Qt 5.6 | Qt Quick | Qt Quick Demo - Maroon in Trouble | MobBase.qml Example File

Qt 5.6.3 Reference Documentation

# MobBase.qml Example File

demos/maroon/content/mobs/MobBase.qml

      /****************************************************************************
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      ** Copyright (C) 2015 The Qt Company Ltd.
      ** Contact: http://www.qt.io/licensing/
      **
      ** 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:
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      **     from this software without specific prior written permission.
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      import QtQuick 2.0
      import "../logic.js" as Logic
      import ".."

      Item  {
          id: container
          property string name: "Fish"
          property int col: 0
          property real hp: 3
          property real damage: 1
          property real speed: 0.25
          property int rof: 30 //In ticks
          property int fireCounter: 0
          property bool dying: false
          width: parent ? parent.squareSize : 0
          height: parent ? parent.squareSize : 0
          x: col * width
          z: 1001
          function fire() { }

          function die() {
              if (dying)
                  return;
              dying = true;
              bubble.jumpTo("burst");
              if (fishSprite.currentSprite == "front")
                  fishSprite.jumpTo(Math.random() > 0.5 ? "left" : "right" );
              fishSwim.start();
              Logic.gameState.score += 1;
              killedSound.play();
              bubble.scale = 0.9
              destroy(350);
          }

          function inked() {
              if (hp > 0)
                  ink.jumpTo("dirty");
          }

          function hit(dmg) {
              hp -= dmg;

              if (hp <= 0)
                  Logic.killMob(col, container);
          }

          Component.onCompleted: spawnSound.play()

          SoundEffect {
              id: spawnSound
              source: "../audio/catch.wav"
          }
          SoundEffect {
              id: killedSound
              source: "../audio/catch-action.wav"
          }

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

              Sprite {
                  name: "left"
                  source: "../gfx/mob-idle.png"
                  frameWidth: 64
                  frameHeight: 64
                  frameCount: 1
                  frameDuration: 800
                  frameDurationVariation: 400
                  to: { "front" : 1 }
              }

              Sprite {
                  name: "front"
                  source: "../gfx/mob-idle.png"
                  frameCount: 1
                  frameX: 64
                  frameWidth: 64
                  frameHeight: 64
                  frameDuration: 800
                  frameDurationVariation: 400
                  to: { "left" : 1, "right" : 1 }
              }

              Sprite {
                  name: "right"
                  source: "../gfx/mob-idle.png"
                  frameCount: 1
                  frameX: 128
                  frameWidth: 64
                  frameHeight: 64
                  frameDuration: 800
                  frameDurationVariation: 400
                  to: { "front" : 1 }
              }

              Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
                  name: "dummy"
                  source: "../gfx/melee-idle.png"
                  frameCount: 8
                  frameWidth: 64
                  frameHeight: 64
                  frameX: 0
                  frameDuration: 200
              }

              NumberAnimation on x {
                  id: fishSwim
                  running: false
                  property bool goingLeft: fishSprite.currentSprite == "right"
                  to: goingLeft ? -360 : 360
                  duration: 300
              }
          }

          SpriteSequence {
              id: bubble
              width: 64
              height: 64
              scale: 0.4 + (0.2  * hp)
              interpolate: false
              goalSprite: ""

              Behavior on scale {
                  NumberAnimation { duration: 150; easing.type: Easing.OutBack }
              }

              Sprite {
                  name: "big"
                  source: "../gfx/catch.png"
                  frameCount: 1
                  to: { "burst" : 0 }
              }

              Sprite {
                  name: "burst"
                  source: "../gfx/catch-action.png"
                  frameCount: 3
                  frameX: 64
                  frameDuration: 200
              }

              Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
                  name: "dummy"
                  source: "../gfx/melee-idle.png"
                  frameCount: 8
                  frameWidth: 64
                  frameHeight: 64
                  frameX: 0
                  frameDuration: 200
              }
              SequentialAnimation on width {
                  loops: Animation.Infinite
                  NumberAnimation { from: width * 1; to: width * 1.1; duration: 800; easing.type: Easing.InOutQuad }
                  NumberAnimation { from: width * 1.1; to: width * 1; duration: 1000; easing.type: Easing.InOutQuad }
              }
              SequentialAnimation on height {
                  loops: Animation.Infinite
                  NumberAnimation { from: height * 1; to: height * 1.15; duration: 1200; easing.type: Easing.InOutQuad }
                  NumberAnimation { from: height * 1.15; to: height * 1; duration: 1000; easing.type: Easing.InOutQuad }
              }
          }

          SpriteSequence {
              id: ink
              width: 64
              height: 64
              scale: bubble.scale
              goalSprite: ""

              Sprite {
                  name: "clean"
                  source: "../gfx/projectile-action.png"
                  frameCount: 1
                  frameX: 0
                  frameWidth: 64
                  frameHeight: 64
              }
              Sprite {
                  name: "dirty"
                  source: "../gfx/projectile-action.png"
                  frameCount: 3
                  frameX: 64
                  frameWidth: 64
                  frameHeight: 64
                  frameDuration: 150
                  to: {"clean":1}
              }

              Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
                  name: "dummy"
                  source: "../gfx/melee-idle.png"
                  frameCount: 8
                  frameWidth: 64
                  frameHeight: 64
                  frameX: 0
                  frameDuration: 200
              }
              SequentialAnimation on width {
                  loops: Animation.Infinite
                  NumberAnimation { from: width * 1; to: width * 1.1; duration: 800; easing.type: Easing.InOutQuad }
                  NumberAnimation { from: width * 1.1; to: width * 1; duration: 1000; easing.type: Easing.InOutQuad }
              }
              SequentialAnimation on height {
                  loops: Animation.Infinite
                  NumberAnimation { from: height * 1; to: height * 1.15; duration: 1200; easing.type: Easing.InOutQuad }
                  NumberAnimation { from: height * 1.15; to: height * 1; duration: 1000; easing.type: Easing.InOutQuad }
              }

          }

          SequentialAnimation on x {
              loops: Animation.Infinite
              NumberAnimation { from: x; to: x - 5; duration: 900; easing.type: Easing.InOutQuad }
              NumberAnimation { from: x - 5; to: x; duration: 900; easing.type: Easing.InOutQuad }
          }
      }