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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.
*
* $QT_END_LICENSE$
*
*****************************************************************************/
var levelPlugin = null
// ---------------------------------------------------------------------------
// hideMissiles
function hideMissiles() {
missile_1.stop()
missile_1.opacity = 0;
missile_2.stop()
missile_2.opacity = 0;
missile_3.stop()
missile_3.opacity = 0;
missile_4.stop()
missile_4.opacity = 0;
missile_5.stop()
missile_5.opacity = 0;
enemy_missile_1.opacity = 0;
enemy_missile_2.opacity = 0;
}
// ---------------------------------------------------------------------------
// GameOver
function gameOver() {
// Stop GameEngine timers
GameEngine.enableEngineTimer(false)
// Delete loaded plugin level
deleteLevel()
// Hiding
myShip.opacity = 0
btnPause.opacity = 0
}
// ---------------------------------------------------------------------------
// Pause game
function pauseGame(doPause) {
missile_1.pause(doPause)
missile_2.pause(doPause)
missile_3.pause(doPause)
missile_4.pause(doPause)
missile_5.pause(doPause)
enemy_missile_1.pause(doPause)
enemy_missile_2.pause(doPause)
if (doPause) {
btnPause.opacity = 0
} else {
btnPause.opacity = 1
}
GameEngine.pauseLevel(doPause)
}
// ---------------------------------------------------------------------------
// Fire your missile
function fireMissile(aXpox, aFromYpos, aToYpos) {
if (missile_1.opacity<1) {
missile_1.fire(aXpox,aFromYpos,aToYpos)
}
else if (missile_2.opacity<1) {
missile_2.fire(aXpox,aFromYpos,aToYpos)
}
else if (missile_3.opacity<1) {
missile_3.fire(aXpox,aFromYpos,aToYpos)
}
else if (missile_4.opacity<1) {
missile_4.fire(aXpox,aFromYpos,aToYpos)
}
else if (missile_5.opacity<1) {
missile_5.fire(aXpox,aFromYpos,aToYpos)
}
}
// ---------------------------------------------------------------------------
// Fire enemy missile
function fireEnemyMissile(aXpox, aFromYpos, aToYpos) {
if (enemy_missile_1.opacity==0) {
enemy_missile_1.enemyFire(aXpox,aFromYpos,aToYpos)
}
else if (enemy_missile_2.opacity==0) {
enemy_missile_2.enemyFire(aXpox,aFromYpos,aToYpos)
}
}
// ---------------------------------------------------------------------------
// Create level QML component
function createLevel() {
console.log("Creating level "+LevelPlugin.qmlRootPath()+"Level.qml")
var levelComponent = Qt.createComponent("file:/"+LevelPlugin.qmlRootPath()+"Level.qml");
if (levelComponent.status == Component.Ready) {
if (levelPlugin) {
deleteLevel()
}
levelPlugin = levelComponent.createObject(levelId);
if (levelPlugin != null) {
console.log("Level created")
} else {
console.log("Can not create level")
messageBox.showErrorMessage("ERROR: Can not create level!",6000)
return 1
}
} else {
console.log("Can not find level, error:"+levelComponent.errorString())
messageBox.showErrorMessage("ERROR: Can not find level!",6000)
return 1
}
missile_1.createGraphicsForLevel()
missile_1.setToDefaultPos()
missile_2.createGraphicsForLevel()
missile_2.setToDefaultPos()
missile_3.createGraphicsForLevel()
missile_3.setToDefaultPos()
missile_4.createGraphicsForLevel()
missile_4.setToDefaultPos()
missile_5.createGraphicsForLevel()
missile_5.setToDefaultPos()
enemy_missile_1.createGraphicsForLevel()
enemy_missile_2.createGraphicsForLevel()
myShip.createGraphicsForLevel()
return 0
}
// ---------------------------------------------------------------------------
// Delete level
function deleteLevel() {
if (levelPlugin) {
GameEngine.clearQmlObjects()
levelPlugin.destroy()
}
levelPlugin = null;
}
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