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-rw-r--r--examples/declarative/particles/plasmapatrol/content/Cruiser.qml28
1 files changed, 14 insertions, 14 deletions
diff --git a/examples/declarative/particles/plasmapatrol/content/Cruiser.qml b/examples/declarative/particles/plasmapatrol/content/Cruiser.qml
index a4983fc2a0..8497f7abe1 100644
--- a/examples/declarative/particles/plasmapatrol/content/Cruiser.qml
+++ b/examples/declarative/particles/plasmapatrol/content/Cruiser.qml
@@ -54,7 +54,7 @@ Item {
property int gunType: 0
width: 128
height: 128
- Emitter{
+ Emitter {
//TODO: Cooler would be an 'orbiting' affector
//TODO: On the subject, opacity and size should be grouped type 'overLife' if we can cram that in the particles
system: container.system
@@ -62,7 +62,7 @@ Item {
anchors.centerIn: parent
width: 64
height: 64
- shape: EllipseShape{}
+ shape: EllipseShape {}
emitRate: hp > 0 ? hp * 1 + 20 : 0
lifeSpan: 2400
@@ -72,13 +72,13 @@ Item {
sizeVariation: 16
endSize: 16
- speed: AngleDirection{angleVariation:360; magnitudeVariation: 32}
+ speed: AngleDirection {angleVariation:360; magnitudeVariation: 32}
}
- Emitter{
+ Emitter {
system: container.system
group: "cruiserArmor"
anchors.fill: parent
- shape: EllipseShape{ fill: false }
+ shape: EllipseShape { fill: false }
enabled: hp>0
emitRate: 16
@@ -87,7 +87,7 @@ Item {
size: 48
sizeVariation: 24
- SpriteGoal{
+ SpriteGoal {
id: destructor
system: container.system
enabled: container.hp <=0
@@ -99,27 +99,27 @@ Item {
}
}
- Timer{
+ Timer {
id: fireControl
property int next: Math.floor(Math.random() * 3) + 1
interval: 800
running: root.readySetGo
repeat: true
- onTriggered:{
- if(next == 1){
+ onTriggered: {
+ if (next == 1) {
gun1.fireAt(container.target);
next = Math.floor(Math.random() * 3) + 1;
- }else if(next == 2){
+ } else if (next == 2) {
gun2.fireAt(container.target);
next = Math.floor(Math.random() * 3) + 1;
- }else if(next == 3){
+ } else if (next == 3) {
gun3.fireAt(container.target);
next = Math.floor(Math.random() * 3) + 1;
}
}
}
- Hardpoint{//TODO: Hardpoint abstraction
+ Hardpoint {//TODO: Hardpoint abstraction
x: 112 - 12 - 8*2
y: 128 - 12 - 12*2
id: gun1
@@ -127,7 +127,7 @@ Item {
show: hp > 0
hardpointType: gunType
}
- Hardpoint{
+ Hardpoint {
x: 64 - 12
y: 0 - 12 + 12*2
id: gun2
@@ -135,7 +135,7 @@ Item {
show: hp > 0
hardpointType: gunType
}
- Hardpoint{
+ Hardpoint {
x: 16 - 12 + 8*2
y: 128 - 12 - 12*2
id: gun3