/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the QtDeclarative module 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 1.0 Item { id: missile objectName: "missile" opacity: 0 // transparent by default property int fromYpos property int toYpos property variant myMissileSize property bool enemyMissile: false property int defaultX: 0 property int defaultY: 0 function storeDefaultPos() { defaultX = missile.x defaultY = missile.y } function setToDefaultPos() { missile.x = defaultX missile.y = defaultY opacity = 0.5 } function createGraphicsForLevel() { missile.myMissileSize = LevelPlugin.graphSize(LevelPlugin.pathToMissilePic()) missile.height = myMissileSize.height; missile.width = myMissileSize.width; if (missile.enemyMissile) { missileImage.source = "file:/"+LevelPlugin.pathToEnemyMissilePic() } else { missileImage.source = "file:/"+LevelPlugin.pathToMissilePic() } } // Execute fire! function fire(aXpox, aFromYpos, aToYpos) { missile.x = aXpox - missile.width / 2 missile.y = aFromYpos missile.fromYpos = aFromYpos missile.toYpos = aToYpos missile.opacity = 1 GameEngine.playSound(2) // NOTE: 3 for your missile sound flying.restart() } // Enemy fires! function enemyFire(aXpox, aFromYpos, aToYpos) { missile.x = aXpox - missile.width / 2 missile.y = aFromYpos missile.fromYpos = aFromYpos missile.toYpos = aToYpos missile.opacity = 1 GameEngine.playSound(3) // NOTE: 3 for enemy missile sound flyingEnemy.restart() } // Stop missile function stop() { flying.stop() } // Pause missile function pause(doPause) { if (doPause) { flying.pause() flyingEnemy.pause() } else { flying.resume() flyingEnemy.resume() } } Component.onCompleted: { if (!enemyMissile) { storeDefaultPos() setToDefaultPos() } } // Animates missile flying to the target SequentialAnimation { id: flying PropertyAnimation {target: missile; properties: "y"; from: fromYpos; to: toYpos; duration: 2000; easing.type: Easing.InCubic } //PropertyAction {target: missile; properties: "opacity"; value: 0} ScriptAction { script: setToDefaultPos() } } SequentialAnimation { id: flyingEnemy PropertyAnimation {target: missile; properties: "y"; from: fromYpos; to: toYpos; duration: 2000; easing.type: Easing.InCubic } PropertyAction {target: missile; properties: "opacity"; value: 0} } Image { id: missileImage smooth: true } }