Simple Ninja Game Demo

Genre Action
Complexity Simple
Project Location <Path to your V-Play SDK>/Examples/V-Play/demos/SimpleGameCocosNinja/SimpleGameCocosNinja.pro
To run this demo, open the .pro file with Qt Creator. This demo is also available for quick testing with the V-Play Sample Launcher

Description

In this demo you play a ninja and throw stars against invading monsters. It is a very simple game containing of only a single QML file with 150 lines of code.

It features multi-resolution images, switching between 2 scenes, physics for collision detection, audio and animations for movement of the monsters and stars.

Used Engine Features

  • Physics: Used for movement and collision detection.

This game idea and its image and audio resources are from the excellent cocos2d tutorial on Ray Wenderlich's site http://www.raywenderlich.com/25736/how-to-make-a-simple-iphone-game-with-cocos2d-2-x-tutorial. The tutorial is written for the cocos2d-iphone version. In the cocos2d-x branch the same game is written in C++, which is added to the sources in the folder Demos/SimpleGameCocosNinja/cocos2d-x-Comparison.

The very same game functionality as described in the tutorial is done with V-Play in this demo, to show how much code can be saved by using QML and the V-Play Gaming Components. In fact, the same game is implemented with less than 60% of the original source code in C++! From 369 lines of code only 150 remain with V-Play.

This is the complete source code for this game:

/*
  In this demo you play a ninja and throw stars against invading monsters. It is a very simple game containing of only a single QML file with 150 lines of code.

  It features multi-resolution images, switching between 2 scenes, physics for collision detection, audio and animations for movement of the monsters and stars.

  This game idea and its image and audio resources are from the excellent cocos2d tutorial on Ray Wenderlich's site  http://www.raywenderlich.com/25736/how-to-make-a-simple-iphone-game-with-cocos2d-2-x-tutorial. The tutorial is written for the cocos2d-iphone version. In the cocos2d-x branch the same game is written in C++, which is added to the sources in the folder Demos/SimpleGameCocosNinja/cocos2d-x-Comparison folder.

  The very same game functionality as described in the tutorial is done with V-Play in this demo, to show how much code can be saved by using QML and the V-Play Gaming Components. In fact, the same game is implemented with less than 60% of the original source code in C++! From 369 lines of code only 150 remain with with V-Play.
*/
import VPlay 2.0
import QtQuick 2.0

GameWindow {
  // the size of the Window can be changed at runtime by pressing the number keys 1-7
  // the content of the logical scene size (480x320 by default) gets scaled to the window size based on the scaleMode
  screenWidth: 960
  screenHeight: 640

  // You get free licenseKeys from https://v-play.net/licenseKey
  // With a licenseKey you can:
  //  * Publish your games & apps for the app stores
  //  * Remove the V-Play Splash Screen or set a custom one (available with the Pro Licenses)
  //  * Add plugins to monetize, analyze & improve your apps (available with the Pro Licenses)
  //licenseKey: "<generate one from https://v-play.net/licenseKey>"

  // create a licenseKey to hide the splash screen
  property bool splashFinished: false
  onSplashScreenFinished: { splashFinished = true}

  // this gets set from Monster, after it reached the player and is read by the GameOverScene to display if the player has won or lost
  property bool gameWon

  property int monstersDestroyed
  onMonstersDestroyedChanged: {
    if(monstersDestroyed > 5) {
      // you won the game, shot at 5 monsters
      changeToGameOverScene(true)
    }
  }

  // for creating entities (monsters and projectiles) at runtime dynamically
  EntityManager {
    id: entityManager
    entityContainer: scene
  }

  BackgroundMusic {
    source: "../assets/snd/background-music-aac.wav" // will start playing automatically after loading
  }

  Rectangle {
    anchors.fill: parent
    color: "white" // make a white background for the window
  }

  Scene {
    id: scene
    // the "logical size" - the scene content is auto-scaled to match the GameWindow size
    width: 480
    height: 320

    PhysicsWorld {debugDrawVisible: false} // put it anywhere in the Scene, so the collision detection between monsters and projectiles can be done

    MultiResolutionImage {
      id: player
      anchors.verticalCenter: parent.verticalCenter
      source: "../assets/img/Player.png" // the correct image version is used, based on the GameWindow size
    }

    // the elements of a component don't get created immediately, but in addTarget()
    // the EntityBase could also be put into an own qml file (e.g. Monster.qml)
    Component {
      id: monster

      EntityBase {
        entityType: "monster" // required for removing all of these entities when the game is lost

        MultiResolutionImage {
          id: monsterImage
          source: "../assets/img/Target.png"
        }

        y: utils.generateRandomValueBetween(0, scene.height)

