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ChickenOutbreak2 Demo

 import QtQuick 2.0
 import Felgo 4.0
 import "entities"

 SceneBase {
   id: scene

   property alias level: level
   property alias player: level.player
   property alias entityContainer: level
   property string messageBox: ""
   // make 1 grid (so 1 block and the player size) 48 logical px - a roost has this size, so 320/48= 6.6 can be displayed in one scene
   gridSize: 48

   Connections {
     // NativeUtils should only be connected, when this is the active scene
       target: window.activeScene === scene ? NativeUtils : null
       onMessageBoxFinished: {
         audioManager.play(audioManager.idMENUCLICK)
         console.debug("the user confirmed the Ok/Cancel dialog with:", accepted)
         if(accepted && messageBox === "") {
           level.stopGame();
           window.state = "main"
         } else {
           messageBox = ""
           level.resumeGame()
         }
       }
   }

   //scale: 0.15

   //Component.onCompleted: opacity = 1

   // allows collision detection between the entities, so if the player collides with roosts or the corn, and for removal of the out-of-scene entities

   // handles the repositioning of the background, if they are getting out of the scene
   ParallaxScrollingBackground {
     id: levelBackground

     property int initialOffsetx: -(levelBackground.image.width-scene.width)/2
     property int initialOffsety: -(levelBackground.image.height-scene.height)/2
     x: initialOffsetx
     y: initialOffsety

     sourceImage: Qt.resolvedUrl("../assets/background-wood2.png")
     movementVelocity: level.movementAnimation.velocity
     running: level.movementAnimation.running

     // do not mirror it vertically, because the image is prepared to match on the top and the bottom
     mirrorSecondImage: false
   }

   Level {
     id: level

     onGameLost: {
       if(state !== "running")
         return

       player.prepareForDeath()
       level.pauseGame()
       // only allowed on mobiles
       if(!(system.desktopPlatform && system.publishBuild)) {
         saveitDialog.setActive()
       } else {
         player.killIt()
       }
     }

     PhysicsWorld {
       // this id gets used in Level, to test if a new roost or window can be built on the new position or if there is an entity already
       id: physicsWorld

       // for physics-based games, this should be set to 60!
       updatesPerSecondForPhysics: 60
       // make objects fall faster by increasing gravity
       gravity.y: level.gravity

       // this should be increased so it looks good, by default it is set to 1 to save performance
       velocityIterations: 4
       positionIterations: 4
       debugDrawVisible: false
     }
   }

   // this allows usage of the left and right keys on desktop systems or mobiles with physical keyboards
   Keys.forwardTo: player.controller

   MultiPointTouchArea {
     x: scene.gameWindowAnchorItem.x
     y: scene.gameWindowAnchorItem.y+50
     // use the full window as control item, press anywhere on the left half for steering left, on the right half for steering right
     width: scene.gameWindowAnchorItem.width
     height: scene.gameWindowAnchorItem.height-50
     enabled: level.state === "running" || level.state === "teleporting"
     property int startY
     onPressed: {
       startY = touchPoints[0].y
     }
     onReleased: {
       console.debug("TOUCH RELEASED")
       if(touchPoints[0].y > startY + 20) {
         console.debug("onSwipeDown")
         deactivateTeleport()
       } else if(touchPoints[0].y < startY - 20) {
         console.debug("onSwipeUp")
         activateTeleport()
       } else {
         if(level.state === "running") player.startOrStopParachute()
         else if(level.state === "teleporting") {
           var mousePosition = mapToItem(level, touchPoints[0].x, touchPoints[0].y)
           player.x = mousePosition.x - player.width/2
           player.y = mousePosition.y - player.height/2
           player.teleportParticle.start()
           audioManager.play(audioManager.idTELEPORT)
         }
       }
     }
   }

   function activateTeleport() {
     if(teleportCount > 0 && level.state !== "teleporting") {
       teleportCount--
       level.toggleTeleport()
       audioManager.play(audioManager.idSLOWMO)
       player.teleportGlowParticle.start()
     }
   }

   function deactivateTeleport() {
     if(level.state === "teleporting"){
       level.toggleTeleport()
       audioManager.play(audioManager.idSLOWMOOFF)
       player.teleportGlowParticle.stop()
     }
   }

   Image {
     id: scoreSign
     source: Qt.resolvedUrl("../assets/sign.png")
     width: 150
     height: 100

     // place it on top of the window, not on top of the logical scene
     anchors.top: scene.gameWindowAnchorItem.top
     anchors.topMargin: -50
     anchors.left: scene.gameWindowAnchorItem.left
   }

   Text {
     id: scoreText
     x: scoreSign.x+25
     y: scoreSign.y+65
     text: "Score: " + player.totalScore
     font.family: fontHUD.name
     font.pixelSize: 22
     color: "#f5b68a"
     rotation: -2
   }

   Item {
     id: pauseSign
     width: pauseSignText.width
     height: pauseSignText.height
     // place it on top of the window, not on top of the logical scene
     anchors.top: scene.gameWindowAnchorItem.top
     anchors.topMargin: 10
     anchors.horizontalCenter: parent.horizontalCenter

     MenuText {
       id: pauseSignText
       color: "black"
       opacity: 0.5
       text: "II"
       font.pixelSize: 30
     }
     MouseArea {
       anchors.fill: parent
       onClicked: {
         parent.scale = 1.0
         pauseGame()
       }

       onPressed: {
         parent.scale = 0.85
       }
       onReleased: {
         parent.scale = 1.0
       }
       onCanceled: {
         parent.scale = 1.0
       }
     }
   }

