diff --git a/src/activities/oware/Oware.qml b/src/activities/oware/Oware.qml index 7087beed3..a3a918408 100644 --- a/src/activities/oware/Oware.qml +++ b/src/activities/oware/Oware.qml @@ -1,265 +1,265 @@ /* GCompris - Oware.qml * * Copyright (C) 2017 Divyam Madaan * * Authors: * Frederic Mazzarol (GTK+ version) * Divyam Madaan (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 2.6 import GCompris 1.0 import "../../core" import "oware.js" as Activity import "." ActivityBase { id: activity onStart: focus = true onStop: {} pageComponent: Image { id: background anchors.fill: parent source: "qrc:/gcompris/src/activities/guesscount/resource/backgroundW01.svg" 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 cellGridRepeater: cellGridRepeater property bool playerOneTurn: true - property var playerOneScore: 0 - property var playerOneSeeds: 0 - property var playerTwoScore: 0 - property var playerTwoSeeds: 0 + property int playerOneScore: 0 + property int playerOneSeeds: 0 + property int playerTwoScore: 0 + property int playerTwoSeeds: 0 } onStart: { Activity.start(items) } onStop: { Activity.stop() } Image { id: board source: Activity.url + "/owareBoard.png" anchors.centerIn: parent z: 2 width: parent.width * 0.7 height: width * 0.4 } Grid { id: boardGrid columns: 6 rows: 2 anchors.horizontalCenter: board.horizontalCenter anchors.top: board.top z: 2 Repeater { id: cellGridRepeater model: 12 Rectangle { color: "transparent" height: board.height/2 width: board.width * (1/6.25) property var circleRadius: width - property var value + property int value GCText { text: index color: "white" anchors.top: parent.top anchors.horizontalCenter: parent.horizontalCenter } Repeater { id: grainRepeater model: value Image { id: grain source: Activity.url + "grain2.png" height: circleRadius * 0.2 width: circleRadius * 0.2 x: circleRadius/2 + Activity.getX(circleRadius/6, index,value) y: circleRadius/2 + Activity.getY(circleRadius/5, index,value) //To move the seeds from one hole to other on button click. Not working :( states: State { name: "move" when: buttonClick.containsPress PropertyChanges { target: grain scale: 1.1 } } } } } } } ListView { id: rowButton width: boardGrid.width height: boardGrid.height * 0.25 orientation: ListView.Horizontal model: 6 anchors.horizontalCenter: board.horizontalCenter anchors.top: board.bottom interactive: false z: 2 delegate: Item { height: parent.height width: boardGrid.width/6 Image { id: valueImage source: Activity.url + "button" + (index + 1) + ".png" anchors.fill: parent MouseArea { id: buttonClick anchors.fill:parent hoverEnabled: true onClicked: { if(items.playerOneTurn) Activity.sowSeeds(index) else Activity.sowSeeds(11 - index) items.playerOneTurn = !items.playerOneTurn } } } } } Image { id: tutorialImage source: "qrc:/gcompris/src/activities/guesscount/resource/backgroundW01.svg" anchors.fill: parent z: 5 Tutorial { id:tutorialSection tutorialDetails: Activity.tutorialInstructions onSkipPressed: { Activity.initLevel() tutorialImage.z = 0 } } } ScoreItem { id: playerOneLevelScore player: 1 height: Math.min(background.height/7, Math.min(background.width/7, bar.height * 1.05)) width: height * 11/8 anchors { top: background.top topMargin: 5 left: background.left leftMargin: 5 } playerImageSource: "qrc:/gcompris/src/activities/align4-2players/resource/player_1.svg" backgroundImageSource: "qrc:/gcompris/src/activities/align4-2players/resource/score_1.svg" } ScoreItem { id: playerTwoLevelScore player: 2 height: Math.min(background.height/7, Math.min(background.width/7, bar.height * 1.05)) width: height * 11/8 anchors { top: background.top topMargin: 5 right: background.right rightMargin: 5 } playerImageSource: "qrc:/gcompris/src/activities/align4-2players/resource/player_2.svg" backgroundImageSource: "qrc:/gcompris/src/activities/align4-2players/resource/score_2.svg" } Image { id: playerOneScoreBox height: board.height * 0.4 width: height source:Activity.url+"/score.png" anchors.verticalCenter: parent.verticalCenter anchors.right: board.left GCText { id: playerOneScoreText color: "white" anchors.centerIn: parent fontSize: smallSize text: items.playerOneScore horizontalAlignment: Text.AlignHCenter wrapMode: TextEdit.WordWrap } } Image { id: playerTwoScore height: board.height * 0.4 width: height source:Activity.url+"/score.png" anchors.verticalCenter: parent.verticalCenter anchors.left: board.right GCText { id: playerTwoScoreText color: "white" anchors.centerIn: parent fontSize: smallSize text: items.playerTwoScore horizontalAlignment: Text.AlignHCenter wrapMode: TextEdit.WordWrap } } DialogHelp { id: dialogHelp onClose: home() } Bar { id: bar content: BarEnumContent { value: tutorialSection.visible ? (help | home) : (help | home | level | reload)} onHelpClicked: { displayDialog(dialogHelp) } onPreviousLevelClicked: Activity.previousLevel() onNextLevelClicked: Activity.nextLevel() onHomeClicked: activity.home() onReloadClicked: Activity.initLevel() } Bonus { id: bonus } } } diff --git a/src/activities/oware/oware.js b/src/activities/oware/oware.js index 9a37d9360..dddb91160 100644 --- a/src/activities/oware/oware.js +++ b/src/activities/oware/oware.js @@ -1,164 +1,164 @@ /* GCompris - oware.js * * Copyright (C) 2017 