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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 int maxHP: 100
property int hp: maxHP
property real initialDodge: 0.5
property real dodge: initialDodge
property int blinkInterval: 800
onHpChanged: if(hp <= 0) target = container;
property ParticleSystem system//TODO: Ship abstraction
property Item target: container
property string shipParticle: "default"//Per team colors?
property int gunType: 0
width: 128
height: 128
Emitter{
id: emitter
//TODO: Cooler would be an 'orbiting' affector
//TODO: On the subject, opacity and size should be grouped type 'overLife' if we can cram that in the particles
system: container.system
particle: container.shipParticle
shape: EllipseShape{}
emitRate: hp > 0 ? hp + 20 : 0
lifeSpan: blinkInterval
emitCap: (maxHP + 20)
acceleration: AngledDirection{angleVariation: 360; magnitude: 8}
size: 24
endSize: 4
sizeVariation: 8
width: 16
height: 16
x: 64
y: 64
Behavior on x{NumberAnimation{duration:blinkInterval}}
Behavior on y{NumberAnimation{duration:blinkInterval}}
Timer{
interval: blinkInterval
running: true
repeat: true
onTriggered: {
emitter.x = Math.random() * 48 + 32
emitter.y = Math.random() * 48 + 32
}
}
}
Hardpoint{
anchors.centerIn: parent
id: gun2
system: container.system
show: container.hp > 0
hardpointType: gunType
}
Timer{
id: fireControl
interval: 800
running: root.readySetGo
repeat: true
onTriggered:{
gun2.fireAt(container.target);
}
}
}
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