   Image {
     source: Qt.resolvedUrl("../assets/sign.png")
     width: 150
     height: 130

     // place it on top of the window, not on top of the logical scene
     anchors.top: scene.gameWindowAnchorItem.top
     anchors.topMargin: -65
     mirror: true
     anchors.right: scene.gameWindowAnchorItem.right
   }

   Image {
     id: teleportImage
     source: Qt.resolvedUrl("../assets/teleport.png")
     anchors.top: scene.gameWindowAnchorItem.top
     anchors.topMargin: 12
     anchors.right: scene.gameWindowAnchorItem.right
     anchors.rightMargin: 100

     opacity: teleportCount > 0 ? 1 : 0.2
     width: 35
     height: 30
   }
   Text {
     id: teleportText
     anchors.top: teleportImage.bottom
     anchors.topMargin: -2
     anchors.horizontalCenter: teleportImage.horizontalCenter
     text: teleportCount
     visible: teleportCount > 0
     font.family: fontHUD.name
     font.pixelSize: 14
     color: "#f5b68a"
   }

   Image {
     id: parachuteImage
     source: Qt.resolvedUrl("../assets/parachute.png")
     anchors.top: scene.gameWindowAnchorItem.top
     anchors.topMargin: 15
     anchors.right: scene.gameWindowAnchorItem.right
     anchors.rightMargin: 60

     opacity: parachuteCount > 0 ? 1 : 0.2
     width: 28
     height: 28
   }
   Text {
     id: parachuteText
     anchors.top: parachuteImage.bottom
     anchors.topMargin: -2
     anchors.horizontalCenter: parachuteImage.horizontalCenter
     text: parachuteCount
     visible: parachuteCount > 0
     font.family: fontHUD.name
     font.pixelSize: 14
     color: "#f5b68a"
   }

   Image {
     id: x2Image
     source: Qt.resolvedUrl("../assets/x2.png")
     anchors.top: scene.gameWindowAnchorItem.top
     anchors.topMargin: 18
     anchors.right: scene.gameWindowAnchorItem.right
     anchors.rightMargin: 20
     opacity: player.doublePointsTime > 0 ? 1 : 0.2
     width: 25
     height: 25
   }

   Text {
     id: xText
     anchors.top: x2Image.bottom
     anchors.horizontalCenter: x2Image.horizontalCenter
     text: player.doublePointsTime
     visible: player.doublePointsTime > 0
     font.family: fontHUD.name
     font.pixelSize: 14
     color: "#f5b68a"
   }

   NewLevel{
     id: newLevelMessage
     anchors.centerIn: parent
   }

   ItemEditor {
     id: itemEditor
     visible: false
     opacity: 0.85
     z:20
     width: scene.width-45
   }

   Rectangle {
     id: itemEditorMenu
     color: "grey"
     width: 40
     height: 70
     y: 70
     anchors.right: scene.right
     opacity: 0.5
     visible: developerBuild
     enabled: visible
     z: 50
     MouseArea {
       anchors.fill: parent
       onClicked: {
         if(level.state === "running") {
           level.pauseGame()
         }
         else if(level.state === "paused") {
           level.resumeGame()
         }
         itemEditor.visible = itemEditor.visible ? false : true
       }
     }
     Text {
       text: "ItemEditor"
       rotation: -90
       font.pixelSize: 12
       anchors.verticalCenter: parent.verticalCenter
       anchors.right: parent.right
       anchors.rightMargin: -5
     }
   }
   Rectangle {
     anchors.top: itemEditorMenu.bottom
     anchors.topMargin: 10
     anchors.right: parent.right
     color: "grey"
     width: 40
     height: 40
     opacity: 0.5
     visible: developerBuild
     enabled: visible
     Text {
       font.pixelSize: 15
       text: level.difficulty
       anchors.centerIn: parent
     }
     MouseArea {
       anchors.fill: parent
       onClicked: {
         if(level.difficulty >=6)
           level.difficulty = 0
         else
           level.difficulty++
       }
     }
   }

   SaveItDialog {
     id: saveitDialog
     anchors.centerIn: parent

     onActivated: {
       scoreText.opacity = 0.5
       teleportText.opacity = 0.5
       parachuteText.opacity = 0.5
       xText.opacity = 0.5
     }

     onDeactivated: {
       scoreText.opacity = 1
       teleportText.opacity = 1
       parachuteText.opacity = 1
       xText.opacity = 1
     }

     onSaveIt: {
       visible = false
       player.x = scene.width/2
       player.y = scene.height/2-level.y
       level.saveIt()
       audioManager.play(audioManager.idSLOWMO)
     }

     onKillIt: {
       player.killIt()
     }
   }

   onBackButtonPressed: {
     if(level.state !== "teleporting" && !saveitDialog.visible) {
       audioManager.play(audioManager.idMENUCLICK)
       level.pauseGame();
       showPauseBackground.start()
     }
   }

   Timer {
     id: showPauseBackground
     interval: 250
     onTriggered: {
       NativeUtils.displayMessageBox(qsTr("Return to menu?"), "", 2);
     }
   }

   Timer {
     id: showPausedGame
     interval: 250
     onTriggered: {
       messageBox = "resume"
       NativeUtils.displayMessageBox(qsTr("Resume?"), "", 1);
     }
   }

   // gets called by ChickenOutbreakMain when this scene gets active
   // starts a game again - stopGame() was called before so it is save to call that here
   function enterScene() {
     level.startGame();
   }

   function pauseGame() {
     if(level.state !== "running")
       return

     level.pauseGame()
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