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-/****************************************************************************
-**
-** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/
-**
-** This file is part of the QtDeclarative module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** GNU Lesser General Public License Usage
-** 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.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU General
-** Public License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of this
-** file. Please review the following information to ensure the GNU General
-** Public License version 3.0 requirements will be met:
-** http://www.gnu.org/copyleft/gpl.html.
-**
-** Other Usage
-** Alternatively, this file may be used in accordance with the terms and
-** conditions contained in a signed written agreement between you and Nokia.
-**
-**
-**
-**
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-import QtQuick 2.0
-import QtQuick.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
- Emitter {
- id: visualization
- group: "blaster"
- system: container.system
- enabled: show
- anchors.fill: parent
- shape: EllipseShape {}
- speed: TargetDirection { targetX: width/2; targetY: width/2; magnitude: -1; proportionalMagnitude: true}
- lifeSpan: 1000
- emitRate: 64
-
- size: 24
- sizeVariation: 24
- endSize: 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;
- }
- }
- Emitter {
- id: emitter
- group: "blaster"
- enabled: false
- system: container.system
- anchors.centerIn: parent
-
- lifeSpan: 1000
- emitRate: 16
- maximumEmitted: blasts
- size: 24
- endSize:16
- sizeVariation: 8
- speed: TargetDirection {
- id: blastVector
- targetX: target.x; targetY: target.y; magnitude: 1.1; proportionalMagnitude: true
- }
- }
-}