/**************************************************************************** ** ** 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 Qt.labs.particles 1.0 Rectangle { id: enemies anchors.fill: parent color: "black" // Background image for the level Image { id: background1 source: "file:/"+LevelPlugin.pictureRootPath()+"background3.png" fillMode: Image.PreserveAspectCrop smooth: true //anchors.fill: parent width: parent.width height: parent.height } // *************************************************** // *** NOTE: This is mandatory for all level QML files function pause(doPause) { if (doPause) { rightLeftAnim.pause() upToDownAnim.pause() } else { rightLeftAnim.resume() upToDownAnim.resume() } } // *************************************************** // *** NOTE: This is mandatory for all level QML files objectName: "level" property int enemySpeed: LevelPlugin.enemySpeed() property int enemyMaxWidth // Create enemies dynamically function createEnemies(amount) { var b = false; for (var i=0;i gameArea.width) { enemyMaxWidth = gameArea.width / (enemyCountInCol + 1); } else { enemyMaxWidth = LevelPlugin.graphSize(LevelPlugin.pictureRootPath()+"enemy1.png").width; } } Component.onCompleted: { // Calculate enemy max width calEnemyMaxWidth() // Create enemies dynamically after component created createEnemies(LevelPlugin.enemyCount()) // Start animations enemiesGrid.y = enemiesGrid.height * -1 rightLeftAnim.restart() upToDownAnim.restart() // Flying stars animation, not in Maemo if (!GameEngine.isMaemo()) { starBurstTimer.restart() } GameEngine.playSound(4) // NOTE: Level start sound } Timer { id: starBurstTimer interval: starParticles.lifeSpan+GameEngine.randInt(100,2000); running: false; repeat: true onTriggered: { starParticles.burst(GameEngine.randInt(4,10)) } } // Right-left animation SequentialAnimation { id: rightLeftAnim loops: Animation.Infinite NumberAnimation { target:enemiesGrid; property:"x"; from: 0; to:gameArea.width - enemiesGrid.width; easing.type: Easing.OutQuad; duration: 3000 } NumberAnimation { target:enemiesGrid; property:"x"; to: 0; easing.type: Easing.OutQuad; duration: 3000 } } // Up to down animation PropertyAnimation { id: upToDownAnim; target:enemiesGrid; property:"y"; to: gameArea.height; easing.type: Easing.Linear; duration: enemies.enemySpeed } Grid { id: enemiesGrid objectName: "enemiesGrid" columns: LevelPlugin.enemyCount() / LevelPlugin.enemyRowCount() spacing: 8 } // *************************************************** // *** NOTE: This is mandatory for all level QML files // Execute explode particle effect function explode(x,y) { explodeParticles.x = x explodeParticles.y = y explodeParticles.burst(20) explodeParticles.opacity = 1 } // *************************************************** // *** NOTE: This is mandatory for all level QML files // Explode particle effect Particles { id: explodeParticles opacity: 0 width: 1 height: 1 emissionRate: 0 source: "file:/"+LevelPlugin.pictureRootPath()+"red_fire.png" lifeSpan: 500 lifeSpanDeviation: 2000 count: -1 angle: 270 angleDeviation: 65 velocity: 100 velocityDeviation: 100 ParticleMotionGravity { yattractor: 1000 xattractor: 300 acceleration: 50 } } Particles { id: starParticles y: -50 x: 0 width: parent.width height: 50 emissionRate: 0 source: "file:/"+LevelPlugin.pictureRootPath()+"star3.png" lifeSpan: 3000 count: -1 angle: 90 velocity: 100 ParticleMotionGravity { yattractor: 1000 xattractor: 500 } } }