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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

Image {
    id: enemy
    objectName: "enemy"
    smooth:true
    opacity: 0 // 0=hidden by default
    fillMode:Image.PreserveAspectFit
    source:"file:/"+LevelPlugin.pictureRootPath()+"enemy1.png"

    property int enemySpeed: LevelPlugin.enemySpeed()

    function pause(doPause) {
        if (doPause) {
            upToDownAnim.pause()
            rightLeftAnim.pause()
        } else {
            upToDownAnim.resume()
            rightLeftAnim.resume()
        }
    }

    function startMovingAnim() {
        upToDownAnim.restart()
        rightLeftAnim.restart()
    }

    // Right-left animation
    SequentialAnimation {
    id: rightLeftAnim
    loops: Animation.Infinite
    NumberAnimation { target:enemy; property:"x";
    to:gameArea.width - enemy.width; easing.type: Easing.OutQuad; duration: 3000 }
    NumberAnimation { target:enemy; property:"x"; to:0; easing.type: Easing.OutQuad; duration: 3000 }
    }

    // Up to down animation
    SequentialAnimation {
    id: upToDownAnim
    PropertyAnimation { target:enemy; property:"y"; to: gameArea.height;
        easing.type: Easing.Linear; duration: enemy.enemySpeed }
    PropertyAction { target: enemy; properties: "opacity"; value: 0 }
    }
}