Qt Quick Demo - Maroon in Trouble

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 import QtQuick 2.0
 import "../logic.js" as Logic
 import ".."

 Item  {
     id: container
     property string name: "Fish"
     property int col: 0
     property real hp: 3
     property real damage: 1
     property real speed: 0.25
     property int rof: 30 //In ticks
     property int fireCounter: 0
     property bool dying: false
     width: parent ? parent.squareSize : 0
     height: parent ? parent.squareSize : 0
     x: col * width
     z: 1001
     function fire() { }

     function die() {
         if (dying)
             return;
         dying = true;
         bubble.jumpTo("burst");
         if (fishSprite.currentSprite == "front")
             fishSprite.jumpTo(Math.random() > 0.5 ? "left" : "right" );
         fishSwim.start();
         Logic.gameState.score += 1;
         killedSound.play();
         bubble.scale = 0.9
         destroy(350);
     }

     function inked() {
         if (hp > 0)
             ink.jumpTo("dirty");
     }

     function hit(dmg) {
         hp -= dmg;

         if (hp <= 0)
             Logic.killMob(col, container);
     }

     Component.onCompleted: spawnSound.play()

     SoundEffect {
         id: spawnSound
         source: "../audio/catch.wav"
     }
     SoundEffect {
         id: killedSound
         source: "../audio/catch-action.wav"
     }

     SpriteSequence {
         id: fishSprite
         width: 64
         height: 64
         interpolate: false
         goalSprite: ""

         Sprite {
             name: "left"
             source: "../gfx/mob-idle.png"
             frameWidth: 64
             frameHeight: 64
             frameCount: 1
             frameDuration: 800
             frameDurationVariation: 400
             to: { "front" : 1 }
         }

         Sprite {
             name: "front"
             source: "../gfx/mob-idle.png"
             frameCount: 1
             frameX: 64
             frameWidth: 64
             frameHeight: 64
             frameDuration: 800
             frameDurationVariation: 400
             to: { "left" : 1, "right" : 1 }
         }

         Sprite {
             name: "right"
             source: "../gfx/mob-idle.png"
             frameCount: 1
             frameX: 128
             frameWidth: 64
             frameHeight: 64
             frameDuration: 800
             frameDurationVariation: 400
             to: { "front" : 1 }
         }

         Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
             name: "dummy"
             source: "../gfx/melee-idle.png"
             frameCount: 8
             frameWidth: 64
             frameHeight: 64
             frameX: 0
             frameDuration: 200
         }

         NumberAnimation on x {
             id: fishSwim
             running: false
             property bool goingLeft: fishSprite.currentSprite == "right"
             to: goingLeft ? -360 : 360
             duration: 300
         }
     }

     SpriteSequence {
         id: bubble
         width: 64
         height: 64
         scale: 0.4 + (0.2  * hp)
         interpolate: false
         goalSprite: ""

         Behavior on scale {
             NumberAnimation { duration: 150; easing.type: Easing.OutBack }
         }

         Sprite {
             name: "big"
             source: "../gfx/catch.png"
             frameCount: 1
             to: { "burst" : 0 }
         }

         Sprite {
             name: "burst"
             source: "../gfx/catch-action.png"
             frameCount: 3
             frameX: 64
             frameDuration: 200
         }

         Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
             name: "dummy"
             source: "../gfx/melee-idle.png"
             frameCount: 8
             frameWidth: 64
             frameHeight: 64
             frameX: 0
             frameDuration: 200
         }
         SequentialAnimation on width {
             loops: Animation.Infinite
             NumberAnimation { from: width * 1; to: width * 1.1; duration: 800; easing.type: Easing.InOutQuad }
             NumberAnimation { from: width * 1.1; to: width * 1; duration: 1000; easing.type: Easing.InOutQuad }
         }
         SequentialAnimation on height {
             loops: Animation.Infinite
             NumberAnimation { from: height * 1; to: height * 1.15; duration: 1200; easing.type: Easing.InOutQuad }
             NumberAnimation { from: height * 1.15; to: height * 1; duration: 1000; easing.type: Easing.InOutQuad }
         }
     }

     SpriteSequence {
         id: ink
         width: 64
         height: 64
         scale: bubble.scale
         goalSprite: ""

         Sprite {
             name: "clean"
             source: "../gfx/projectile-action.png"
             frameCount: 1
             frameX: 0
             frameWidth: 64
             frameHeight: 64
         }
         Sprite {
             name: "dirty"
             source: "../gfx/projectile-action.png"
             frameCount: 3
             frameX: 64
             frameWidth: 64
             frameHeight: 64
             frameDuration: 150
             to: {"clean":1}
         }

         Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
             name: "dummy"
             source: "../gfx/melee-idle.png"
             frameCount: 8
             frameWidth: 64
             frameHeight: 64
             frameX: 0
             frameDuration: 200
         }
         SequentialAnimation on width {
             loops: Animation.Infinite
             NumberAnimation { from: width * 1; to: width * 1.1; duration: 800; easing.type: Easing.InOutQuad }
             NumberAnimation { from: width * 1.1; to: width * 1; duration: 1000; easing.type: Easing.InOutQuad }
         }
         SequentialAnimation on height {
             loops: Animation.Infinite
             NumberAnimation { from: height * 1; to: height * 1.15; duration: 1200; easing.type: Easing.InOutQuad }
             NumberAnimation { from: height * 1.15; to: height * 1; duration: 1000; easing.type: Easing.InOutQuad }
         }

     }

     SequentialAnimation on x {
         loops: Animation.Infinite
         NumberAnimation { from: x; to: x - 5; duration: 900; easing.type: Easing.InOutQuad }
         NumberAnimation { from: x - 5; to: x; duration: 900; easing.type: Easing.InOutQuad }
     }
 }