import QtQuick 1.0
import Qt.labs.particles 1.0
import "Level.js" as LevelScript
Item {
id: enemies
anchors.fill: parent
property int enemiesCreated: 0
property int enemiesEnabled: 0
property int backOneTop
property int backTwoTop
Image {
id: longBackground_2
source: "file:/"+LevelPlugin.pictureRootPath()+"background_loop.png"
fillMode: Image.Stretch
smooth: false
width: gameArea.width
height: gameArea.height
}
Image {
id: longBackground_1
source: "file:/"+LevelPlugin.pictureRootPath()+"background_loop.png"
fillMode: Image.Stretch
smooth: false
width: gameArea.width
height: gameArea.height
}
ParallelAnimation {
id: backgroundAnim;
loops: Animation.Infinite
PropertyAnimation { target:longBackground_1; property:"y";
from:backOneTop; to:gameArea.height; easing.type:Easing.Linear; duration:10000 }
PropertyAnimation { target:longBackground_2; property:"y";
from:backTwoTop; to:backOneTop; easing.type:Easing.Linear; duration:10000 }
}
function pause(doPause) {
if (doPause) {
enemyCreationTimer.stop()
backgroundAnim.stop()
} else {
enemyCreationTimer.restart()
backgroundAnim.restart()
}
for (var i=0;i<LevelScript.hiddenEnemies.length;i++) {
var enemy = LevelScript.hiddenEnemies[i]
enemy.pause(doPause)
}
}
objectName: "level"
Timer {
id: enemyCreationTimer
interval: 1000; running: false; repeat: true
onTriggered: {
enableEnemy()
}
}
function enableEnemy() {
if (enemiesEnabled < enemiesCreated) {
var enemy = LevelScript.hiddenEnemies[enemiesEnabled]
enemy.opacity = 1
enemy.x = GameEngine.randInt(0,gameArea.width-enemy.width-50)
enemy.startMovingAnim()
enemyCreationTimer.stop()
enemyCreationTimer.interval = GameEngine.randInt(500,2000)
enemyCreationTimer.restart()
enemiesEnabled = enemiesEnabled + 1
GameEngine.playSound(4)
} else {
enemyCreationTimer.stop()
}
}
function createHiddenEnemiesGroup() {
for (var i=0;i<LevelPlugin.enemyCount();i++) {
var enemyComponent = Qt.createComponent("file:/"+LevelPlugin.qmlRootPath()+"Enemy.qml")
var enemyObject = enemyComponent.createObject(enemies)
LevelScript.hiddenEnemies.push(enemyObject)
enemiesCreated = enemiesCreated + 1
}
}
Component.onCompleted: {
createHiddenEnemiesGroup()
starBurstTimer.restart()
enemyCreationTimer.restart()
backOneTop = 0
longBackground_1.y = backOneTop;
backTwoTop = gameArea.height * -1
longBackground_2.y = backTwoTop;
backgroundAnim.restart()
GameEngine.playSounds(5,3)
}
Timer {
id: starBurstTimer
interval: starParticles.lifeSpan+GameEngine.randInt(100,2000); running: false; repeat: true
onTriggered: {
starParticles.burst(GameEngine.randInt(4,6))
}
}
function explode(x,y) {
explodeParticles.x = x
explodeParticles.y = y
explodeParticles.burst(20)
explodeParticles.opacity = 1
}
Particles {
id: explodeParticles
opacity: 0
width: 1
height: 1
emissionRate: 0
source: "file:/"+LevelPlugin.pictureRootPath()+"blue_fire.png"
lifeSpan: 500
lifeSpanDeviation: 2000
count: -1
angle: 270
angleDeviation: 65
velocity: 100
velocityDeviation: 100
ParticleMotionGravity {
yattractor: 1000
xattractor: 300
acceleration: 50
}
}
Particles {
id: starParticles
y: -50
x: 0
width: parent.width
height: 50
emissionRate: 0
source: "file:/"+LevelPlugin.pictureRootPath()+"star3.png"
lifeSpan: 5000
count: -1
angle: 90
velocity: 100
opacity: 0.7
ParticleMotionGravity {
yattractor: 1000
xattractor: 500
}
}
}