Bomb.qml Example File

demos/maroon/content/towers/Bomb.qml

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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 <= eCol; i++) {
              for (var j = 0; j < Logic.gameState.mobs[i].length; j++)
                  if (Math.abs(Logic.gameState.mobs[i][j].y - container.y) < Logic.gameState.squareSize * detonationRange)
                      killList.push(Logic.gameState.mobs[i][j])
              while (killList.length > 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 }
          }
      }
  }