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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
+import "Game.js" as GameScript
+
+Item {
+ id: myShip
+ objectName: "myShip"
+
+ property variant myShipSize
+ property int originalY
+
+ // Fires missile if exists
+ function fire() {
+ if (myShip.opacity==1) {
+ GameScript.fireMissile(myShip.x+myShip.width/2,myShip.y,myShip.height*-1)
+ if (myShip.y+myShip.height < gameArea.height+5) {
+ goDownAnim.restart()
+ }
+ }
+ }
+
+ function createGraphicsForLevel() {
+ myShip.myShipSize = LevelPlugin.graphSize(LevelPlugin.pathToMyShipPic())
+ myShip.height = myShipSize.height
+ myShip.width = myShipSize.width
+ image.source = "file:/"+LevelPlugin.pathToMyShipPic()
+ myShip.y = gameArea.height - myShip.height - 10
+ originalY = myShip.y
+ myShip.x = (gameArea.width - myShip.width)/ 2
+ }
+
+ Image {
+ id: image
+ smooth: true
+ }
+
+ Keys.onSpacePressed: { fire() }
+ Keys.onSelectPressed: { fire() }
+ Keys.onRightPressed: {
+ if (myShip.x < (gameArea.width - myShip.width - 20)) {
+ toRightAnim.restart()
+ }
+ }
+ Keys.onLeftPressed: {
+ if (myShip.x > 20) {
+ toLeftAnim.restart()
+ }
+ }
+
+ // To right animation
+ PropertyAnimation { id: toRightAnim; target: myShip; easing.type: Easing.OutQuint;
+ properties: "x"; from: myShip.x; to: myShip.x + 20; duration: 500 }
+
+ // To left animation
+ PropertyAnimation { id: toLeftAnim; target: myShip; easing.type: Easing.OutQuint;
+ properties: "x"; from: myShip.x; to: myShip.x - 20; duration: 500 }
+
+ // Go down on fire animation
+ SequentialAnimation {
+ id: goDownAnim
+ NumberAnimation { target: myShip; property:"y"; from: myShip.y; to: myShip.y+5;
+ easing.type: Easing.Linear; duration: 200 }
+ NumberAnimation { target: myShip; property:"y"; from: myShip.y; to: originalY;
+ easing.type: Easing.Linear; duration: 200 }
+ }
+
+
+ /*
+ MouseArea {
+ anchors.fill: parent
+ drag.target: myShip
+ drag.axis: Drag.XAxis
+ drag.minimumX: 0
+ drag.maximumX: gameArea.width - myShip.width
+ onReleased: {
+ fire()
+ }
+ }
+ */
+
+
+ /*
+ property bool isAutoRepeat: false
+ Keys.onPressed: {
+ if (event.key == Qt.Key_Right) {
+ if (event.isAutoRepeat) {
+ isAutoRepeat = true
+ toRightAnim.restart()
+ } else {
+ isAutoRepeat = false
+ toRotateRightAndCenterAnim.restart()
+ }
+ event.accepted = true
+ }
+ else if (event.key == Qt.Key_Left) {
+ if (event.isAutoRepeat) {
+ isAutoRepeat = true
+ toLeftAnim.restart()
+ } else {
+ isAutoRepeat = false
+ toRotateLeftAndCenterAnim.restart()
+ }
+ event.accepted = true
+ }
+ }
+
+ Keys.onReleased: {
+ if (isAutoRepeat) {
+ toRotateRightAndCenterAnim.stop()
+ toRotateLeftAndCenterAnim.stop()
+ } else {
+ toRotateCenter.restart()
+ }
+ event.accepted = true
+ }
+
+ // Rotation on movement animation
+ transform: Rotation { id:rotationId; origin.x: width/2; origin.y: height/2; axis { x: 0; y: 1; z: 0 } angle: 0 }
+ SequentialAnimation {
+ id: toRotateRightAndCenterAnim
+ PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; from: 0; to: 30; duration: 100 }
+ PropertyAnimation { target: myShip; easing.type: Easing.OutQuint;
+ properties: "x"; from: myShip.x; to: myShip.x + 20; duration: 500 }
+ PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; to: 0; duration: 100 }
+ }
+ SequentialAnimation {
+ id: toRotateLeftAndCenterAnim
+ PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; from: 0; to: -30; duration: 100 }
+ PropertyAnimation { target: myShip; easing.type: Easing.OutQuint;
+ properties: "x"; from: myShip.x; to: myShip.x - 20; duration: 500 }
+ PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; to: 0; duration: 100 }
+ }
+ PropertyAnimation { id: toRotateRight; target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; from: 0; to: 30; duration: 100 }
+ PropertyAnimation { id: toRotateCenter; target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; to: 0; duration: 100 }
+ PropertyAnimation { id: toRotateLeft; target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; from: 0; to: -30; duration: 100 }
+*/
+
+}