diff options
author | Alan Alpert <alan.alpert@nokia.com> | 2011-07-04 18:15:28 +1000 |
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committer | Qt by Nokia <qt-info@nokia.com> | 2011-07-06 10:09:09 +0200 |
commit | 29c4b643272a43022081cce063394bac823ab529 (patch) | |
tree | 10e4fe15bdf68dec90edac0d67b949a92d9204d5 /examples/declarative/particles/trails/combustion.qml | |
parent | 87822d24df32311a50dc87ded55ad4d17e8226f0 (diff) |
Squashed Particle System Stateful Rewrite
Add TargetAffector
Fix for ParticlePainter offsets
Adds a particleStates property to ParticleSystem
Augment SpriteGoal to change system states as well
Also add 'collidingParticles' list to affector.
Particle Stochastic States Now actually working, and you can put
emitters, affectors and painters inside their targeted state.
Fireworks example uses states instead of delegates.
Replaced the delegate example with a text thing.
The examples launcher now also contains all the custom examples.
Adds CumulativeDirection and working null Affector (for affected
signal).
Add spaces after all flow control keywords.
Change-Id: I77b7e3044a9800dbfff6db833914d63127602cf5
Reviewed-on: http://codereview.qt.nokia.com/968
Reviewed-by: Alan Alpert <alan.alpert@nokia.com>
Diffstat (limited to 'examples/declarative/particles/trails/combustion.qml')
-rw-r--r-- | examples/declarative/particles/trails/combustion.qml | 199 |
1 files changed, 199 insertions, 0 deletions
diff --git a/examples/declarative/particles/trails/combustion.qml b/examples/declarative/particles/trails/combustion.qml new file mode 100644 index 0000000000..f244300524 --- /dev/null +++ b/examples/declarative/particles/trails/combustion.qml @@ -0,0 +1,199 @@ +/**************************************************************************** +** +** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** 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 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." +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 2.0 +import QtQuick.Particles 2.0 + + +Rectangle { + id: root + width: 360 + height: 600 + color: "black" + + property int score: 0 + Text{ + color: "white" + anchors.right: parent.right + text: score + } + ParticleSystem{ + id: particles + anchors.fill: parent + + + particleStates:[ + Sprite{ + name: "unlit" + duration: 1000 + to: {"lighting":1, "unlit":99} + ImageParticle{ + source: "content/particleA.png" + colorVariation: 0.1 + color: "#2060160f" + } + SpriteGoal{ + collisionParticles: ["lit"] + goalState: "lighting" + jump: true + systemStates: true + } + }, + Sprite{ + name: "lighting" + duration: 100 + to: {"lit":1} + }, + Sprite{ + name: "lit" + duration: 10000 + onEntered: score++; + FollowEmitter{ + id: fireballFlame + particle: "flame" + + emitRatePerParticle: 48 + lifeSpan: 200 + emitWidth: 8 + emitHeight: 8 + + size: 24 + sizeVariation: 8 + endSize: 4 + } + + FollowEmitter{ + id: fireballSmoke + particle: "smoke" + + emitRatePerParticle: 120 + lifeSpan: 2000 + emitWidth: 16 + emitHeight: 16 + + speed: PointDirection{yVariation: 16; xVariation: 16} + acceleration: PointDirection{y: -16} + + size: 24 + sizeVariation: 8 + endSize: 8 + } + } + ] + + ImageParticle{ + id: smoke + anchors.fill: parent + particles: ["smoke"] + source: "content/particle.png" + colorVariation: 0 + color: "#00111111" + } + ImageParticle{ + id: pilot + anchors.fill: parent + particles: ["pilot"] + source: "content/particle.png" + redVariation: 0.01 + blueVariation: 0.4 + color: "#0010004f" + } + ImageParticle{ + id: flame + anchors.fill: parent + particles: ["flame", "lit", "lighting"] + source: "content/particleA.png" + colorVariation: 0.1 + color: "#00ff400f" + } + + Emitter{ + height: parent.height/2 + emitRate: 4 + lifeSpan: 4000//TODO: Infinite & kill zone + size: 24 + sizeVariation: 4 + speed: PointDirection{x:120; xVariation: 80; yVariation: 50} + acceleration: PointDirection{y:120} + particle: "unlit" + } + + Emitter{ + id: flamer + x: 100 + y: 300 + particle: "pilot" + emitRate: 80 + lifeSpan: 600 + size: 24 + sizeVariation: 2 + endSize: 0 + speed: PointDirection{ y:-100; yVariation: 4; xVariation: 4 } + SpriteGoal{ + particles: ["unlit"] + goalState: "lit" + jump: true + systemStates: true + system: particles + x: -15 + y: -55 + height: 75 + width: 30 + shape: MaskShape{source: "content/matchmask.png"} + } + } + //Click to enflame + SpriteGoal{//TODO: Aux emiiters in the state definition (which allows the occasional ball to spontaneously combust) + particles: ["unlit"] + goalState: "lighting" + jump: true + systemStates: true + active: ma.pressed + width: 18 + height: 18 + x: ma.mouseX - width/2 + y: ma.mouseY - height/2 + } + MouseArea{ + id: ma + anchors.fill: parent + } + } +} |