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/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the QtQml module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** 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.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU General
** Public License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of this
** file. Please review the following information to ensure the GNU General
** Public License version 3.0 requirements will be met:
** http://www.gnu.org/copyleft/gpl.html.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
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
group: "blaster"
system: container.system
enabled: show
anchors.fill: parent
shape: EllipseShape {}
speed: TargetDirection { 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
group: "blaster"
enabled: false
system: container.system
anchors.centerIn: parent
lifeSpan: 1000
emitRate: 16
maximumEmitted: blasts
size: 24
endSize:16
sizeVariation: 8
speed: TargetDirection {
id: blastVector
targetX: target.x; targetY: target.y; magnitude: 1.1; proportionalMagnitude: true
}
}
}
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