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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 demonstration applications 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 1.0
+import "Game.js" as GameScript
+
+Item {
+ id: myShip
+ objectName: "myShip"
+
+ property variant myShipSize
+ property int originalY
+
+ // Fires missile if exists
+ function fire() {
+ if (myShip.opacity==1) {
+ GameScript.fireMissile(myShip.x+myShip.width/2,myShip.y,myShip.height*-1)
+ if (myShip.y+myShip.height < gameArea.height+5) {
+ goDownAnim.restart()
+ }
+ }
+ }
+
+ function createGraphicsForLevel() {
+ myShip.myShipSize = LevelPlugin.graphSize(LevelPlugin.pathToMyShipPic())
+ myShip.height = myShipSize.height
+ myShip.width = myShipSize.width
+ image.source = "file:/"+LevelPlugin.pathToMyShipPic()
+ myShip.y = gameArea.height - myShip.height - 10
+ originalY = myShip.y
+ myShip.x = (gameArea.width - myShip.width)/ 2
+ }
+
+ Image {
+ id: image
+ smooth: true
+ }
+
+ Keys.onSpacePressed: { fire() }
+ Keys.onSelectPressed: { fire() }
+ Keys.onRightPressed: {
+ if (myShip.x < (gameArea.width - myShip.width - 20)) {
+ toRightAnim.restart()
+ }
+ }
+ Keys.onLeftPressed: {
+ if (myShip.x > 20) {
+ toLeftAnim.restart()
+ }
+ }
+
+ // To right animation
+ PropertyAnimation { id: toRightAnim; target: myShip; easing.type: Easing.OutQuint;
+ properties: "x"; from: myShip.x; to: myShip.x + 20; duration: 500 }
+
+ // To left animation
+ PropertyAnimation { id: toLeftAnim; target: myShip; easing.type: Easing.OutQuint;
+ properties: "x"; from: myShip.x; to: myShip.x - 20; duration: 500 }
+
+ // Go down on fire animation
+ SequentialAnimation {
+ id: goDownAnim
+ NumberAnimation { target: myShip; property:"y"; from: myShip.y; to: myShip.y+5;
+ easing.type: Easing.Linear; duration: 200 }
+ NumberAnimation { target: myShip; property:"y"; from: myShip.y; to: originalY;
+ easing.type: Easing.Linear; duration: 200 }
+ }
+
+
+ /*
+ MouseArea {
+ anchors.fill: parent
+ drag.target: myShip
+ drag.axis: Drag.XAxis
+ drag.minimumX: 0
+ drag.maximumX: gameArea.width - myShip.width
+ onReleased: {
+ fire()
+ }
+ }
+ */
+
+
+ /*
+ property bool isAutoRepeat: false
+ Keys.onPressed: {
+ if (event.key == Qt.Key_Right) {
+ if (event.isAutoRepeat) {
+ isAutoRepeat = true
+ toRightAnim.restart()
+ } else {
+ isAutoRepeat = false
+ toRotateRightAndCenterAnim.restart()
+ }
+ event.accepted = true
+ }
+ else if (event.key == Qt.Key_Left) {
+ if (event.isAutoRepeat) {
+ isAutoRepeat = true
+ toLeftAnim.restart()
+ } else {
+ isAutoRepeat = false
+ toRotateLeftAndCenterAnim.restart()
+ }
+ event.accepted = true
+ }
+ }
+
+ Keys.onReleased: {
+ if (isAutoRepeat) {
+ toRotateRightAndCenterAnim.stop()
+ toRotateLeftAndCenterAnim.stop()
+ } else {
+ toRotateCenter.restart()
+ }
+ event.accepted = true
+ }
+
+ // Rotation on movement animation
+ transform: Rotation { id:rotationId; origin.x: width/2; origin.y: height/2; axis { x: 0; y: 1; z: 0 } angle: 0 }
+ SequentialAnimation {
+ id: toRotateRightAndCenterAnim
+ PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; from: 0; to: 30; duration: 100 }
+ PropertyAnimation { target: myShip; easing.type: Easing.OutQuint;
+ properties: "x"; from: myShip.x; to: myShip.x + 20; duration: 500 }
+ PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; to: 0; duration: 100 }
+ }
+ SequentialAnimation {
+ id: toRotateLeftAndCenterAnim
+ PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; from: 0; to: -30; duration: 100 }
+ PropertyAnimation { target: myShip; easing.type: Easing.OutQuint;
+ properties: "x"; from: myShip.x; to: myShip.x - 20; duration: 500 }
+ PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; to: 0; duration: 100 }
+ }
+ PropertyAnimation { id: toRotateRight; target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; from: 0; to: 30; duration: 100 }
+ PropertyAnimation { id: toRotateCenter; target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; to: 0; duration: 100 }
+ PropertyAnimation { id: toRotateLeft; target: rotationId; easing.type: Easing.Linear;
+ properties: "angle"; from: 0; to: -30; duration: 100 }
+*/
+
+}