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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 ".."
+
+TowerBase {
+ id: container
+ hp: 10
+ range: 0.4
+ rof: 10
+ property real detonationRange: 2.5
+
+ function fire() {
+ sound.play()
+ sprite.jumpTo("shoot")
+ animDelay.start()
+ }
+
+ function finishFire() {
+ var sCol = Math.max(0, col - 1)
+ var eCol = Math.min(Logic.gameState.cols - 1, col + 1)
+ var killList = new Array()
+ for (var i = sCol; i <= eCol; i++) {
+ for (var j = 0; j < Logic.gameState.mobs[i].length; j++)
+ if (Math.abs(Logic.gameState.mobs[i][j].y - container.y) < Logic.gameState.squareSize * detonationRange)
+ killList.push(Logic.gameState.mobs[i][j])
+ while (killList.length > 0)
+ Logic.killMob(i, killList.pop())
+ }
+ Logic.killTower(row, col);
+ }
+
+ Timer {
+ id: animDelay
+ running: false
+ interval: shootState.frameCount * shootState.frameDuration
+ onTriggered: finishFire()
+ }
+
+ function die()
+ {
+ destroy() // No blink, because we usually meant to die
+ }
+
+ SoundEffect {
+ id: sound
+ source: "../audio/bomb-action.wav"
+ }
+
+ SpriteSequence {
+ id: sprite
+ width: 64
+ height: 64
+ interpolate: false
+ goalSprite: ""
+
+ Sprite {
+ name: "idle"
+ source: "../gfx/bomb-idle.png"
+ frameCount: 4
+ frameDuration: 800
+ }
+
+ Sprite {
+ id: shootState
+ name: "shoot"
+ source: "../gfx/bomb-action.png"
+ frameCount: 6
+ frameDuration: 155
+ to: { "dying" : 1 } // So that if it takes a frame to clean up, it is on the last frame of the explosion
+ }
+
+ Sprite {
+ name: "dying"
+ source: "../gfx/bomb-action.png"
+ frameCount: 1
+ frameX: 64 * 5
+ frameWidth: 64
+ frameHeight: 64
+ frameDuration: 155
+ }
+
+ SequentialAnimation on x {
+ loops: Animation.Infinite
+ NumberAnimation { from: x; to: x + 4; duration: 900; easing.type: Easing.InOutQuad }
+ NumberAnimation { from: x + 4; to: x; duration: 900; easing.type: Easing.InOutQuad }
+ }
+ SequentialAnimation on y {
+ loops: Animation.Infinite
+ NumberAnimation { from: y; to: y - 4; duration: 900; easing.type: Easing.InOutQuad }
+ NumberAnimation { from: y - 4; to: y; duration: 900; easing.type: Easing.InOutQuad }
+ }
+ }
+}