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import
QtQuick 2.0
import
QtQuick.Particles 2.0
import
"content"
import
"content/logic.js"
as
Logic
Item
{
id
:
root
width
:
320
height
:
480
property
var gameState
property
bool
passedSplash
:
false
Image
{
source
:
"content/gfx/background.png"
anchors.bottom
:
view.bottom
ParticleSystem
{
id
:
particles
anchors.fill
:
parent
ImageParticle
{
id
:
bubble
anchors.fill
:
parent
source
:
"content/gfx/catch.png"
opacity
:
0.25
}
Wander
{
xVariance
:
25
;
pace
:
25
;
}
Emitter
{
width
:
parent.width
height
:
150
anchors.bottom
:
parent.bottom
anchors.bottomMargin
:
3
startTime
:
15000
emitRate
:
2
lifeSpan
:
15000
acceleration
:
PointDirection
{
y
:
-
6
; xVariation
:
2
; yVariation
:
2
}
size
:
24
sizeVariation
:
16
}
}
}
Column
{
id
:
view
y
:
-
(height
-
480
)
width
:
320
GameOverScreen {
gameCanvas
:
canvas }
Item
{
id
:
canvasArea
width
:
320
height
:
480
Row
{
height
:
childrenRect.height
Image
{
id
:
wave
y
:
30
source
:
"content/gfx/wave.png"
}
Image
{
y
:
30
source
:
"content/gfx/wave.png"
}
NumberAnimation
on
x
{
from
:
0
; to
:
-
(wave.width); duration
:
16000
; loops
:
Animation.Infinite }
SequentialAnimation
on
y
{
loops
:
Animation.Infinite
NumberAnimation
{
from
:
y
-
2
; to
:
y
+
2
; duration
:
1600
; easing.type
:
Easing.InOutQuad }
NumberAnimation
{
from
:
y
+
2
; to
:
y
-
2
; duration
:
1600
; easing.type
:
Easing.InOutQuad }
}
}
Row
{
opacity
:
0.5
Image
{
id
:
wave2
y
:
25
source
:
"content/gfx/wave.png"
}
Image
{
y
:
25
source
:
"content/gfx/wave.png"
}
NumberAnimation
on
x
{
from
:
-
(wave2.width); to
:
0
; duration
:
32000
; loops
:
Animation.Infinite }
SequentialAnimation
on
y
{
loops
:
Animation.Infinite
NumberAnimation
{
from
:
y
+
2
; to
:
y
-
2
; duration
:
1600
; easing.type
:
Easing.InOutQuad }
NumberAnimation
{
from
:
y
-
2
; to
:
y
+
2
; duration
:
1600
; easing.type
:
Easing.InOutQuad }
}
}
Image
{
source
:
"content/gfx/sunlight.png"
opacity
:
0.02
y
:
0
anchors.horizontalCenter
:
parent.horizontalCenter
transformOrigin
:
Item.Top
SequentialAnimation
on
rotation
{
loops
:
Animation.Infinite
NumberAnimation
{
from
:
-
10
; to
:
10
; duration
:
8000
; easing.type
:
Easing.InOutSine }
NumberAnimation
{
from
:
10
; to
:
-
10
; duration
:
8000
; easing.type
:
Easing.InOutSine }
}
}
Image
{
source
:
"content/gfx/sunlight.png"
opacity
:
0.04
y
:
20
anchors.horizontalCenter
:
parent.horizontalCenter
transformOrigin
:
Item.Top
SequentialAnimation
on
rotation
{
loops
:
Animation.Infinite
NumberAnimation
{
from
:
10
; to
:
-
10
; duration
:
8000
; easing.type
:
Easing.InOutSine }
NumberAnimation
{
from
:
-
10
; to
:
10
; duration
:
8000
; easing.type
:
Easing.InOutSine }
}
}
Image
{
source
:
"content/gfx/grid.png"
opacity
:
0.5
}
GameCanvas {
id
:
canvas
anchors.bottom
:
parent.bottom
anchors.bottomMargin
:
20
x
:
32
focus
:
true
}
InfoBar {
anchors.bottom
:
canvas.top; anchors.bottomMargin
:
6
; width
:
parent.width }
//3..2..1..go
Timer
{
id
:
countdownTimer
interval
:
1000
running
:
root.countdown &
lt; 5
repeat
:
true
onTriggered
:
root.countdown++
}
Repeater
{
model
:
["content/gfx/text-blank.png"
, "content/gfx/text-3.png"
, "content/gfx/text-2.png"
, "content/gfx/text-1.png"
, "content/gfx/text-go.png"
]
delegate
:
Image
{
visible
:
root.countdown &
lt;=
index
opacity
:
root.countdown ==
index
? 0.5 :
0.1
scale
:
root.countdown &
gt;=
index
? 1.0 :
0.0
source
:
modelData
Behavior
on
opacity
{
NumberAnimation
{}
}
Behavior
on
scale
{
NumberAnimation
{}
}
}
}
}
NewGameScreen {
onStartButtonClicked
:
root.passedSplash =
true
}
}
property
int
countdown
:
10
Timer
{
id
:
gameStarter
interval
:
4000
running
:
false
repeat
:
false
onTriggered
:
Logic.startGame(canvas);
}
states
:
[
State
{
name
:
"gameOn"
; when
:
gameState.gameOver ==
false
&
amp;&
amp; passedSplash
PropertyChanges
{
target
:
view
; y
:
-
(height
-
960
) }
StateChangeScript
{
script
:
root.countdown =
0
; }
PropertyChanges
{
target
:
gameStarter; running
:
true
}
}
,
State
{
name
:
"gameOver"
; when
:
gameState.gameOver ==
true
PropertyChanges
{
target
:
view
; y
:
0
}
}
]
transitions
:
Transition
{
NumberAnimation
{
properties
:
"x,y"
; duration
:
1200
; easing.type
:
Easing.OutQuad }
}
Component.onCompleted
:
gameState =
Logic.newGameState(canvas);
}