/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** 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 Item { id: missile objectName: "missile" opacity: 0 // transparent by default property int fromYpos property int toYpos property variant myMissileSize property bool enemyMissile: false property int defaultX: 0 property int defaultY: 0 function storeDefaultPos() { defaultX = missile.x defaultY = missile.y } function setToDefaultPos() { missile.x = defaultX missile.y = defaultY opacity = 0.5 } function createGraphicsForLevel() { missile.myMissileSize = LevelPlugin.graphSize(LevelPlugin.pathToMissilePic()) missile.height = myMissileSize.height; missile.width = myMissileSize.width; if (missile.enemyMissile) { missileImage.source = "file:/"+LevelPlugin.pathToEnemyMissilePic() } else { missileImage.source = "file:/"+LevelPlugin.pathToMissilePic() } } // Execute fire! function fire(aXpox, aFromYpos, aToYpos) { missile.x = aXpox - missile.width / 2 missile.y = aFromYpos missile.fromYpos = aFromYpos missile.toYpos = aToYpos missile.opacity = 1 GameEngine.playSound(2) // NOTE: 3 for your missile sound flying.restart() } // Enemy fires! function enemyFire(aXpox, aFromYpos, aToYpos) { missile.x = aXpox - missile.width / 2 missile.y = aFromYpos missile.fromYpos = aFromYpos missile.toYpos = aToYpos missile.opacity = 1 GameEngine.playSound(3) // NOTE: 3 for enemy missile sound flyingEnemy.restart() } // Stop missile function stop() { flying.stop() } // Pause missile function pause(doPause) { if (doPause) { flying.pause() flyingEnemy.pause() } else { flying.resume() flyingEnemy.resume() } } Component.onCompleted: { if (!enemyMissile) { storeDefaultPos() setToDefaultPos() } } // Animates missile flying to the target SequentialAnimation { id: flying PropertyAnimation {target: missile; properties: "y"; from: fromYpos; to: toYpos; duration: 2000; easing.type: Easing.InCubic } //PropertyAction {target: missile; properties: "opacity"; value: 0} ScriptAction { script: setToDefaultPos() } } SequentialAnimation { id: flyingEnemy PropertyAnimation {target: missile; properties: "y"; from: fromYpos; to: toYpos; duration: 2000; easing.type: Easing.InCubic } PropertyAction {target: missile; properties: "opacity"; value: 0} } Image { id: missileImage smooth: true } }