/**************************************************************************** ** ** 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 //ReflectiveProperties //TransferredProperties property variant target: {"y": -90, "x":12} property ParticleSystem system property bool show: true property int hardpointType: 0 //default is pea shooter - always bad. property Item targetObj: null property int damageDealt: 0 onDamageDealtChanged: dealDamageTimer.start(); Timer{ id: dealDamageTimer interval: 16 running: false repeat: false onTriggered: {targetObj.hp -= damageDealt; damageDealt = 0;} } width: 24 height: 24 function fireAt(targetArg){//Each implement own if(targetArg != null){ hardpointLoader.item.fireAt(targetArg, container); targetObj = targetArg; } } Loader{ id: hardpointLoader sourceComponent: {switch(hardpointType){ case 1: laserComponent; break; case 2: blasterComponent; break; case 3: cannonComponent; break; default: emptyComponent; }} } Component{ id: laserComponent LaserHardpoint{ target: container.target system: container.system show: container.show } } Component{ id: blasterComponent BlasterHardpoint{ target: container.target system: container.system show: container.show } } Component{ id: cannonComponent CannonHardpoint{ target: container.target system: container.system show: container.show } } Component{ id: emptyComponent Item { function fireAt(obj){ console.log("Firing null weapon. It hurts."); } } } }