/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the demonstration applications of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** 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, Digia gives you certain additional ** rights. These rights are described in the Digia 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. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ 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 } }