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

# maroon.qml Example File

demos/maroon/maroon.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.
    **
    **
    ** 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,
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    ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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    ** 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."
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    ****************************************************************************/

    import QtQuick 2.0
    import QtQuick.Particles 2.0
    import "content"
    import "content/logic.js" as Logic

    Item {
        id: root
        width: 320
        height: 480
        property var gameState
        property bool passedSplash: false

        Image {
            source:"content/gfx/background.png"
            anchors.bottom: view.bottom

            ParticleSystem {
                id: particles
                anchors.fill: parent

                ImageParticle {
                    id: bubble
                    anchors.fill: parent
                    source: "content/gfx/catch.png"
                    opacity: 0.25
                }

                Wander {
                    xVariance: 25;
                    pace: 25;
                }

                Emitter {
                    width: parent.width
                    height: 150
                    anchors.bottom: parent.bottom
                    anchors.bottomMargin: 3
                    startTime: 15000

                    emitRate: 2
                    lifeSpan: 15000

                    acceleration: PointDirection{ y: -6; xVariation: 2; yVariation: 2 }

                    size: 24
                    sizeVariation: 16
                }
            }
        }

        Column {
            id: view
            y: -(height - 480)
            width: 320

            GameOverScreen { gameCanvas: canvas }

            Item {
                id: canvasArea
                width: 320
                height: 480

                Row {
                    height: childrenRect.height
                    Image {
                        id: wave
                        y: 30
                        source:"content/gfx/wave.png"
                    }
                    Image {
                        y: 30
                        source:"content/gfx/wave.png"
                    }
                    NumberAnimation on x { from: 0; to: -(wave.width); duration: 16000; loops: Animation.Infinite }
                    SequentialAnimation on y {
                        loops: Animation.Infinite
                        NumberAnimation { from: y - 2; to: y + 2; duration: 1600; easing.type: Easing.InOutQuad }
                        NumberAnimation { from: y + 2; to: y - 2; duration: 1600; easing.type: Easing.InOutQuad }
                    }
                }

                Row {
                    opacity: 0.5
                    Image {
                        id: wave2
                        y: 25
                        source: "content/gfx/wave.png"
                    }
                    Image {
                        y: 25
                        source: "content/gfx/wave.png"
                    }
                    NumberAnimation on x { from: -(wave2.width); to: 0; duration: 32000; loops: Animation.Infinite }
                    SequentialAnimation on y {
                        loops: Animation.Infinite
                        NumberAnimation { from: y + 2; to: y - 2; duration: 1600; easing.type: Easing.InOutQuad }
                        NumberAnimation { from: y - 2; to: y + 2; duration: 1600; easing.type: Easing.InOutQuad }
                    }
                }

                Image {
                    source: "content/gfx/sunlight.png"
                    opacity: 0.02
                    y: 0
                    anchors.horizontalCenter: parent.horizontalCenter
                    transformOrigin: Item.Top
                    SequentialAnimation on rotation {
                        loops: Animation.Infinite
                        NumberAnimation { from: -10; to: 10; duration: 8000; easing.type: Easing.InOutSine }
                        NumberAnimation { from: 10; to: -10; duration: 8000; easing.type: Easing.InOutSine }
                    }
                }

                Image {
                    source: "content/gfx/sunlight.png"
                    opacity: 0.04
                    y: 20
                    anchors.horizontalCenter: parent.horizontalCenter
                    transformOrigin: Item.Top
                    SequentialAnimation on rotation {
                        loops: Animation.Infinite
                        NumberAnimation { from: 10; to: -10; duration: 8000; easing.type: Easing.InOutSine }
                        NumberAnimation { from: -10; to: 10; duration: 8000; easing.type: Easing.InOutSine }
                    }
                }

                Image {
                    source: "content/gfx/grid.png"
                    opacity: 0.5
                }

                GameCanvas {
                    id: canvas
                    anchors.bottom: parent.bottom
                    anchors.bottomMargin: 20
                    x: 32
                    focus: true
                }

                InfoBar { anchors.bottom: canvas.top; anchors.bottomMargin: 6; width: parent.width }

                //3..2..1..go
                Timer {
                    id: countdownTimer
                    interval: 1000
                    running: root.countdown < 5
                    repeat: true
                    onTriggered: root.countdown++
                }
                Repeater {
                    model: ["content/gfx/text-blank.png", "content/gfx/text-3.png", "content/gfx/text-2.png", "content/gfx/text-1.png", "content/gfx/text-go.png"]
                    delegate: Image {
                        visible: root.countdown <= index
                        opacity: root.countdown == index ? 0.5 : 0.1
                        scale: root.countdown >= index ? 1.0 : 0.0
                        source: modelData
                        Behavior on opacity { NumberAnimation {} }
                        Behavior on scale { NumberAnimation {} }
                    }
                }
            }

            NewGameScreen {
                onStartButtonClicked: root.passedSplash = true
            }
        }

        property int countdown: 10
        Timer {
            id: gameStarter
            interval: 4000
            running: false
            repeat: false
            onTriggered: Logic.startGame(canvas);
        }

        states: [
            State {
                name: "gameOn"; when: gameState.gameOver == false && passedSplash
                PropertyChanges { target: view; y: -(height - 960) }
                StateChangeScript { script: root.countdown = 0; }
                PropertyChanges { target: gameStarter; running: true }
            },
            State {
                name: "gameOver"; when: gameState.gameOver == true
                PropertyChanges { target: view; y: 0 }
            }
        ]

        transitions: Transition {
            NumberAnimation { properties: "x,y"; duration: 1200; easing.type: Easing.OutQuad }
        }

        Component.onCompleted: gameState = Logic.newGameState(canvas);
    }