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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the QtQml module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** This file may be used under the terms of the GNU Lesser General Public
+** License version 2.1 as published by the Free Software Foundation and
+** appearing in the file LICENSE.LGPL included in the packaging of this
+** file. Please review the following information to ensure the GNU Lesser
+** General Public License version 2.1 requirements will be met:
+** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU General
+** Public License version 3.0 as published by the Free Software Foundation
+** and appearing in the file LICENSE.GPL included in the packaging of this
+** file. Please review the following information to ensure the GNU General
+** Public License version 3.0 requirements will be met:
+** http://www.gnu.org/copyleft/gpl.html.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+import QtQuick 2.0
+import QtQuick.Particles 2.0
+
+Item {
+ id: container
+ property variant target: {"y": -90, "x":12}
+ property Item targetObj: container
+ property Item hardpoint: container
+ property ParticleSystem system
+ property int blasts: 16
+ property int bonusBlasts: 12
+ property bool show: true
+
+ width: 24
+ height: 24
+ Emitter {
+ id: visualization
+ group: "blaster"
+ system: container.system
+ enabled: show
+ anchors.fill: parent
+ shape: EllipseShape {}
+ speed: TargetDirection { targetX: width/2; targetY: width/2; magnitude: -1; proportionalMagnitude: true}
+ lifeSpan: 1000
+ emitRate: 64
+
+ size: 24
+ sizeVariation: 24
+ endSize: 0
+ }
+
+ property int blastsLeft: 0
+ function fireAt(targetArg, container) {
+ target = container.mapFromItem(targetArg, targetArg.width/2, targetArg.height/2);
+ targetObj = targetArg;
+ hardpoint = container;
+ blastsLeft = blasts;
+ rofTimer.repeat = true;
+ rofTimer.start();
+ }
+ Timer {
+ id: rofTimer
+ interval: 30;//Has to be greater than 1 frame or they stack up
+ running: false
+ repeat: false
+ onTriggered: {
+ if (targetObj.hp <= 0)
+ return;
+ //TODO: calculate hit and damage at target, which must be a Ship
+ var hit;
+ if (blastsLeft >= bonusBlasts)
+ hit = Math.random() > targetObj.dodge;
+ else
+ hit = false; //purely aesthetic shots, because the damage isn't that fine grained
+ if (hit == true) {
+ switch (targetObj.shipType) {
+ case 1: hardpoint.damageDealt += 4; break;
+ case 2: hardpoint.damageDealt += 5; break;
+ case 3: hardpoint.damageDealt += 1; break;
+ default: hardpoint.damageDealt += 100;
+ }
+ }
+ blastVector.targetX = target.x;
+ blastVector.targetY = target.y;
+ if (!hit) {//TODO: Actual targetVariation
+ blastVector.targetX += (128 * Math.random() - 64);
+ blastVector.targetY += (128 * Math.random() - 64);
+ }
+ emitter.burst(1);
+ blastsLeft--;
+ if (!blastsLeft)
+ rofTimer.repeat = false;
+ }
+ }
+ Emitter {
+ id: emitter
+ group: "blaster"
+ enabled: false
+ system: container.system
+ anchors.centerIn: parent
+
+ lifeSpan: 1000
+ emitRate: 16
+ maximumEmitted: blasts
+ size: 24
+ endSize:16
+ sizeVariation: 8
+ speed: TargetDirection {
+ id: blastVector
+ targetX: target.x; targetY: target.y; magnitude: 1.1; proportionalMagnitude: true
+ }
+ }
+}