- Qt 5.3
- Qt Quick
- Qt Quick Examples - Touch Interaction
- BearWhackParticleSystem.qml Example File
- Qt 5.3.2 Reference Documentation

# BearWhackParticleSystem.qml Example File

touchinteraction/multipointtouch/content/BearWhackParticleSystem.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
    ** 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 Digia Plc 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.
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    **
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    ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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    import QtQuick 2.0
    import QtQuick.Particles 2.0

    ParticleSystem {
        id: particleSystem
        function explode(x,y) {
            fireEmitter.burst(100,x,y);
        }

        Emitter {
            id: emitter
            group: "bears"
            width: parent.width
            emitRate: 1
            NumberAnimation on emitRate {
                id: goFaster
                from: 1
                to: 16
                running: particleSystem.running
                loops: 1
                duration: 60000 * 5
                easing.type: Easing.Linear
            }
            lifeSpan: 4000 + 800*(16-emitRate)
            maximumEmitted: 128
            size: 64
            velocity: PointDirection{ y: 40 + 10 * emitter.emitRate }
        }

        Emitter {
            id: fireEmitter
            enabled: false
            maximumEmitted: 6000
            group: "flame"
            emitRate: 1000
            size: 16
            endSize: 8
            velocity: CumulativeDirection { AngleDirection {angleVariation: 180; magnitudeVariation: 120;} PointDirection { y: -60 }}
            lifeSpan: 400
        }
        Emitter {
            id: heartEmitter
            enabled: false
            maximumEmitted: 6000
            group: "hearts"
            emitRate: 1000
            size: 16
            endSize: 8
            velocity: AngleDirection {angleVariation: 180; magnitudeVariation: 180;}
            lifeSpan: 600
        }
        Emitter {
            id: bloodEmitter
            enabled: false
            maximumEmitted: 6000
            group: "blood"
            emitRate: 1000
            size: 16
            endSize: 8
            velocity: CumulativeDirection { AngleDirection {angleVariation: 180; magnitudeVariation: 80;} PointDirection { y: 40 }}
            lifeSpan: 600
        }

        Affector {
            width: parent.width
            height: 64
            once: true
            y: parent.height - 32
            groups: "bears"
            onAffectParticles: {
                for (var i=0;i<particles.length; i++) {
                    if (particles[i].animationIndex != 0) {
                        score++;
                        bloodEmitter.burst(100, particles[i].x, particles[i].y);
                    } else {
                        score--;
                        heartEmitter.burst(100, particles[i].x, particles[i].y);
                    }
                    particles[i].update = 1.0;
                    particles[i].t -= 1000.0;
                }
            }
        }
        ImageParticle {
            groups: ["flame"]
            source: "blur-circle.png"
            z: 4
            colorVariation: 0.1
            color: "#ffa24d"
            alpha: 0.4
        }
        ImageParticle {
            groups: ["blood"]
            color: "red"
            z: 2
            source: "blur-circle3.png"
            alpha: 0.2
        }
        ImageParticle {
            groups: ["hearts"]
            color: "#ff66AA"
            z: 3
            source: "heart-blur.png"
            alpha: 0.4
            autoRotation: true
        }
        ImageParticle {
            groups: ["bears"]
            z: 1
            spritesInterpolate: false
            sprites:[
            Sprite{
                name: "floating"
                source: "Bear1.png"
                frameCount: 9
                frameWidth: 256
                frameHeight: 256
                frameDuration: 80
                to: {"still":0, "flailing":0}
            },
            Sprite{
                name: "flailing"
                source: "Bear2.png"
                frameCount: 8
                frameWidth: 256
                frameHeight: 256
                frameDuration: 80
                to: {"falling":1}
            },
            Sprite{
                name: "falling"
                source: "Bear3.png"
                frameCount: 5
                frameWidth: 256
                frameHeight: 256
                frameDuration: 80
                to: {"falling":1}
            }
            ]
        }
    }