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+/****************************************************************************
+**
+** 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 QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+import QtQuick 2.0
+import Qt.labs.particles 2.0
+
+Item {
+ id: container
+ property variant target: {"y": -90, "x":12}
+ property Item targetObj: container
+ property Item hardpoint: container
+ property ParticleSystem system
+ property int blasts: 16
+ property int bonusBlasts: 12
+ property bool show: true
+
+ width: 24
+ height: 24
+ TrailEmitter{
+ id: visualization
+ particle: "blaster"
+ system: container.system
+ emitting: show
+ anchors.fill: parent
+ shape: Ellipse{}
+ speed: DirectedVector{ targetX: width/2; targetY: width/2; magnitude: -1; proportionalMagnitude: true}
+ particleDuration: 1000
+ particlesPerSecond: 64
+
+ particleSize: 24
+ particleSizeVariation: 24
+ particleEndSize: 0
+ }
+
+ property int blastsLeft: 0
+ function fireAt(targetArg, container){
+ target = container.mapFromItem(targetArg, targetArg.width/2, targetArg.height/2);
+ targetObj = targetArg;
+ hardpoint = container;
+ blastsLeft = blasts;
+ rofTimer.repeat = true;
+ rofTimer.start();
+ }
+ Timer{
+ id: rofTimer
+ interval: 30;//Has to be greater than 1 frame or they stack up
+ running: false
+ repeat: false
+ onTriggered:{
+ if(targetObj.hp <= 0)
+ return;
+ //TODO: calculate hit and damage at target, which must be a Ship
+ var hit;
+ if(blastsLeft >= bonusBlasts)
+ hit = Math.random() > targetObj.dodge;
+ else
+ hit = false; //purely aesthetic shots, because the damage isn't that fine grained
+ if(hit == true){
+ switch(targetObj.shipType){
+ case 1: hardpoint.damageDealt += 4; break;
+ case 2: hardpoint.damageDealt += 5; break;
+ case 3: hardpoint.damageDealt += 1; break;
+ default: hardpoint.damageDealt += 100;
+ }
+ }
+ blastVector.targetX = target.x;
+ blastVector.targetY = target.y;
+ if(!hit){//TODO: Actual targetVariation
+ blastVector.targetX += (128 * Math.random() - 64);
+ blastVector.targetY += (128 * Math.random() - 64);
+ }
+ emitter.burst(1);
+ blastsLeft--;
+ if(!blastsLeft)
+ rofTimer.repeat = false;
+ }
+ }
+ TrailEmitter{
+ id: emitter
+ particle: "blaster"
+ emitting: false
+ system: container.system
+ anchors.centerIn: parent
+
+ particleDuration: 1000
+ particlesPerSecond: 16
+ maxParticles: blasts
+ particleSize: 24
+ particleEndSize:16
+ particleSizeVariation: 8
+ speed: DirectedVector{
+ id: blastVector
+ targetX: target.x; targetY: target.y; magnitude: 1.1; proportionalMagnitude: true
+ }
+ }
+}