- Qt 5.3
- Qt Quick
- Qt Quick Demo - Maroon in Trouble
- Bomb.qml Example File
- Qt 5.3.2 Reference Documentation

# Bomb.qml Example File

demos/maroon/content/towers/Bomb.qml

    /****************************************************************************
    **
    ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
    ** Contact: http://www.qt-project.org/legal
    **
    ** This file is part of the examples 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
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    **     of its contributors may be used to endorse or promote products derived
    **     from this software without specific prior written permission.
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    import QtQuick 2.0
    import "../logic.js" as Logic
    import ".."

    TowerBase {
        id: container
        hp: 10
        range: 0.4
        rof: 10
        property real detonationRange: 2.5

        function fire() {
            sound.play()
            sprite.jumpTo("shoot")
            animDelay.start()
        }

        function finishFire() {
            var sCol = Math.max(0, col - 1)
            var eCol = Math.min(Logic.gameState.cols - 1, col + 1)
            var killList = new Array()
            for (var i = sCol; i <= eCol; i++) {
                for (var j = 0; j < Logic.gameState.mobs[i].length; j++)
                    if (Math.abs(Logic.gameState.mobs[i][j].y - container.y) < Logic.gameState.squareSize * detonationRange)
                        killList.push(Logic.gameState.mobs[i][j])
                while (killList.length > 0)
                    Logic.killMob(i, killList.pop())
            }
            Logic.killTower(row, col);
        }

        Timer {
            id: animDelay
            running: false
            interval: shootState.frameCount * shootState.frameDuration
            onTriggered: finishFire()
        }

        function die()
        {
            destroy() // No blink, because we usually meant to die
        }

        SoundEffect {
            id: sound
            source: "../audio/bomb-action.wav"
        }

        SpriteSequence {
            id: sprite
            width: 64
            height: 64
            interpolate: false
            goalSprite: ""

            Sprite {
                name: "idle"
                source: "../gfx/bomb-idle.png"
                frameCount: 4
                frameDuration: 800
            }

            Sprite {
                id: shootState
                name: "shoot"
                source: "../gfx/bomb-action.png"
                frameCount: 6
                frameDuration: 155
                to: { "dying" : 1 } // So that if it takes a frame to clean up, it is on the last frame of the explosion
            }

            Sprite {
                name: "dying"
                source: "../gfx/bomb-action.png"
                frameCount: 1
                frameX: 64 * 5
                frameWidth: 64
                frameHeight: 64
                frameDuration: 155
            }

            SequentialAnimation on x {
                loops: Animation.Infinite
                NumberAnimation { from: x; to: x + 4; duration: 900; easing.type: Easing.InOutQuad }
                NumberAnimation { from: x + 4; to: x; duration: 900; easing.type: Easing.InOutQuad }
            }
            SequentialAnimation on y {
                loops: Animation.Infinite
                NumberAnimation { from: y; to: y - 4; duration: 900; easing.type: Easing.InOutQuad }
                NumberAnimation { from: y - 4; to: y; duration: 900; easing.type: Easing.InOutQuad }
            }
        }
    }