Level.qml Example Filedemos/mobile/quickhit/plugins/LevelOne/Level.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 ** 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 Nokia Corporation 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 ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** $QT_END_LICENSE$ ** ****************************************************************************/ 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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