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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 Qt.labs.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.");
}
}
}
}
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