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The first step is to create the items in your application. In Same Game we have a main game screen and the blocks that populate it.

Here is the QML code for the basic elements. The game window:
import Qt 4.6
Rectangle {
id: screen
width: 490; height: 720
SystemPalette { id: activePalette }
Item {
width: parent.width; anchors.top: parent.top; anchors.bottom: toolbar.top
Image {
id: background
anchors.fill: parent; source: "pics/background.png"
fillMode: Image.PreserveAspectCrop
}
}
Rectangle {
id: toolbar
color: activePalette.window
height: 32; width: parent.width
anchors.bottom: screen.bottom
Button {
id: btnA; text: "New Game"; onClicked: console.log("Implement me!");
anchors.left: parent.left; anchors.leftMargin: 3
anchors.verticalCenter: parent.verticalCenter
}
Text {
id: score
text: "Score: Who knows?"; font.bold: true
anchors.right: parent.right; anchors.rightMargin: 3
anchors.verticalCenter: parent.verticalCenter
}
}
}
This gives you a basic game window, with room for the game canvas. A new game button and room to display the score. The one thing you may not recognize here is the SystemPalette item. This item provides access to the Qt system palette and is used to make the button look more like a system button (for exact native feel you would use a QPushButton). Since we want a fully functional button, we use the QML elements Text and MouseArea inside a Rectangle to assemble a button. Below is the code which we wrote to do this:
import Qt 4.6
Rectangle {
id: container
signal clicked
property string text: "Button"
color: activePalette.button; smooth: true
width: txtItem.width + 20; height: txtItem.height + 6
border.width: 1; border.color: Qt.darker(activePalette.button); radius: 8;
gradient: Gradient {
GradientStop {
id: topGrad; position: 0.0
color: if (mr.pressed) { activePalette.dark } else { activePalette.light } }
GradientStop { position: 1.0; color: activePalette.button }
}
MouseArea { id: mr; anchors.fill: parent; onClicked: container.clicked() }
Text {
id: txtItem; text: container.text; anchors.centerIn: container; color: activePalette.buttonText
}
}
Note that this Button component was written to be fairly generic, in case we want to use a similarly styled button later.
And here is a simple block:
import Qt 4.6
Item {
id:block
Image { id: img
source: "pics/redStone.png";
anchors.fill: parent
}
}
Since it doesn't do anything yet it's very simple, just an image. As the tutorial progresses and the block starts doing things the file will become more than just an image. Note that we've set the image to be the size of the item. This will be used later, when we dynamically create and size the block items the image will be scaled automatically to the correct size.
You should be familiar with all that goes on in these files so far. This is a very basic start and doesn't move at all - next we will populate the game canvas with some blocks.
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