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+/****************************************************************************
+**
+** This file is a part of QtChickenWranglers.
+**
+** Copyright (c) 2011 Nokia Corporation and/or its subsidiary(-ies).*
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** 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 Nokia Corporation and its Subsidiary(-ies) 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."
+**
+****************************************************************************/
+
+
+import Qt 4.7
+
+import game.types 1.0
+import "featherfall.js" as Feather
+
+Image {
+ id: feather
+
+ property int xMax: 0
+ property int xMin: 0
+ property int yMax: 768
+
+ // the delay offset for the initial creation of each feather.
+ property real delay: 0
+
+ source: {
+ if (game.environment() == Global.Symbian)
+ "qrc:/images/general/symbian/feather1.png"
+ else
+ "qrc:/images/general/feather1.png"
+ }
+ smooth: true
+ y: -feather.height
+
+ function startAnimation() {
+ animY.running = true
+ animX.running = true
+ animRotation.running = true
+ }
+
+ function stopAnimation() {
+ animY.running = false
+ animX.running = false
+ animRotation.running = false
+ }
+
+ SequentialAnimation on y {
+ id: animY
+
+ running: false
+
+ PauseAnimation { duration: delay }
+ NumberAnimation { to: 100; easing.type: Easing.InOutSine; duration: 1050 }
+ NumberAnimation { to: 300; easing.type: Easing.InOutSine; duration: 950 }
+ NumberAnimation { to: 500; easing.type: Easing.InOutSine; duration: 1050 }
+ NumberAnimation { to: 700; easing.type: Easing.InOutSine; duration: 950 }
+ NumberAnimation { to: 900; easing.type: Easing.InOutSine; duration: 1050 }
+ NumberAnimation { to: yMax + 2 * feather.height; easing.type: Easing.InOutSine; duration: 950 }
+
+ onRunningChanged: {
+ if (!running)
+ feather.destroy()
+ }
+ }
+
+ SequentialAnimation on x {
+ id: animX
+
+ running: false
+
+ PauseAnimation { duration: delay }
+ NumberAnimation { to: xMax; easing.type: Easing.InOutSine; duration: 950 }
+ NumberAnimation { to: xMin; easing.type: Easing.InOutSine; duration: 1050 }
+ NumberAnimation { to: xMax; easing.type: Easing.InOutSine; duration: 950 }
+ NumberAnimation { to: xMin; easing.type: Easing.InOutSine; duration: 1050 }
+ NumberAnimation { to: xMax; easing.type: Easing.InOutSine; duration: 950 }
+ NumberAnimation { to: xMin; easing.type: Easing.InOutSine; duration: 1050 }
+ }
+
+ SequentialAnimation on rotation {
+ id: animRotation
+
+ running: false
+
+ PauseAnimation { duration: delay }
+ NumberAnimation { to: -40; easing.type: Easing.InOutSine; duration: 1000 }
+ NumberAnimation { to: 25; easing.type: Easing.InOutSine; duration: 1000 }
+ NumberAnimation { to: -40; easing.type: Easing.InOutSine; duration: 1000 }
+ NumberAnimation { to: 25; easing.type: Easing.InOutSine; duration: 1000 }
+ NumberAnimation { to: -40; easing.type: Easing.InOutSine; duration: 1000 }
+ NumberAnimation { to: 25; easing.type: Easing.InOutSine; duration: 1000 }
+ NumberAnimation { to: -40; easing.type: Easing.InOutSine; duration: 1000 }
+ }
+}