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+/****************************************************************************
+**
+** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** 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 Digia Plc 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."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+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 }
+ }
+}
+