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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 ParticleSystem system
property bool show: true
width: 24
height: 24
Emitter{
id: visualization
particle: "laser"
system: container.system
anchors.fill: parent
emitting: container.show
shape: EllipseShape{}
speed: TargetedDirection{ targetX: width/2; targetY: width/2; magnitude: -1; proportionalMagnitude: true }
lifeSpan: 1000
emitRate: 64
size: 24
sizeVariation: 8
endSize: 8
}
function fireAt(targetArg, hardpoint){
if(targetArg.hp <= 0)
return;
//TODO: calculate hit and damage at target, which must be a Ship
var offset = 0;
if(Math.random() < 0.99){
switch(targetArg.shipType){
case 1: hardpoint.damageDealt += 16; break;
case 2: hardpoint.damageDealt += 4; break;
case 3: hardpoint.damageDealt += 8; break;
default: hardpoint.damageDealt += 500; //Really effective against unregistered vessels
}
}else{//Misses with Lasers are really rare
offset = Math.random() * 100;
}
target = container.mapFromItem(targetArg, offset + targetArg.width/2, offset + targetArg.height/2);
emitter.pulse(0.10);
// console.log("Fire box: " + Math.min(container.width/2, target.x) + "," + Math.min(container.height/2, target.y) + " " + (Math.max(container.width/2, target.x) - Math.min(container.width/2, target.x)) + "," + (Math.max(container.height/2, target.y) - Math.min(container.height/2, target.y)));
}
Emitter{
id: emitter
particle: "laser"
emitting: false
system: container.system
x: Math.min(container.width/2, target.x);
width: Math.max(container.width/2, target.x) - x;
y: Math.min(container.height/2, target.y);
height: Math.max(container.height/2, target.y) - y;
shape: LineShape{
mirrored: (emitter.y < 0 || emitter.x < 0) && !(emitter.y < 0 && emitter.x < 0 )//I just want XOR
}
lifeSpan: 1000
emitRate: 8000
emitCap: 800
size: 16
endSize: 0
speed: PointDirection{xVariation: 4; yVariation: 4}
}
}
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