summaryrefslogtreecommitdiffstats
path: root/demos/mobile/quickhit/plugins/LevelTwo/qml/Level.qml
blob: f509aa644afd1812941febf75aa920df9c039621 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
/****************************************************************************
**
** 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 QtDeclarative module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
**     the names of its contributors may be used to endorse or promote
**     products derived from this software without specific prior written
**     permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
** $QT_END_LICENSE$
**
****************************************************************************/

import QtQuick 1.0
import Qt.labs.particles 1.0
import "Level.js" as LevelScript

Item {
    id: enemies
    anchors.fill: parent

    property int enemiesCreated: 0
    property int enemiesEnabled: 0

    property int backOneTop
    property int backTwoTop

    // Long background 2
    Image {
        id: longBackground_2
        source: "file:/"+LevelPlugin.pictureRootPath()+"background_loop.png"
        fillMode: Image.Stretch
        smooth: false
        width: gameArea.width
        height: gameArea.height
    }

    // Long background 1
    Image {
        id: longBackground_1
        source: "file:/"+LevelPlugin.pictureRootPath()+"background_loop.png"
        fillMode: Image.Stretch
        smooth: false
        width: gameArea.width
        height: gameArea.height
    }

    // Long background Up to down animation
     ParallelAnimation {
        id: backgroundAnim;
        loops: Animation.Infinite
        PropertyAnimation { target:longBackground_1; property:"y";
        from:backOneTop; to:gameArea.height; easing.type:Easing.Linear; duration:10000 }
        PropertyAnimation { target:longBackground_2; property:"y";
        from:backTwoTop; to:backOneTop; easing.type:Easing.Linear; duration:10000 }
     }



    // ***************************************************
    // *** NOTE: This is mandatory for all level QML files
    function pause(doPause) {
        if (doPause) {
            enemyCreationTimer.stop()
            backgroundAnim.stop()
        } else {
            enemyCreationTimer.restart()
            backgroundAnim.restart()
        }
        for (var i=0;i<LevelScript.hiddenEnemies.length;i++) {
            var enemy = LevelScript.hiddenEnemies[i]
            enemy.pause(doPause)
        }
    }


    // ***************************************************
    // *** NOTE: This is mandatory for all level QML files
    objectName: "level"


    // Enemy creation timer
    Timer {
        id: enemyCreationTimer
        interval: 1000; running: false; repeat: true
        onTriggered: {
            enableEnemy()
        }
    }

    function enableEnemy() {
        if (enemiesEnabled < enemiesCreated) {
            var enemy = LevelScript.hiddenEnemies[enemiesEnabled]
            enemy.opacity = 1
            enemy.x = GameEngine.randInt(0,gameArea.width-enemy.width-50)
            enemy.startMovingAnim()
            enemyCreationTimer.stop()
            enemyCreationTimer.interval = GameEngine.randInt(500,2000)
            enemyCreationTimer.restart()
            enemiesEnabled = enemiesEnabled + 1
            GameEngine.playSound(4) // NOTE: Enable enemy sound
        } else {
            enemyCreationTimer.stop()
        }
    }

    // Hidden enemies group
    function createHiddenEnemiesGroup() {
        for (var i=0;i<LevelPlugin.enemyCount();i++) {
            var enemyComponent = Qt.createComponent("file:/"+LevelPlugin.qmlRootPath()+"Enemy.qml")
            var enemyObject = enemyComponent.createObject(enemies)
            LevelScript.hiddenEnemies.push(enemyObject)
            enemiesCreated = enemiesCreated + 1
        }
    }

    Component.onCompleted: {
        // Create hidden enemies
        createHiddenEnemiesGroup()
        // Flying moons animation
        starBurstTimer.restart()
        // Create enemies timer
        enemyCreationTimer.restart()

        // Start Long background loop animation
        backOneTop = 0
        longBackground_1.y = backOneTop;
        backTwoTop = gameArea.height * -1
        longBackground_2.y = backTwoTop;
        backgroundAnim.restart()

        GameEngine.playSounds(5,3)  //NOTE: Level starts sound, 3 times
    }

    Timer {
        id: starBurstTimer
        interval: starParticles.lifeSpan+GameEngine.randInt(100,2000); running: false; repeat: true
        onTriggered: {
        starParticles.burst(GameEngine.randInt(4,6))
        }
     }

    // ***************************************************
    // *** 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()+"blue_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: 5000
         count: -1
         angle: 90
         velocity: 100
         opacity: 0.7
        ParticleMotionGravity {
            yattractor: 1000
            xattractor: 500
        }
     }


}