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+/******************************************************************************
+ *
+ * Copyright (c) 2011 Nokia Corporation and/or its subsidiary(-ies).
+ * All rights reserved.
+ * Contact: Nokia Corporation (qt-info@nokia.com)
+ *
+ * $QT_BEGIN_LICENSE:BSD$
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the author organization nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ * ARE DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
+ * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * $QT_END_LICENSE$
+ *
+ *****************************************************************************/
+
+import Qt 4.7
+
+Item {
+ id: missile
+ objectName: "missile"
+ opacity: 0 // transparent by default
+
+ property int fromYpos
+ property int toYpos
+ property variant myMissileSize
+ property bool enemyMissile: false
+ property int defaultX: 0
+ property int defaultY: 0
+
+ function storeDefaultPos() {
+ defaultX = missile.x
+ defaultY = missile.y
+ }
+
+ function setToDefaultPos() {
+ missile.x = defaultX
+ missile.y = defaultY
+ opacity = 0.5
+ }
+
+ function createGraphicsForLevel() {
+ missile.myMissileSize = LevelPlugin.graphSize(LevelPlugin.pathToMissilePic())
+ missile.height = myMissileSize.height;
+ missile.width = myMissileSize.width;
+ if (missile.enemyMissile) {
+ missileImage.source = "file:/"+LevelPlugin.pathToEnemyMissilePic()
+ } else {
+ missileImage.source = "file:/"+LevelPlugin.pathToMissilePic()
+ }
+ }
+
+ // Execute fire!
+ function fire(aXpox, aFromYpos, aToYpos) {
+ missile.x = aXpox - missile.width / 2
+ missile.y = aFromYpos
+ missile.fromYpos = aFromYpos
+ missile.toYpos = aToYpos
+ missile.opacity = 1
+ GameEngine.playSound(2) // NOTE: 3 for your missile sound
+ flying.restart()
+ }
+
+ // Enemy fires!
+ function enemyFire(aXpox, aFromYpos, aToYpos) {
+ missile.x = aXpox - missile.width / 2
+ missile.y = aFromYpos
+ missile.fromYpos = aFromYpos
+ missile.toYpos = aToYpos
+ missile.opacity = 1
+ GameEngine.playSound(3) // NOTE: 3 for enemy missile sound
+ flyingEnemy.restart()
+ }
+
+ // Stop missile
+ function stop() {
+ flying.stop()
+ }
+
+ // Pause missile
+ function pause(doPause) {
+ if (doPause) {
+ flying.pause()
+ flyingEnemy.pause()
+ } else {
+ flying.resume()
+ flyingEnemy.resume()
+ }
+ }
+
+ Component.onCompleted: {
+ if (!enemyMissile) {
+ storeDefaultPos()
+ setToDefaultPos()
+ }
+ }
+
+ // Animates missile flying to the target
+ SequentialAnimation {
+ id: flying
+ PropertyAnimation {target: missile; properties: "y";
+ from: fromYpos; to: toYpos; duration: 2000; easing.type: Easing.InCubic }
+ //PropertyAction {target: missile; properties: "opacity"; value: 0}
+ ScriptAction { script: setToDefaultPos() }
+ }
+
+ SequentialAnimation {
+ id: flyingEnemy
+ PropertyAnimation {target: missile; properties: "y";
+ from: fromYpos; to: toYpos; duration: 2000; easing.type: Easing.InCubic }
+ PropertyAction {target: missile; properties: "opacity"; value: 0}
+ }
+
+ Image {
+ id: missileImage
+ smooth: true
+ }
+}
+