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+/****************************************************************************
+**
+** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** 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 Digia Plc 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
+import "content"
+import "content/logic.js" as Logic
+
+Item {
+ id: root
+ width: 320
+ height: 480
+ property var gameState: Logic.newGameState(canvas);
+ property bool passedSplash: false
+
+ Image {
+ source:"content/gfx/background.png"
+ anchors.bottom: view.bottom
+
+ ParticleSystem {
+ id: particles
+ anchors.fill: parent
+
+ ImageParticle {
+ id: bubble
+ anchors.fill: parent
+ source: "content/gfx/catch.png"
+ opacity: 0.25
+ }
+
+ Wander {
+ xVariance: 25;
+ pace: 25;
+ }
+
+ Emitter {
+ width: parent.width
+ height: 150
+ anchors.bottom: parent.bottom
+ anchors.bottomMargin: 3
+ startTime: 15000
+
+ emitRate: 2
+ lifeSpan: 15000
+
+ acceleration: PointDirection{ y: -6; xVariation: 2; yVariation: 2 }
+
+ size: 24
+ sizeVariation: 16
+ }
+ }
+ }
+
+ Column {
+ id: view
+ y: -(height - 480)
+ width: 320
+
+ GameOverScreen { gameCanvas: canvas }
+
+ Item {
+ id: canvasArea
+ width: 320
+ height: 480
+
+ Row {
+ height: childrenRect.height
+ Image {
+ id: wave
+ y: 30
+ source:"content/gfx/wave.png"
+ }
+ Image {
+ y: 30
+ source:"content/gfx/wave.png"
+ }
+ NumberAnimation on x { from: 0; to: -(wave.width); duration: 16000; loops: Animation.Infinite }
+ SequentialAnimation on y {
+ loops: Animation.Infinite
+ NumberAnimation { from: y - 2; to: y + 2; duration: 1600; easing.type: Easing.InOutQuad }
+ NumberAnimation { from: y + 2; to: y - 2; duration: 1600; easing.type: Easing.InOutQuad }
+ }
+ }
+
+ Row {
+ opacity: 0.5
+ Image {
+ id: wave2
+ y: 25
+ source: "content/gfx/wave.png"
+ }
+ Image {
+ y: 25
+ source: "content/gfx/wave.png"
+ }
+ NumberAnimation on x { from: -(wave2.width); to: 0; duration: 32000; loops: Animation.Infinite }
+ SequentialAnimation on y {
+ loops: Animation.Infinite
+ NumberAnimation { from: y + 2; to: y - 2; duration: 1600; easing.type: Easing.InOutQuad }
+ NumberAnimation { from: y - 2; to: y + 2; duration: 1600; easing.type: Easing.InOutQuad }
+ }
+ }
+
+ Image {
+ source: "content/gfx/sunlight.png"
+ opacity: 0.02
+ y: 0
+ anchors.horizontalCenter: parent.horizontalCenter
+ transformOrigin: Item.Top
+ SequentialAnimation on rotation {
+ loops: Animation.Infinite
+ NumberAnimation { from: -10; to: 10; duration: 8000; easing.type: Easing.InOutSine }
+ NumberAnimation { from: 10; to: -10; duration: 8000; easing.type: Easing.InOutSine }
+ }
+ }
+
+ Image {
+ source: "content/gfx/sunlight.png"
+ opacity: 0.04
+ y: 20
+ anchors.horizontalCenter: parent.horizontalCenter
+ transformOrigin: Item.Top
+ SequentialAnimation on rotation {
+ loops: Animation.Infinite
+ NumberAnimation { from: 10; to: -10; duration: 8000; easing.type: Easing.InOutSine }
+ NumberAnimation { from: -10; to: 10; duration: 8000; easing.type: Easing.InOutSine }
+ }
+ }
+
+ Image {
+ source: "content/gfx/grid.png"
+ opacity: 0.5
+ }
+
+ GameCanvas {
+ id: canvas
+ anchors.bottom: parent.bottom
+ anchors.bottomMargin: 20
+ x: 32
+ focus: true
+ }
+
+ InfoBar { anchors.bottom: canvas.top; anchors.bottomMargin: 6; width: parent.width }
+
+ //3..2..1..go
+ Timer {
+ id: countdownTimer
+ interval: 1000
+ running: root.countdown < 5
+ repeat: true
+ onTriggered: root.countdown++
+ }
+ Repeater {
+ model: ["content/gfx/text-blank.png", "content/gfx/text-3.png", "content/gfx/text-2.png", "content/gfx/text-1.png", "content/gfx/text-go.png"]
+ delegate: Image {
+ visible: root.countdown <= index
+ opacity: root.countdown == index ? 0.5 : 0.1
+ scale: root.countdown >= index ? 1.0 : 0.0
+ source: modelData
+ Behavior on opacity { NumberAnimation {} }
+ Behavior on scale { NumberAnimation {} }
+ }
+ }
+ }
+
+ NewGameScreen {
+ onStartButtonClicked: root.passedSplash = true
+ }
+ }
+
+ property int countdown: 10
+ Timer {
+ id: gameStarter
+ interval: 4000
+ running: false
+ repeat: false
+ onTriggered: Logic.startGame(canvas);
+ }
+
+ states: [
+ State {
+ name: "gameOn"; when: gameState.gameOver == false && passedSplash
+ PropertyChanges { target: view; y: -(height - 960) }
+ StateChangeScript { script: root.countdown = 0; }
+ PropertyChanges { target: gameStarter; running: true }
+ },
+ State {
+ name: "gameOver"; when: gameState.gameOver == true
+ PropertyChanges { target: view; y: 0 }
+ }
+ ]
+
+ transitions: Transition {
+ NumberAnimation { properties: "x,y"; duration: 1200; easing.type: Easing.OutQuad }
+ }
+}