Qt 4.8: Missile.qml Example File (demos/mobile/quickhit/Missile.qml)

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# Missile.qml Example File

demos/mobile/quickhit/Missile.qml

     /****************************************************************************
     **
     ** Copyright (C) 2015 The Qt Company Ltd.
     ** Contact: http://www.qt.io/licensing/
     **
     ** 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 The Qt Company Ltd 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
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     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
         }
     }