Qt Quick Demo - Maroon in Trouble
/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, 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 2.0 import "../logic.js" as Logic import ".." TowerBase { id: container hp: 10 range: 0.4 rof: 10 property real detonationRange: 2.5 function fire() { sound.play() sprite.jumpTo("shoot") animDelay.start() } function finishFire() { var sCol = Math.max(0, col - 1) var eCol = Math.min(Logic.gameState.cols - 1, col + 1) var killList = new Array() for (var i = sCol; i <= eCol; i++) { for (var j = 0; j < Logic.gameState.mobs[i].length; j++) if (Math.abs(Logic.gameState.mobs[i][j].y - container.y) < Logic.gameState.squareSize * detonationRange) killList.push(Logic.gameState.mobs[i][j]) while (killList.length > 0) Logic.killMob(i, killList.pop()) } Logic.killTower(row, col); } Timer { id: animDelay running: false interval: shootState.frameCount * shootState.frameDuration onTriggered: finishFire() } function die() { destroy() // No blink, because we usually meant to die } SoundEffect { id: sound source: "../audio/bomb-action.wav" } SpriteSequence { id: sprite width: 64 height: 64 interpolate: false goalSprite: "" Sprite { name: "idle" source: "../gfx/bomb-idle.png" frameCount: 4 frameDuration: 800 } Sprite { id: shootState name: "shoot" source: "../gfx/bomb-action.png" frameCount: 6 frameDuration: 155 to: { "dying" : 1 } // So that if it takes a frame to clean up, it is on the last frame of the explosion } Sprite { name: "dying" source: "../gfx/bomb-action.png" frameCount: 1 frameX: 64 * 5 frameWidth: 64 frameHeight: 64 frameDuration: 155 } SequentialAnimation on x { loops: Animation.Infinite NumberAnimation { from: x; to: x + 4; duration: 900; easing.type: Easing.InOutQuad } NumberAnimation { from: x + 4; to: x; duration: 900; easing.type: Easing.InOutQuad } } SequentialAnimation on y { loops: Animation.Infinite NumberAnimation { from: y; to: y - 4; duration: 900; easing.type: Easing.InOutQuad } NumberAnimation { from: y - 4; to: y; duration: 900; easing.type: Easing.InOutQuad } } } }