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Level.qml Example File

demos/mobile/quickhit/plugins/LevelOne/Level.qml
 /****************************************************************************
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 ** 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:
 **
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 ** 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.
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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 Qt.labs.particles 1.0

 Rectangle {
     id: enemies
     anchors.fill: parent
     color: "black"

     // Background image for the level
     Image {
         id: background1
         source: "file:/"+LevelPlugin.pictureRootPath()+"background3.png"
         fillMode: Image.PreserveAspectCrop
         smooth: true
         //anchors.fill: parent
         width: parent.width
         height: parent.height
     }

     // ***************************************************
     // *** NOTE: This is mandatory for all level QML files
     function pause(doPause) {
         if (doPause) {
         rightLeftAnim.pause()
         upToDownAnim.pause()
         } else {
         rightLeftAnim.resume()
         upToDownAnim.resume()
         }
     }

     // ***************************************************
     // *** NOTE: This is mandatory for all level QML files
     objectName: "level"

     property int enemySpeed: LevelPlugin.enemySpeed()
     property int enemyMaxWidth

     // Create enemies dynamically
     function createEnemies(amount) {
         var b = false;
         for (var i=0;i<amount;i++) {
             if (b){
                 Qt.createQmlObject('import QtQuick 1.0; Image { property bool hit:false; width:50; objectName:"enemy"; smooth:true; fillMode:Image.PreserveAspectFit; source:"file:/"+LevelPlugin.pictureRootPath()+"enemy1.png";}',enemiesGrid);
             } else {
                 Qt.createQmlObject('import QtQuick 1.0; Image { property bool hit:false; width:50; objectName:"enemy"; smooth:true; fillMode:Image.PreserveAspectFit; source:"file:/"+LevelPlugin.pictureRootPath()+"enemy2.png";}',enemiesGrid);
             }
             b = !b;
         }
     }

     // Calculate enemy max width
     function calEnemyMaxWidth() {
         var enemyCountInCol = LevelPlugin.enemyCount() / LevelPlugin.enemyRowCount();
         enemyCountInCol++; // add some extra space needs for width
         if (enemyCountInCol*LevelPlugin.graphSize(LevelPlugin.pictureRootPath()+"enemy1.png").width > gameArea.width) {
             enemyMaxWidth = gameArea.width / (enemyCountInCol + 1);
         }
         else {
             enemyMaxWidth = LevelPlugin.graphSize(LevelPlugin.pictureRootPath()+"enemy1.png").width;
         }
     }

     Component.onCompleted: {
         // Calculate enemy max width
         calEnemyMaxWidth()

         // Create enemies dynamically after component created
         createEnemies(LevelPlugin.enemyCount())

         // Start animations
         enemiesGrid.y = enemiesGrid.height * -1
         rightLeftAnim.restart()
         upToDownAnim.restart()

         // Flying stars animation, not in Maemo
         if (!GameEngine.isMaemo()) {
             starBurstTimer.restart()
         }

         GameEngine.playSound(4) // NOTE: Level start sound
     }

     Timer {
         id: starBurstTimer
         interval: starParticles.lifeSpan+GameEngine.randInt(100,2000); running: false; repeat: true
         onTriggered: {
         starParticles.burst(GameEngine.randInt(4,10))
         }
      }

     // Right-left animation
     SequentialAnimation {
         id: rightLeftAnim
         loops: Animation.Infinite
         NumberAnimation { target:enemiesGrid; property:"x"; from: 0; to:gameArea.width - enemiesGrid.width; easing.type: Easing.OutQuad; duration: 3000 }
         NumberAnimation { target:enemiesGrid; property:"x"; to: 0; easing.type: Easing.OutQuad; duration: 3000 }
     }

     // Up to down animation
     PropertyAnimation { id: upToDownAnim; target:enemiesGrid; property:"y"; to: gameArea.height;
         easing.type: Easing.Linear; duration: enemies.enemySpeed }

     Grid {
         id: enemiesGrid
         objectName: "enemiesGrid"
         columns: LevelPlugin.enemyCount() / LevelPlugin.enemyRowCount()
         spacing: 8
     }

     // ***************************************************
     // *** NOTE: This is mandatory for all level QML files
     // Execute explode particle effect
     function explode(x,y) {
         explodeParticles.x = x
         explodeParticles.y = y
         explodeParticles.burst(20)
         explodeParticles.opacity = 1
     }
     // ***************************************************
     // *** NOTE: This is mandatory for all level QML files
     // Explode particle effect
     Particles {
         id: explodeParticles
         opacity: 0
         width: 1
         height: 1
         emissionRate: 0
         source: "file:/"+LevelPlugin.pictureRootPath()+"red_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: 3000
          count: -1
          angle: 90
          velocity: 100
         ParticleMotionGravity {
             yattractor: 1000
             xattractor: 500
         }
      }

 }
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