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main.qml
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import QtQuick 2.13
import QtQuick.Scene3D 2.13
import Qt3D.Core 2.13
import Qt3D.Render 2.13
import Qt3D.Input 2.13
import Qt3D.Extras 2.13
import Qt3D.Logic 2.13
import "logic.js" as Logic
Item {
id: root
visible: true
width: 640
height: 480
Rectangle {
anchors.fill: parent
color: "black"
}
property var gameState
property Scene intro: introScene
property Scene menu: menuScene
property Scene game: gameScene
property alias cameraAnimation: cameraAnimation
property alias cameraPositionAnimation: cameraPositionAnimation
property alias cameraViewCenterAnimation: cameraViewCenterAnimation
ParallelAnimation {
id: cameraAnimation
Vector3dAnimation {
id: cameraPositionAnimation
target: camera
property: "position"
}
Vector3dAnimation {
id: cameraViewCenterAnimation
target: camera
property: "viewCenter"
}
}
Scene3D {
id: scene3d
anchors.fill: parent
anchors.margins: 10
focus: true
aspects: ["input", "logic"]
cameraAspectRatioMode: Scene3D.AutomaticAspectRatio
Entity {
id: sceneRoot
Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
nearPlane: 0.1
farPlane: 1000.0
position: Qt.vector3d(0.0, 0.0, 34.0)
upVector: Qt.vector3d(0.0, 1.0, 0.0)
viewCenter: Qt.vector3d(0.0, 0.0, 0.0)
}
// TODO: Debug camera
//FirstPersonCameraController { camera: camera }
components: [
RenderSettings {
activeFrameGraph: ForwardRenderer {
camera: camera
clearColor: "transparent"
}
},
InputSettings {}
]
IntroScene {
id: introScene
root: root
camera: camera
title: "intro"
position: Qt.vector3d(-30, 0, 0)
nextScene: menuScene
}
MenuScene {
id: menuScene
root: root
camera: camera
title: "menu"
position: Qt.vector3d(0, 0, 0)
menuScenes: [
gameScene,
settingsScene
]
}
GameScene {
id: gameScene
root: root
camera: camera
title: "play"
position: Qt.vector3d(30, 0, 0)
}
Scene {
id: settingsScene
root: root
camera: camera
title: "settings"
position: Qt.vector3d(60, 0, 0)
}
KeyboardDevice {
id: keyboardDevice
}
KeyboardHandler {
id: keyboardHandler
sourceDevice: keyboardDevice
focus: true
onPressed: {
if (event.key === Qt.Key_Escape)
Logic.getLastSceneOnStack().onEscapePressed(event)
else
Logic.getLastSceneOnStack().onPressed(event)
}
}
FrameAction {
id: gameLoop
//onTriggered: console.log("FrameAction.triggered() " + dt)
}
}
}
Component.onCompleted: {
gameState = Logic.initialise(root, camera)
Logic.nextScene(introScene)
}
}