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diff --git a/examples/particles/affectors/affectors.qml b/examples/particles/affectors/affectors.qml
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--- a/examples/particles/affectors/affectors.qml
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@@ -41,92 +41,6 @@
import QtQuick 2.0
import "../../shared" as Examples
-/*!
- \title QtQuick.Particles Examples - Affectors
- \example particles/affectors
- \brief This is a collection of examples using Affectors in the QML particle system.
- \image qml-affectors-example.png
-
- This is a collection of small QML examples relating to using Affectors in the particle system.
- Each example is a small QML file emphasizing a particular element or feature.
-
- Age demonstrates using an Age affector to prematurely end the lives of particles.
- \snippet examples/particles/affectors/content/age.qml 0
-
- As you move the affector around the screen, the particles inside it
- (which haven't already been affected) jump to a period near the end
- of their life. This gives them a short period to finish fading out,
- but changing lifeLeft to 0 (the default), would cause them to reach
- the end of their life instantly.
-
- Attractor demonstrates using an Attractor affector to simulate a black hole
- \snippet examples/particles/affectors/content/attractor.qml 0
-
- All particles in the scene, including the rocket ship's exhaust and pellets, are pulled
- towards the black hole. This effect is stronger closer to the black hole, so the
- asteroids near the top of the screen are barely affected at all, while the ones
- towards the middle sometimes curve drastically. To complete the effect, an Age
- affector covers the black hole to destroy particles which come in contact with it.
-
- Custom Affector manipulates the properties of the particles directly in javascript.
- One Affector is used to make the leaves rock back and forth as they fall, looking more
- leaf-like than just spinning in circles:
- \snippet examples/particles/affectors/content/customaffector.qml 0
- Another is used to provide a slightly varying friction to the leaves as they 'land',
- to look more natural:
- \snippet examples/particles/affectors/content/customaffector.qml 1
-
- Friction is similar to the falling leaves in the custom affector, except that it uses a
- flat friction the whole way down instead of custom affectors.
- \snippet examples/particles/affectors/content/friction.qml 0
-
- Gravity is a convenience affector for applying a constant acceleration to particles inside it
- \snippet examples/particles/affectors/content/gravity.qml 0
-
- GroupGoal sets up two particle groups for flaming and non-flaming balls, and gives you various
- ways to transition between them.
- \snippet examples/particles/affectors/content/groupgoal.qml unlit
- The non-flaming balls have a one in a hundred chance of lighting on their own each second, but they also
- have a GroupGoal set on the whole group. This affector affects all particles of the unlit group, when colliding
- with particles in the lit group, and cause them to move to the lighting group.
- \snippet examples/particles/affectors/content/groupgoal.qml lighting
- lighting is an intermediate group so that the glow builds up and the transition is less jarring. So it automatically
- moves into the lit group after 100ms.
- \snippet examples/particles/affectors/content/groupgoal.qml lit
- The lit group also has TrailEmitters on it for additional fire and smoke, but does not transition anywhere.
- There are two more GroupGoal elements that allow particles in the unlit group to transition to the lighting group
- (and then to the lit group).
- \snippet examples/particles/affectors/content/groupgoal.qml groupgoal-pilot
- The first is just an area bound to the location of an image of a pilot flame. When unlit balls pass through the flame,
- they go straight to lit because the pilot flame is so hot.
- \snippet examples/particles/affectors/content/groupgoal.qml groupgoal-ma
- The second is bound to the location of the last pointer interaction, so that touching or clicking on unlit balls (which
- is hard due to their constant movement) causes them to move to the lighting group.
-
- Move shows some simple effects you can get by altering trajectory midway.
- The red particles have an affector that affects their position, jumping them forwards by 120px.
- \snippet examples/particles/affectors/content/move.qml A
- The green particles have an affector that affects their velocity, but with some angle variation. By adding some random direction
- velocity to their existing forwards velocity, they begin to spray off in a cone.
- \snippet examples/particles/affectors/content/move.qml B
- The blue particles have an affector that affects their acceleration, and because it sets relative to false this resets the acceleration instead of
- adding to it. Once the blue particles reach the affector, their horizontal velocity stops increasing as their vertical velocity decreases.
- \snippet examples/particles/affectors/content/move.qml C
-
- SpriteGoal has an affector which interacts with the sprite engine of particles, if they are being drawn as sprites by ImageParticle.
- \snippet examples/particles/affectors/content/spritegoal.qml 0
- The SpriteGoal follows the image of the rocket ship on screen, and when it interacts with particles drawn by ImageParticle as sprites,
- it instructs them to move immediately to the "explode" state, which in this case is the animation of the asteroid breaking into many pieces.
-
- Turbulence has a flame with smoke, and both sets of particles being affected by a Turbulence affector. This gives a faint wind effect.
- \snippet examples/particles/affectors/content/turbulence.qml 0
- To make the wind change direction, subsitute a black and white noise image in the noiseSource parameter (it currently uses a default noise source).
-
- Wander uses a Wander affector to add some horizontal drift to snowflakes as they fall down.
- \snippet examples/particles/affectors/content/wander.qml 0
- There are different movements given by applying the Wander to different attributes of the trajectory, so the example makes it easy to play around and see the difference.
-*/
-
Item {
height: 480
width: 320