/**************************************************************************** ** ** 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 QtQuick.Particles 2.0 Item { id: container property int maxHP: 100 property int hp: maxHP property real initialDodge: 0.5 property real dodge: initialDodge property int blinkInterval: 800 onHpChanged: if(hp <= 0) target = container; property ParticleSystem system//TODO: Ship abstraction property Item target: container property string shipParticle: "default"//Per team colors? property int gunType: 0 width: 128 height: 128 Emitter{ id: 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 particle: container.shipParticle shape: EllipseShape{} emitRate: hp > 0 ? hp + 20 : 0 lifeSpan: blinkInterval emitCap: (maxHP + 20) acceleration: AngledDirection{angleVariation: 360; magnitude: 8} size: 24 endSize: 4 sizeVariation: 8 width: 16 height: 16 x: 64 y: 64 Behavior on x{NumberAnimation{duration:blinkInterval}} Behavior on y{NumberAnimation{duration:blinkInterval}} Timer{ interval: blinkInterval running: true repeat: true onTriggered: { emitter.x = Math.random() * 48 + 32 emitter.y = Math.random() * 48 + 32 } } } Hardpoint{ anchors.centerIn: parent id: gun2 system: container.system show: container.hp > 0 hardpointType: gunType } Timer{ id: fireControl interval: 800 running: root.readySetGo repeat: true onTriggered:{ gun2.fireAt(container.target); } } }