Qt 5.7 | Qt Quick | Qt Quick Examples - Touch Interaction | BearWhackParticleSystem.qml Example File

Qt 5.7.1 Reference Documentation

# BearWhackParticleSystem.qml Example File

touchinteraction/multipointtouch/content/BearWhackParticleSystem.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

      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}
              }
              ]
          }
      }