Divyam Madaan * * Authors: * Frederic Mazzarol (GTK+ version) * Divyam Madaan (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 . */ .pragma library .import QtQuick 2.6 as Quick var currentLevel = 0 var numberOfLevel = 4 var items var url = "qrc:/gcompris/src/activities/oware/resource/" // house variable is used for storing the count of all the seeds as we play. var house = [] var scoreHouse = [] var nextPlayer var tutorialInstructions = [ { "instruction": qsTr("At the beginning of the game four seeds are placed in each house. Players take turns by moving the seeds"), "instructionImage" : "qrc:/gcompris/src/activities/oware/resource/tutorial1.png" }, { "instruction": qsTr("In each turn, a player chooses one of the six houses under his or her control. The player removes all seeds from this house, and distributes them, dropping one in each house counter-clockwise from the original house, in a process called sowing."), "instructionImage": "qrc:/gcompris/src/activities/oware/resource/tutorial2.png" }, { "instruction": qsTr("After a turn, if the last seed was placed into an opponent's house and brought its total to two or three, all the seeds in that house are captured and placed in the player's scoring house (or set aside if the board has no scoring houses). If the previous-to-last seed also brought the total seeds in an opponent's house to two or three, these are captured as well, and so on."), "instructionImage": "qrc:/gcompris/src/activities/oware/resource/tutorial3.png" } ] function start(items_) { items = items_ currentLevel = 0 initLevel() } function stop() { } function initLevel() { for(var i = 11; i >= 0; i--) house[i] = 4 setValues() items.bar.level = currentLevel + 1 } function nextLevel() { if(numberOfLevel <= ++currentLevel ) { currentLevel = 0 } initLevel(); } function previousLevel() { if(--currentLevel < 0) { currentLevel = numberOfLevel - 1 } initLevel(); } function getX(radius,index,value){ var step=(2 * Math.PI) * index/value; return radius * Math.cos(step); } function getY(radius,index,value){ var step = (2 * Math.PI) * index/value; return radius * Math.sin(step); } function setValues() { print("after..") for(var i = 0; i < house.length; i++) { print(house[i]) } for(var i = 6, j = 0; i < 12, j < 6; j++, i++) items.cellGridRepeater.itemAt(i).value = house[j] for(var i = 0, j = 11; i < 6, j > 5; j--, i++) items.cellGridRepeater.itemAt(i).value = house[j] } function sowSeeds(index) { print("Before...") for(var i = 0; i < house.length; i++) print(house[i]) // player is the current player - var player = items.playerOneTurn ? 1 : 2 + var currentPlayer = items.playerOneTurn ? 1 : 2 var nextIndex = index // The seeds are sown until the picked seeds are equal to zero while(house[index]) { nextIndex = (nextIndex + 1)%12 // If there are more than or equal to 12 seeds than we don't sow the in the pit from where we picked the seeds. if(index == nextIndex) { nextIndex = (nextIndex + 1)%12 } // Decrement the count of seeds and sow it in the nextIndex house[index]--; house[nextIndex]++; } // The nextIndex now contains the seeds in the last pit sown. var capture = []; - // The oponent's seeds are captured if they are equal to 2 or 3 - if (((house[nextIndex] == 2 || house[nextIndex] == 3) ) && ((player * 6 <= nextIndex) && (j < (player * 6 + 6)))) + // The opponent's seeds are captured if they are equal to 2 or 3 + if (((house[nextIndex] == 2 || house[nextIndex] == 3) ) && ((currentPlayer * 6 <= nextIndex) && (j < (currentPlayer * 6 + 6)))) capture[j%6] = true; /* The seeds previous to the captured seeds are checked. If they are equal to 2 or 3 then they are captured until a pit arrives which has more than 3 seeds or 1 seed. */ while (capture[nextIndex % 6] && nextIndex % 6) { nextIndex--; if (house[nextIndex] == 2 || house[nextIndex] == 3) capture[nextIndex % 6] = true; } var allSeedsCaptured = true; - /* Now we check if all the seeds in oponents houses are captured or not. If any of the house is left with seeds we + /* Now we check if all the seeds in opponents houses are captured or not. If any of the house is left with seeds we allSeedsCaptured as false */ - for (var j = player * 6; j < (player * 6 + 6); j++) { + for (var j = currentPlayer * 6; j < (currentPlayer * 6 + 6); j++) { if (!capture[j % 6] && house[j]) allSeedsCaptured = false; } // Now capture the seeds for the houses for which capture[houseIndex] = true if all seeds are not captured if (!allSeedsCaptured) { - for (var j = player*6; j < (player * 6 + 6); j++) { - /* If oponent's houses capture is true we set the no of seeds in that house as 0 and give the seeds to the oponent. */ + for (var j = currentPlayer * 6; j < (currentPlayer * 6 + 6); j++) { + /* If opponent's houses capture is true we set the no of seeds in that house as 0 and give the seeds to the opponent. */ if (capture[j%6]) { scoreHouse[nextPlayer] += house[j]; house[j] = 0; } } } // Now we check if the player has any more seeds or not var playerSideEmpty = true; for (var j = nextPlayer * 6; j < (nextPlayer * 6 + 6); j++) { // If any of the pits in house is not empty we set playerSideEmpty as false if (house[j]) { playerSideEmpty = false; break; } } - nextPlayer = player + nextPlayer = currentPlayer setValues() }