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/****************************************************************************
**
** Copyright (C) 2012 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
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 }
*/
}
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