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 } } }
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