MobBase.qml Example File

demos/maroon/content/mobs/MobBase.qml
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples 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 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 }
    }
}

© 2017 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.