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/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QtDeclarative module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "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 Digia Plc and its Subsidiary(-ies) 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 THE COPYRIGHT
** OWNER OR CONTRIBUTORS 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 QtQuick 1.0
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
}
}
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