/**************************************************************************** ** ** 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 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 particle: "blaster" system: container.system emitting: show anchors.fill: parent shape: EllipseShape{} speed: TargetedDirection{ 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 particle: "blaster" emitting: false system: container.system anchors.centerIn: parent lifeSpan: 1000 emitRate: 16 emitCap: blasts size: 24 endSize:16 sizeVariation: 8 speed: TargetedDirection{ id: blastVector targetX: target.x; targetY: target.y; magnitude: 1.1; proportionalMagnitude: true } } }