Ranged.qml Example File | Qt Quick 5.9

Qt 5.9 | Qt Quick | Qt Quick Demo - Maroon in Trouble | Ranged.qml Example File

Qt 5.9.3 Reference Documentation

# Ranged.qml Example File

demos/maroon/content/towers/Ranged.qml

      /****************************************************************************
      **
      ** Copyright (C) 2017 The Qt Company Ltd.
      ** Contact: https://www.qt.io/licensing/
      **
      ** This file is part of the examples of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:BSD$
      ** Commercial License Usage
      ** Licensees holding valid commercial Qt licenses may use this file in
      ** accordance with the commercial license agreement provided with the
      ** Software or, alternatively, in accordance with the terms contained in
      ** a written agreement between you and The Qt Company. For licensing terms
      ** and conditions see https://www.qt.io/terms-conditions. For further
      ** information use the contact form at https://www.qt.io/contact-us.
      **
      ** BSD License Usage
      ** Alternatively, 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 "../logic.js" as Logic
      import ".."

      TowerBase {
          id: container
          hp: 2
          range: 6
          damage: 0 // By projectile
          rof: 40
          income: 0
          property var targetMob
          property real realDamage: 1
          function fire() {
              proj.x = 32 - proj.width / 2
              proj.y = 0
              targetMob = Logic.gameState.mobs[col][0]
              projAnim.to = targetMob.y - container.y -10
              projAnim.start()
              shootSound.play()
              sprite.jumpTo("shoot")
          }

          Image {
              id: proj
              y: 1000
              SequentialAnimation on y {
                  id: projAnim
                  running: false
                  property real to: 1000
                  SmoothedAnimation {
                      to: projAnim.to
                      velocity: 400
                  }
                  ScriptAction {
                      script: {
                          if (targetMob && targetMob.hit) {
                              targetMob.hit(realDamage)
                              targetMob.inked()
                              projSound.play()
                          }
                      }
                  }
                  PropertyAction {
                      value: 1000;
                  }
              }
              source: "../gfx/projectile.png"
          }

          SoundEffect {
              id: shootSound
              source: "../audio/shooter-action.wav"
          }
          SoundEffect {
              id: projSound
              source: "../audio/projectile-action.wav"
          }

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

              Sprite {
                  name: "idle"
                  source: "../gfx/shooter-idle.png"
                  frameCount: 4
                  frameDuration: 250
              }

              Sprite {
                  name: "shoot"
                  source: "../gfx/shooter-action.png"
                  frameCount: 5
                  frameDuration: 90
                  to: { "idle" : 1 }
              }

              SequentialAnimation on x {
                  loops: Animation.Infinite
                  NumberAnimation { from: x; to: x - 4; duration: 900; easing.type: Easing.InOutQuad }
                  NumberAnimation { from: x - 4; to: x; duration: 900; easing.type: Easing.InOutQuad }
              }
          }
      }