Qt Quick Demo - Maroon in Trouble▲
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import
QtQuick 2.0
import
"../logic.js"
as
Logic
import
".."
TowerBase {
id
:
container
hp
:
10
range
:
0.4
rof
:
10
property
real
detonationRange
:
2.5
function
fire() {
sound.play
(
)
sprite.jumpTo
(
"shoot"
)
animDelay.start
(
)
}
function
finishFire() {
var sCol =
Math.max
(
0
,
col -
1
)
var eCol =
Math.min
(
Logic.
gameState.
cols -
1
,
col +
1
)
var killList =
new Array(
)
for (
var i =
sCol;
i &
lt;=
eCol;
i++
) {
for (
var j =
0
;
j &
lt;
Logic.
gameState.
mobs[
i].
length;
j++
)
if (
Math.abs
(
Logic.
gameState.
mobs[
i][
j].
y -
container.
y) &
lt;
Logic.
gameState.
squareSize *
detonationRange)
killList.push
(
Logic.
gameState.
mobs[
i][
j]
)
while (
killList.
length &
gt;
0
)
Logic.killMob
(
i,
killList.pop
(
))
}
Logic.killTower
(
row,
col);
}
Timer
{
id
:
animDelay
running
:
false
interval
:
shootState.frameCount *
shootState.frameDuration
onTriggered
:
finishFire()
}
function
die()
{
destroy() // No blink, because we usually meant to die
}
SoundEffect
{
id
:
sound
source
:
"../audio/bomb-action.wav"
}
SpriteSequence
{
id
:
sprite
width
:
64
height
:
64
interpolate
:
false
goalSprite
:
""
Sprite
{
name
:
"idle"
source
:
"../gfx/bomb-idle.png"
frameCount
:
4
frameDuration
:
800
}
Sprite
{
id
:
shootState
name
:
"shoot"
source
:
"../gfx/bomb-action.png"
frameCount
:
6
frameDuration
:
155
to
: {
"dying"
:
1
}
// So that if it takes a frame to clean up, it is on the last frame of the explosion
}
Sprite
{
name
:
"dying"
source
:
"../gfx/bomb-action.png"
frameCount
:
1
frameX
:
64
*
5
frameWidth
:
64
frameHeight
:
64
frameDuration
:
155
}
SequentialAnimation
on
x
{
loops
:
Animation.Infinite
NumberAnimation
{
from
:
x
; to
:
x
+
4
; duration
:
900
; easing.type
:
Easing.InOutQuad }
NumberAnimation
{
from
:
x
+
4
; to
:
x
; duration
:
900
; easing.type
:
Easing.InOutQuad }
}
SequentialAnimation
on
y
{
loops
:
Animation.Infinite
NumberAnimation
{
from
:
y
; to
:
y
-
4
; duration
:
900
; easing.type
:
Easing.InOutQuad }
NumberAnimation
{
from
:
y
-
4
; to
:
y
; duration
:
900
; easing.type
:
Easing.InOutQuad }
}
}
}