Level.qml Example File
demos/mobile/quickhit/plugins/LevelTwo/qml/Level.qml/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** 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 The Qt Company Ltd 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 Qt.labs.particles 1.0 import "Level.js" as LevelScript Item { id: enemies anchors.fill: parent property int enemiesCreated: 0 property int enemiesEnabled: 0 property int backOneTop property int backTwoTop // Long background 2 Image { id: longBackground_2 source: "file:/"+LevelPlugin.pictureRootPath()+"background_loop.png" fillMode: Image.Stretch smooth: false width: gameArea.width height: gameArea.height } // Long background 1 Image { id: longBackground_1 source: "file:/"+LevelPlugin.pictureRootPath()+"background_loop.png" fillMode: Image.Stretch smooth: false width: gameArea.width height: gameArea.height } // Long background Up to down animation ParallelAnimation { id: backgroundAnim; loops: Animation.Infinite PropertyAnimation { target:longBackground_1; property:"y"; from:backOneTop; to:gameArea.height; easing.type:Easing.Linear; duration:10000 } PropertyAnimation { target:longBackground_2; property:"y"; from:backTwoTop; to:backOneTop; easing.type:Easing.Linear; duration:10000 } } // *************************************************** // *** NOTE: This is mandatory for all level QML files function pause(doPause) { if (doPause) { enemyCreationTimer.stop() backgroundAnim.stop() } else { enemyCreationTimer.restart() backgroundAnim.restart() } for (var i=0;i<LevelScript.hiddenEnemies.length;i++) { var enemy = LevelScript.hiddenEnemies[i] enemy.pause(doPause) } } // *************************************************** // *** NOTE: This is mandatory for all level QML files objectName: "level" // Enemy creation timer Timer { id: enemyCreationTimer interval: 1000; running: false; repeat: true onTriggered: { enableEnemy() } } function enableEnemy() { if (enemiesEnabled < enemiesCreated) { var enemy = LevelScript.hiddenEnemies[enemiesEnabled] enemy.opacity = 1 enemy.x = GameEngine.randInt(0,gameArea.width-enemy.width-50) enemy.startMovingAnim() enemyCreationTimer.stop() enemyCreationTimer.interval = GameEngine.randInt(500,2000) enemyCreationTimer.restart() enemiesEnabled = enemiesEnabled + 1 GameEngine.playSound(4) // NOTE: Enable enemy sound } else { enemyCreationTimer.stop() } } // Hidden enemies group function createHiddenEnemiesGroup() { for (var i=0;i<LevelPlugin.enemyCount();i++) { var enemyComponent = Qt.createComponent("file:/"+LevelPlugin.qmlRootPath()+"Enemy.qml") var enemyObject = enemyComponent.createObject(enemies) LevelScript.hiddenEnemies.push(enemyObject) enemiesCreated = enemiesCreated + 1 } } Component.onCompleted: { // Create hidden enemies createHiddenEnemiesGroup() // Flying moons animation starBurstTimer.restart() // Create enemies timer enemyCreationTimer.restart() // Start Long background loop animation backOneTop = 0 longBackground_1.y = backOneTop; backTwoTop = gameArea.height * -1 longBackground_2.y = backTwoTop; backgroundAnim.restart() GameEngine.playSounds(5,3) //NOTE: Level starts sound, 3 times } Timer { id: starBurstTimer interval: starParticles.lifeSpan+GameEngine.randInt(100,2000); running: false; repeat: true onTriggered: { starParticles.burst(GameEngine.randInt(4,6)) } } // *************************************************** // *** NOTE: This is mandatory for all level QML files // Execute explode particle effect function explode(x,y) { explodeParticles.x = x explodeParticles.y = y explodeParticles.burst(20) explodeParticles.opacity = 1 } // *************************************************** // *** NOTE: This is mandatory for all level QML files // Explode particle effect Particles { id: explodeParticles opacity: 0 width: 1 height: 1 emissionRate: 0 source: "file:/"+LevelPlugin.pictureRootPath()+"blue_fire.png" lifeSpan: 500 lifeSpanDeviation: 2000 count: -1 angle: 270 angleDeviation: 65 velocity: 100 velocityDeviation: 100 ParticleMotionGravity { yattractor: 1000 xattractor: 300 acceleration: 50 } } Particles { id: starParticles y: -50 x: 0 width: parent.width height: 50 emissionRate: 0 source: "file:/"+LevelPlugin.pictureRootPath()+"star3.png" lifeSpan: 5000 count: -1 angle: 90 velocity: 100 opacity: 0.7 ParticleMotionGravity { yattractor: 1000 xattractor: 500 } } }
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