MobBase.qml Example File | QtQuick 5.3

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

# MobBase.qml Example File

demos/maroon/content/mobs/MobBase.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
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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 }
        }
    }