185 lines
6.7 KiB
QML
185 lines
6.7 KiB
QML
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the QtDeclarative module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 1.0
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import "Game.js" as GameScript
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Item {
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id: myShip
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objectName: "myShip"
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property variant myShipSize
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property int originalY
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// Fires missile if exists
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function fire() {
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if (myShip.opacity==1) {
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GameScript.fireMissile(myShip.x+myShip.width/2,myShip.y,myShip.height*-1)
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if (myShip.y+myShip.height < gameArea.height+5) {
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goDownAnim.restart()
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}
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}
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}
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function createGraphicsForLevel() {
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myShip.myShipSize = LevelPlugin.graphSize(LevelPlugin.pathToMyShipPic())
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myShip.height = myShipSize.height
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myShip.width = myShipSize.width
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image.source = "file:/"+LevelPlugin.pathToMyShipPic()
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myShip.y = gameArea.height - myShip.height - 10
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originalY = myShip.y
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myShip.x = (gameArea.width - myShip.width)/ 2
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}
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Image {
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id: image
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smooth: true
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}
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Keys.onSpacePressed: { fire() }
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Keys.onSelectPressed: { fire() }
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Keys.onRightPressed: {
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if (myShip.x < (gameArea.width - myShip.width - 20)) {
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toRightAnim.restart()
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}
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}
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Keys.onLeftPressed: {
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if (myShip.x > 20) {
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toLeftAnim.restart()
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}
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}
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// To right animation
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PropertyAnimation { id: toRightAnim; target: myShip; easing.type: Easing.OutQuint;
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properties: "x"; from: myShip.x; to: myShip.x + 20; duration: 500 }
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// To left animation
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PropertyAnimation { id: toLeftAnim; target: myShip; easing.type: Easing.OutQuint;
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properties: "x"; from: myShip.x; to: myShip.x - 20; duration: 500 }
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// Go down on fire animation
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SequentialAnimation {
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id: goDownAnim
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NumberAnimation { target: myShip; property:"y"; from: myShip.y; to: myShip.y+5;
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easing.type: Easing.Linear; duration: 200 }
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NumberAnimation { target: myShip; property:"y"; from: myShip.y; to: originalY;
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easing.type: Easing.Linear; duration: 200 }
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}
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/*
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MouseArea {
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anchors.fill: parent
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drag.target: myShip
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drag.axis: Drag.XAxis
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drag.minimumX: 0
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drag.maximumX: gameArea.width - myShip.width
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onReleased: {
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fire()
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}
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}
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*/
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/*
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property bool isAutoRepeat: false
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Keys.onPressed: {
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if (event.key == Qt.Key_Right) {
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if (event.isAutoRepeat) {
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isAutoRepeat = true
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toRightAnim.restart()
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} else {
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isAutoRepeat = false
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toRotateRightAndCenterAnim.restart()
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}
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event.accepted = true
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}
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else if (event.key == Qt.Key_Left) {
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if (event.isAutoRepeat) {
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isAutoRepeat = true
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toLeftAnim.restart()
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} else {
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isAutoRepeat = false
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toRotateLeftAndCenterAnim.restart()
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}
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event.accepted = true
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}
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}
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Keys.onReleased: {
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if (isAutoRepeat) {
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toRotateRightAndCenterAnim.stop()
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toRotateLeftAndCenterAnim.stop()
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} else {
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toRotateCenter.restart()
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}
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event.accepted = true
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}
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// Rotation on movement animation
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transform: Rotation { id:rotationId; origin.x: width/2; origin.y: height/2; axis { x: 0; y: 1; z: 0 } angle: 0 }
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SequentialAnimation {
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id: toRotateRightAndCenterAnim
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PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
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properties: "angle"; from: 0; to: 30; duration: 100 }
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PropertyAnimation { target: myShip; easing.type: Easing.OutQuint;
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properties: "x"; from: myShip.x; to: myShip.x + 20; duration: 500 }
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PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
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properties: "angle"; to: 0; duration: 100 }
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}
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SequentialAnimation {
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id: toRotateLeftAndCenterAnim
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PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
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properties: "angle"; from: 0; to: -30; duration: 100 }
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PropertyAnimation { target: myShip; easing.type: Easing.OutQuint;
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properties: "x"; from: myShip.x; to: myShip.x - 20; duration: 500 }
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PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
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properties: "angle"; to: 0; duration: 100 }
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}
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PropertyAnimation { id: toRotateRight; target: rotationId; easing.type: Easing.Linear;
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properties: "angle"; from: 0; to: 30; duration: 100 }
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PropertyAnimation { id: toRotateCenter; target: rotationId; easing.type: Easing.Linear;
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properties: "angle"; to: 0; duration: 100 }
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PropertyAnimation { id: toRotateLeft; target: rotationId; easing.type: Easing.Linear;
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properties: "angle"; from: 0; to: -30; duration: 100 }
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*/
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}
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