229 lines
7.1 KiB
QML
229 lines
7.1 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 Qt.labs.particles 1.0
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import "Level.js" as LevelScript
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Item {
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id: enemies
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anchors.fill: parent
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property int enemiesCreated: 0
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property int enemiesEnabled: 0
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property int backOneTop
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property int backTwoTop
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// Long background 2
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Image {
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id: longBackground_2
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source: "file:/"+LevelPlugin.pictureRootPath()+"background_loop.png"
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fillMode: Image.Stretch
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smooth: false
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width: gameArea.width
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height: gameArea.height
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}
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// Long background 1
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Image {
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id: longBackground_1
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source: "file:/"+LevelPlugin.pictureRootPath()+"background_loop.png"
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fillMode: Image.Stretch
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smooth: false
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width: gameArea.width
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height: gameArea.height
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}
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// Long background Up to down animation
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ParallelAnimation {
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id: backgroundAnim;
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loops: Animation.Infinite
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PropertyAnimation { target:longBackground_1; property:"y";
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from:backOneTop; to:gameArea.height; easing.type:Easing.Linear; duration:10000 }
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PropertyAnimation { target:longBackground_2; property:"y";
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from:backTwoTop; to:backOneTop; easing.type:Easing.Linear; duration:10000 }
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}
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// ***************************************************
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// *** NOTE: This is mandatory for all level QML files
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function pause(doPause) {
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if (doPause) {
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enemyCreationTimer.stop()
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backgroundAnim.stop()
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} else {
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enemyCreationTimer.restart()
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backgroundAnim.restart()
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}
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for (var i=0;i<LevelScript.hiddenEnemies.length;i++) {
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var enemy = LevelScript.hiddenEnemies[i]
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enemy.pause(doPause)
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}
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}
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// ***************************************************
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// *** NOTE: This is mandatory for all level QML files
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objectName: "level"
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// Enemy creation timer
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Timer {
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id: enemyCreationTimer
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interval: 1000; running: false; repeat: true
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onTriggered: {
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enableEnemy()
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}
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}
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function enableEnemy() {
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if (enemiesEnabled < enemiesCreated) {
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var enemy = LevelScript.hiddenEnemies[enemiesEnabled]
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enemy.opacity = 1
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enemy.x = GameEngine.randInt(0,gameArea.width-enemy.width-50)
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enemy.startMovingAnim()
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enemyCreationTimer.stop()
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enemyCreationTimer.interval = GameEngine.randInt(500,2000)
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enemyCreationTimer.restart()
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enemiesEnabled = enemiesEnabled + 1
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GameEngine.playSound(4) // NOTE: Enable enemy sound
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} else {
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enemyCreationTimer.stop()
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}
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}
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// Hidden enemies group
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function createHiddenEnemiesGroup() {
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for (var i=0;i<LevelPlugin.enemyCount();i++) {
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var enemyComponent = Qt.createComponent("file:/"+LevelPlugin.qmlRootPath()+"Enemy.qml")
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var enemyObject = enemyComponent.createObject(enemies)
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LevelScript.hiddenEnemies.push(enemyObject)
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enemiesCreated = enemiesCreated + 1
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}
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}
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Component.onCompleted: {
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// Create hidden enemies
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createHiddenEnemiesGroup()
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// Flying moons animation
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starBurstTimer.restart()
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// Create enemies timer
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enemyCreationTimer.restart()
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// Start Long background loop animation
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backOneTop = 0
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longBackground_1.y = backOneTop;
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backTwoTop = gameArea.height * -1
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longBackground_2.y = backTwoTop;
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backgroundAnim.restart()
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GameEngine.playSounds(5,3) //NOTE: Level starts sound, 3 times
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}
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Timer {
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id: starBurstTimer
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interval: starParticles.lifeSpan+GameEngine.randInt(100,2000); running: false; repeat: true
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onTriggered: {
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starParticles.burst(GameEngine.randInt(4,6))
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}
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}
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// ***************************************************
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// *** NOTE: This is mandatory for all level QML files
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// Execute explode particle effect
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function explode(x,y) {
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explodeParticles.x = x
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explodeParticles.y = y
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explodeParticles.burst(20)
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explodeParticles.opacity = 1
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}
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// ***************************************************
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// *** NOTE: This is mandatory for all level QML files
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// Explode particle effect
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Particles {
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id: explodeParticles
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opacity: 0
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width: 1
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height: 1
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emissionRate: 0
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source: "file:/"+LevelPlugin.pictureRootPath()+"blue_fire.png"
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lifeSpan: 500
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lifeSpanDeviation: 2000
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count: -1
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angle: 270
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angleDeviation: 65
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velocity: 100
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velocityDeviation: 100
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ParticleMotionGravity {
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yattractor: 1000
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xattractor: 300
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acceleration: 50
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}
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}
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Particles {
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id: starParticles
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y: -50
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x: 0
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width: parent.width
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height: 50
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emissionRate: 0
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source: "file:/"+LevelPlugin.pictureRootPath()+"star3.png"
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lifeSpan: 5000
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count: -1
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angle: 90
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velocity: 100
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opacity: 0.7
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ParticleMotionGravity {
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yattractor: 1000
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xattractor: 500
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}
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}
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}
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