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import Qt 4.6
Item { id:block
property bool dying: false
property bool spawned: false
property bool selected: false
property int type: 0
property int targetX: 0
property int targetY: 0
x: Follow { enabled: spawned; source: targetX; spring: 2; damping: 0.2 }
y: Follow { source: targetY; spring: 2; damping: 0.2 }
//TODO: Replace with an image with a fuzzy effect like KSame
Rect { id: shine; radius:16; anchors.fill:parent; color: "yellow";
opacity: 0
opacity: SequentialAnimation{running: selected&&!dying; finishPlaying: true; repeat: true
NumberAnimation{ from: 0; to: 1; }NumberAnimation{ from:1; to:0; }}
}
MouseRegion {
id: gameMR; anchors.fill: parent
onClicked: handleClick(Math.floor(parent.x/width), Math.floor(parent.y/height));
onEntered: handleHover(Math.floor(parent.x/width), Math.floor(parent.y/height));
onExited: handleHover(-1,-1);
}
Image { id: img
source: {
if(type == 0){
"pics/redStone.png";
} else if(type == 1) {
"pics/blueStone.png";
} else {
"pics/greenStone.png";
}
}
opacity: 0
opacity: Behavior { NumberAnimation { properties:"opacity"; duration: 200 } }
anchors.fill: parent
}
Particles { id: particles
width:1; height:1; anchors.centeredIn: parent; opacity: 0
lifeSpan: 700; lifeSpanDeviation: 600; count:0; streamIn: false
angle: 0; angleDeviation: 360; velocity: 100; velocityDeviation:30
source: {
if(type == 0){
"pics/redStar.png";
} else if (type == 1) {
"pics/blueStar.png";
} else {
"pics/greenStar.png";
}
}
}
states: [
State{ name: "AliveState"; when: spawned == true && dying == false
SetProperties { target: img; opacity: 1 }
},
State{ name: "DeathState"; when: dying == true
SetProperties { target: particles; count: 50 }
SetProperties { target: particles; opacity: 1 }
SetProperties { target: particles; emitting: false } // i.e. emit only once
SetProperties { target: img; opacity: 0 }
}
]
}
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