mirror of https://github.com/qt/qtdoc.git
222 lines
6.4 KiB
QML
222 lines
6.4 KiB
QML
// Copyright (C) 2017 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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import QtQuick
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import QtMultimedia
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import examples.Maroon
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import "../logic.js" as Logic
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Item {
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id: container
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property string name: "Fish"
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property int col: 0
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property real hp: 3
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property real damage: 1
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property real speed: 0.25
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property int rof: 30 //In ticks
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property int fireCounter: 0
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property bool dying: false
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width: (parent as GameCanvas)?.squareSize ?? 0
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height: (parent as GameCanvas)?.squareSize ?? 0
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x: col * width
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z: 1001
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function fire() { }
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function die() {
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if (dying)
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return;
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dying = true;
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bubble.jumpTo("burst");
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if (fishSprite.currentSprite == "front")
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fishSprite.jumpTo(Math.random() > 0.5 ? "left" : "right" );
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fishSwim.start();
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Logic.gameState.score += 1;
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killedSound.play();
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bubble.scale = 0.9
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destroy(350);
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}
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function inked() {
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if (hp > 0)
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ink.jumpTo("dirty");
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}
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function hit(dmg) {
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hp -= dmg;
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if (hp <= 0)
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Logic.killMob(col, container);
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}
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Component.onCompleted: spawnSound.play()
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SoundEffect {
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id: spawnSound
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source: "../audio/catch.wav"
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}
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SoundEffect {
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id: killedSound
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source: "../audio/catch-action.wav"
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}
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SpriteSequence {
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id: fishSprite
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width: 64
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height: 64
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interpolate: false
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goalSprite: ""
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Sprite {
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name: "left"
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source: "../gfx/mob-idle.png"
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frameWidth: 64
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frameHeight: 64
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frameCount: 1
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frameDuration: 800
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frameDurationVariation: 400
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to: { "front" : 1 }
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}
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Sprite {
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name: "front"
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source: "../gfx/mob-idle.png"
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frameCount: 1
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frameX: 64
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frameWidth: 64
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frameHeight: 64
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frameDuration: 800
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frameDurationVariation: 400
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to: { "left" : 1, "right" : 1 }
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}
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Sprite {
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name: "right"
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source: "../gfx/mob-idle.png"
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frameCount: 1
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frameX: 128
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frameWidth: 64
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frameHeight: 64
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frameDuration: 800
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frameDurationVariation: 400
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to: { "front" : 1 }
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}
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Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
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name: "dummy"
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source: "../gfx/melee-idle.png"
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frameCount: 8
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frameWidth: 64
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frameHeight: 64
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frameX: 0
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frameDuration: 200
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}
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NumberAnimation on x {
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id: fishSwim
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running: false
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property bool goingLeft: fishSprite.currentSprite == "right"
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to: goingLeft ? -360 : 360
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duration: 300
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}
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}
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SpriteSequence {
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id: bubble
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scale: 0.4 + (0.2 * container.hp)
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interpolate: false
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goalSprite: ""
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Behavior on scale {
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NumberAnimation { duration: 150; easing.type: Easing.OutBack }
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}
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Sprite {
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name: "big"
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source: "../gfx/catch.png"
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frameCount: 1
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to: { "burst" : 0 }
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}
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Sprite {
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name: "burst"
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source: "../gfx/catch-action.png"
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frameCount: 3
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frameX: 64
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frameDuration: 200
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}
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Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
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name: "dummy"
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source: "../gfx/melee-idle.png"
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frameCount: 8
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frameWidth: 64
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frameHeight: 64
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frameX: 0
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frameDuration: 200
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}
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SequentialAnimation on width {
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loops: Animation.Infinite
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NumberAnimation { from: container.width * 1; to: container.width * 1.1; duration: 800; easing.type: Easing.InOutQuad }
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NumberAnimation { from: container.width * 1.1; to: container.width * 1; duration: 1000; easing.type: Easing.InOutQuad }
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}
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SequentialAnimation on height {
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loops: Animation.Infinite
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NumberAnimation { from: container.height * 1; to: container.height * 1.15; duration: 1200; easing.type: Easing.InOutQuad }
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NumberAnimation { from: container.height * 1.15; to: container.height * 1; duration: 1000; easing.type: Easing.InOutQuad }
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}
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}
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SpriteSequence {
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id: ink
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scale: bubble.scale
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goalSprite: ""
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Sprite {
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name: "clean"
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source: "../gfx/projectile-action.png"
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frameCount: 1
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frameX: 0
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frameWidth: 64
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frameHeight: 64
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}
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Sprite {
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name: "dirty"
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source: "../gfx/projectile-action.png"
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frameCount: 3
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frameX: 64
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frameWidth: 64
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frameHeight: 64
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frameDuration: 150
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to: {"clean":1}
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}
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Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
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name: "dummy"
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source: "../gfx/melee-idle.png"
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frameCount: 8
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frameWidth: 64
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frameHeight: 64
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frameX: 0
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frameDuration: 200
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}
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SequentialAnimation on width {
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loops: Animation.Infinite
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NumberAnimation { from: container.width * 1; to: container.width * 1.1; duration: 800; easing.type: Easing.InOutQuad }
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NumberAnimation { from: container.width * 1.1; to: container.width * 1; duration: 1000; easing.type: Easing.InOutQuad }
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}
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SequentialAnimation on height {
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loops: Animation.Infinite
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NumberAnimation { from: container.height * 1; to: container.height * 1.15; duration: 1200; easing.type: Easing.InOutQuad }
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NumberAnimation { from: container.height * 1.15; to: container.height * 1; duration: 1000; easing.type: Easing.InOutQuad }
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}
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}
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SequentialAnimation on x {
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loops: Animation.Infinite
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NumberAnimation { from: container.x; to: container.x - 5; duration: 900; easing.type: Easing.InOutQuad }
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NumberAnimation { from: container.x - 5; to: container.x; duration: 900; easing.type: Easing.InOutQuad }
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}
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}
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