Qt 5.6 | Qt Quick | Qt Quick Demo - Same Game | Block.qml Example File

Qt 5.6.3 Reference Documentation

# Block.qml Example File

demos/samegame/content/Block.qml

      /****************************************************************************
      **
      ** 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:
      **
      ** "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
      ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
      ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
      ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
      ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
      ** 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."
      **
      ** $QT_END_LICENSE$
      **
      ****************************************************************************/

      import QtQuick 2.0
      import QtQuick.Particles 2.0

      Item {
          id: block
          property bool dying: false
          property bool spawned: false
          property int type: 0
          property ParticleSystem particleSystem

          Behavior on x {
              enabled: spawned;
              SpringAnimation{ spring: 2; damping: 0.2 }
          }
          Behavior on y {
              SpringAnimation{ spring: 2; damping: 0.2 }
          }

          Image {
              id: img
              source: {
                  if (type == 0){
                      "gfx/red.png";
                  } else if (type == 1) {
                      "gfx/blue.png";
                  } else if (type == 2) {
                      "gfx/green.png";
                  } else {
                      "gfx/yellow.png";
                  }
              }
              opacity: 0
              Behavior on opacity { NumberAnimation { duration: 200 } }
              anchors.fill: parent
          }

          //Foreground particles
          BlockEmitter {
              id: particles
              system: particleSystem
              group: {
                  if (type == 0){
                      "red";
                  } else if (type == 1) {
                      "blue";
                  } else if (type == 2) {
                      "green";
                  } else {
                      "yellow";
                  }
              }
              anchors.fill: parent
          }

          //Paint particles on the background
          PaintEmitter {
              id: particles2
              system: particleSystem
          }

          states: [
              State {
                  name: "AliveState"; when: spawned == true && dying == false
                  PropertyChanges { target: img; opacity: 1 }
              },

              State {
                  name: "DeathState"; when: dying == true
                  StateChangeScript { script: {particleSystem.paused = false; particles.pulse(100); particles2.pulse(100);} }
                  PropertyChanges { target: img; opacity: 0 }
                  StateChangeScript { script: block.destroy(1000); }
              }
          ]
      }