        NumberAnimation on x {
          from: scene.width // start at the right side
          to: -monsterImage.width // move the monster to the left side of the screen
          duration: utils.generateRandomValueBetween(2000, 4000) // vary animation duration between 2-4 seconds for the 480 px scene width
          onStopped: {
            console.debug("monster reached base - change to gameover scene because the player lost")
            changeToGameOverScene(false)
          }
        }

        BoxCollider {
          anchors.fill: monsterImage // make the collider as big as the image
          collisionTestingOnlyMode: true // use Box2D only for collision detection, move the entity with the NumberAnimation above
          fixture.onBeginContact: {

            // if the collided type was a projectile, both can be destroyed and the player gets a point
            var collidedEntity = other.getBody().target
            console.debug("collided with entity", collidedEntity.entityType)
            // monsters could also collide with other monsters because they have a random speed - alternatively, collider categories could be used
            if(collidedEntity.entityType === "projectile") {
              monstersDestroyed++
              // remove the projectile entity
              collidedEntity.removeEntity()
              // remove the monster
              removeEntity()
            }
          }
        }// BoxCollider
      }// EntityBase
    }// Component

    Component {
      id: projectile

      EntityBase {
        entityType: "projectile"

        MultiResolutionImage {
          id: monsterImage
          source: "../assets/img/Projectile.png"
        }

        // these values can then be set when a new projectile is created in the MouseArea below
        property point destination
        property int moveDuration

        PropertyAnimation on x {
          from: player.x
          to: destination.x
          duration: moveDuration
        }

        PropertyAnimation on y {
          from: player.y
          to: destination.y
          duration: moveDuration
        }

        BoxCollider {
          anchors.fill: monsterImage
          collisionTestingOnlyMode: true
        }
      }// EntityBase
    }// Component

    SoundEffectVPlay {
      id: projectileCreationSound
      source: "../assets/snd/pew-pew-lei.wav" // gets played when a projectile is created below
    }

    MouseArea {
      anchors.fill: parent
      onReleased: {

        // see here for an explanation of this code: http://www.raywenderlich.com/25736/how-to-make-a-simple-iphone-game-with-cocos2d-2-x-tutorial

        // Determinie offset of player to touch location
        var offset = Qt.point(
              mouseX - player.x,
              mouseY - player.y
              );

        // Bail out if we are shooting down or backwards
        if(offset.x <= 0)
          return;

        // Determine where we wish to shoot the projectile to
        var realX = scene.gameWindowAnchorItem.width
        var ratio = offset.y / offset.x
        var realY = (realX * ratio) + player.y
        var destination = Qt.point(realX, realY)

        // Determine the length of how far we're shooting
        var offReal = Qt.point(realX - player.x, realY - player.y)
        var length = Math.sqrt(offReal.x*offReal.x + offReal.y*offReal.y)
        var velocity = 480 // speed of the projectile should be 480pt per second
        var realMoveDuration = length / velocity * 1000 // multiply by 1000 because duration of projectile is in milliseconds

        entityManager.createEntityFromComponentWithProperties(projectile, {"destination": destination, "moveDuration": realMoveDuration})

        projectileCreationSound.play()
      }
    }// onReleased
  }// MouseArea

  // switch to this scene, after the game was lost or won and it switches back to the gameScene after 3 seconds
  Scene {
    id: gameOverScene
    visible: false
    Text {
      anchors.centerIn: parent
      text: gameWon ? "You won :)" : "You lost"
    }

    onVisibleChanged: {
      if(visible) {
        returnToGameSceneTimer.start()  // make the scene invisible after 3 seconds, after it got visible
      }
    }

    Timer {
      id: returnToGameSceneTimer
      interval: 3000
      onTriggered: {
        scene.visible = true
        gameOverScene.visible = false
      }
    }
  }// GameOverScene

  Timer {
    running: scene.visible == true && splashFinished // only enable the creation timer, when the gameScene is visible
    repeat: true
    interval: 1000 // a new target(=monster) is spawned every second
    onTriggered: addTarget()
  }

  function addTarget() {
    console.debug("create a new monster")
    entityManager.createEntityFromComponent(monster)
  }

  function changeToGameOverScene(won) {

    gameWon = won

    gameOverScene.visible = true
    scene.visible = false

    // reset the game variables and remove all projectiles and monsters
    monstersDestroyed = 0
    entityManager.removeEntitiesByFilter(["projectile", "monster"])
  }
}

The cocos2d-x source code is available in the cocos2d-x-Comparison subfolder of this demo, which was copied from the cocos2d-x master branch.

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