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/****************************************************************************
**
** 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
}
}
}
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