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MyShip.qml Example File

demos/mobile/quickhit/MyShip.qml
 /****************************************************************************
 **
 ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
 ** All rights reserved.
 ** Contact: Nokia Corporation (qt-info@nokia.com)
 **
 ** This file is part of the QtDeclarative module 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
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 **     the names of its contributors may be used to endorse or promote
 **     products derived from this software without specific prior written
 **     permission.
 **
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 ****************************************************************************/

 import QtQuick 1.0
 import "Game.js" as GameScript

 Item {
     id: myShip
     objectName: "myShip"

     property variant myShipSize
     property int originalY

     // Fires missile if exists
     function fire() {
         if (myShip.opacity==1) {
             GameScript.fireMissile(myShip.x+myShip.width/2,myShip.y,myShip.height*-1)
             if (myShip.y+myShip.height < gameArea.height+5) {
                 goDownAnim.restart()
             }
         }
     }

     function createGraphicsForLevel() {
         myShip.myShipSize = LevelPlugin.graphSize(LevelPlugin.pathToMyShipPic())
         myShip.height = myShipSize.height
         myShip.width = myShipSize.width
         image.source = "file:/"+LevelPlugin.pathToMyShipPic()
         myShip.y = gameArea.height - myShip.height - 10
         originalY = myShip.y
         myShip.x = (gameArea.width - myShip.width)/ 2
     }

     Image {
         id: image
         smooth: true
     }

     Keys.onSpacePressed: { fire() }
     Keys.onSelectPressed: { fire() }
     Keys.onRightPressed: {
         if (myShip.x < (gameArea.width - myShip.width - 20)) {
             toRightAnim.restart()
         }
     }
     Keys.onLeftPressed: {
         if (myShip.x > 20) {
             toLeftAnim.restart()
         }
     }

     // To right animation
     PropertyAnimation { id: toRightAnim; target: myShip; easing.type: Easing.OutQuint;
         properties: "x"; from: myShip.x; to: myShip.x + 20; duration: 500 }

     // To left animation
     PropertyAnimation { id: toLeftAnim; target: myShip; easing.type: Easing.OutQuint;
         properties: "x"; from: myShip.x; to: myShip.x - 20; duration: 500 }

     // Go down on fire animation
     SequentialAnimation {
         id: goDownAnim
         NumberAnimation { target: myShip; property:"y"; from: myShip.y; to: myShip.y+5;
             easing.type: Easing.Linear; duration: 200 }
         NumberAnimation { target: myShip; property:"y"; from: myShip.y; to: originalY;
             easing.type: Easing.Linear; duration: 200 }
     }

     /*
     MouseArea {
         anchors.fill: parent
         drag.target: myShip
         drag.axis: Drag.XAxis
         drag.minimumX: 0
         drag.maximumX: gameArea.width - myShip.width
         onReleased: {
             fire()
         }
     }
     */

     /*
     property bool isAutoRepeat: false
     Keys.onPressed: {
              if (event.key == Qt.Key_Right) {
                  if (event.isAutoRepeat) {
                      isAutoRepeat = true
                      toRightAnim.restart()
                  } else {
                      isAutoRepeat = false
                      toRotateRightAndCenterAnim.restart()
                  }
                  event.accepted = true
              }
              else if (event.key == Qt.Key_Left) {
                  if (event.isAutoRepeat) {
                      isAutoRepeat = true
                      toLeftAnim.restart()
                  } else {
                      isAutoRepeat = false
                      toRotateLeftAndCenterAnim.restart()
                  }
                  event.accepted = true
              }
          }

     Keys.onReleased: {
         if (isAutoRepeat) {
             toRotateRightAndCenterAnim.stop()
             toRotateLeftAndCenterAnim.stop()
         } else {
             toRotateCenter.restart()
         }
         event.accepted = true
     }

     // Rotation on movement animation
     transform: Rotation { id:rotationId; origin.x: width/2; origin.y: height/2; axis { x: 0; y: 1; z: 0 } angle: 0 }
     SequentialAnimation {
         id: toRotateRightAndCenterAnim
         PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
             properties: "angle"; from: 0; to: 30; duration: 100 }
         PropertyAnimation { target: myShip; easing.type: Easing.OutQuint;
             properties: "x"; from: myShip.x; to: myShip.x + 20; duration: 500 }
         PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
             properties: "angle"; to: 0; duration: 100 }
     }
     SequentialAnimation {
         id: toRotateLeftAndCenterAnim
         PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
             properties: "angle"; from: 0; to: -30; duration: 100 }
         PropertyAnimation { target: myShip; easing.type: Easing.OutQuint;
             properties: "x"; from: myShip.x; to: myShip.x - 20; duration: 500 }
         PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
             properties: "angle"; to: 0; duration: 100 }
     }
     PropertyAnimation { id: toRotateRight; target: rotationId; easing.type: Easing.Linear;
         properties: "angle"; from: 0; to: 30; duration: 100 }
     PropertyAnimation { id: toRotateCenter; target: rotationId; easing.type: Easing.Linear;
         properties: "angle"; to: 0; duration: 100 }
     PropertyAnimation { id: toRotateLeft; target: rotationId; easing.type: Easing.Linear;
         properties: "angle"; from: 0; to: -30; duration: 100 }
 */

 }
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