445score data to the web server. If it had returned a QML file (or a URL to a QML file) you could instantiate it in much the same
446way as you did with the blocks.
447
448An alternate way to access and submit web-based data would be to use QML elements designed for this purpose. XmlListModel
449makes it very easy to fetch and display XML based data such as RSS in a QML application (see the Flickr demo for an example).
450
451
452\section2 That's it!
453
454By following this tutorial you've seen how you can write a fully functional application in QML:
455
456\list
457\o Build your application with \l {{QML Elements}}{QML elements}
458\o Add application logic \l{Integrating JavaScript}{with JavaScript code}
459\o Add animations with \l {Behavior}{Behaviors} and \l{QML States}{states}
460\o Store persistent application data using, for example, the \l{Offline Storage API} or \l XMLHttpRequest
461\endlist
462
463There is so much more to learn about QML that we haven't been able to cover in this tutorial. Check out all the
464demos and examples and the \l {Qt Quick}{documentation} to see all the things you can do with QML!
465
466*/
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