From ca01d5f9f5e960337a044be6e00de58fd4fbdb05 Mon Sep 17 00:00:00 2001 From: Topi Reinio Date: Fri, 24 Jan 2014 13:22:02 +0100 Subject: Make basicsuite demos run stand-alone This change will make the demos run standalone when built in Qt Creator. - Rename example directories to lowercase/non-whitespace to avoid build & deployment problems - Add title.txt files so titles remain displayed correctly in the launcher - Add a common shared source files used for the standalone apps, and .pro-files for each example - Remove .qmlproject files (not needed) - Adjust documentation to match the new directory structure Change-Id: Ib24e461952da3b2c88aab0363249115ea44ee0f2 Reviewed-by: Eirik Aavitsland --- .../maroon/content/towers/Bomb.qml | 133 +++++++++++++++++++++ 1 file changed, 133 insertions(+) create mode 100644 basicsuite/qt5-launchpresentation/maroon/content/towers/Bomb.qml (limited to 'basicsuite/qt5-launchpresentation/maroon/content/towers/Bomb.qml') diff --git a/basicsuite/qt5-launchpresentation/maroon/content/towers/Bomb.qml b/basicsuite/qt5-launchpresentation/maroon/content/towers/Bomb.qml new file mode 100644 index 0000000..00437f4 --- /dev/null +++ b/basicsuite/qt5-launchpresentation/maroon/content/towers/Bomb.qml @@ -0,0 +1,133 @@ +/**************************************************************************** +** +** 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 } + } + } +} -- cgit v1.2.3