MobBase.qml Example File

demos/maroon/content/mobs/MobBase.qml

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  ** This file is part of the examples of the Qt Toolkit.
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  import QtQuick 2.0
  import "../logic.js" as Logic
  import ".."

  Item  {
      id: container
      property string name: "Fish"
      property int col: 0
      property real hp: 3
      property real damage: 1
      property real speed: 0.25
      property int rof: 30 //In ticks
      property int fireCounter: 0
      property bool dying: false
      width: parent ? parent.squareSize : 0
      height: parent ? parent.squareSize : 0
      x: col * width
      z: 1001
      function fire() { }

      function die() {
          if (dying)
              return;
          dying = true;
          bubble.jumpTo("burst");
          if (fishSprite.currentSprite == "front")
              fishSprite.jumpTo(Math.random() > 0.5 ? "left" : "right" );
          fishSwim.start();
          Logic.gameState.score += 1;
          killedSound.play();
          bubble.scale = 0.9
          destroy(350);
      }

      function inked() {
          if (hp > 0)
              ink.jumpTo("dirty");
      }

      function hit(dmg) {
          hp -= dmg;

          if (hp <= 0)
              Logic.killMob(col, container);
      }

      Component.onCompleted: spawnSound.play()

      SoundEffect {
          id: spawnSound
          source: "../audio/catch.wav"
      }
      SoundEffect {
          id: killedSound
          source: "../audio/catch-action.wav"
      }

      SpriteSequence {
          id: fishSprite
          width: 64
          height: 64
          interpolate: false
          goalSprite: ""

          Sprite {
              name: "left"
              source: "../gfx/mob-idle.png"
              frameWidth: 64
              frameHeight: 64
              frameCount: 1
              frameDuration: 800
              frameDurationVariation: 400
              to: { "front" : 1 }
          }

          Sprite {
              name: "front"
              source: "../gfx/mob-idle.png"
              frameCount: 1
              frameX: 64
              frameWidth: 64
              frameHeight: 64
              frameDuration: 800
              frameDurationVariation: 400
              to: { "left" : 1, "right" : 1 }
          }

          Sprite {
              name: "right"
              source: "../gfx/mob-idle.png"
              frameCount: 1
              frameX: 128
              frameWidth: 64
              frameHeight: 64
              frameDuration: 800
              frameDurationVariation: 400
              to: { "front" : 1 }
          }

          Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
              name: "dummy"
              source: "../gfx/melee-idle.png"
              frameCount: 8
              frameWidth: 64
              frameHeight: 64
              frameX: 0
              frameDuration: 200
          }

          NumberAnimation on x {
              id: fishSwim
              running: false
              property bool goingLeft: fishSprite.currentSprite == "right"
              to: goingLeft ? -360 : 360
              duration: 300
          }
      }

      SpriteSequence {
          id: bubble
          width: 64
          height: 64
          scale: 0.4 + (0.2  * hp)
          interpolate: false
          goalSprite: ""

          Behavior on scale {
              NumberAnimation { duration: 150; easing.type: Easing.OutBack }
          }

          Sprite {
              name: "big"
              source: "../gfx/catch.png"
              frameCount: 1
              to: { "burst" : 0 }
          }

          Sprite {
              name: "burst"
              source: "../gfx/catch-action.png"
              frameCount: 3
              frameX: 64
              frameDuration: 200
          }

          Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
              name: "dummy"
              source: "../gfx/melee-idle.png"
              frameCount: 8
              frameWidth: 64
              frameHeight: 64
              frameX: 0
              frameDuration: 200
          }
          SequentialAnimation on width {
              loops: Animation.Infinite
              NumberAnimation { from: width * 1; to: width * 1.1; duration: 800; easing.type: Easing.InOutQuad }
              NumberAnimation { from: width * 1.1; to: width * 1; duration: 1000; easing.type: Easing.InOutQuad }
          }
          SequentialAnimation on height {
              loops: Animation.Infinite
              NumberAnimation { from: height * 1; to: height * 1.15; duration: 1200; easing.type: Easing.InOutQuad }
              NumberAnimation { from: height * 1.15; to: height * 1; duration: 1000; easing.type: Easing.InOutQuad }
          }
      }

      SpriteSequence {
          id: ink
          width: 64
          height: 64
          scale: bubble.scale
          goalSprite: ""

          Sprite {
              name: "clean"
              source: "../gfx/projectile-action.png"
              frameCount: 1
              frameX: 0
              frameWidth: 64
              frameHeight: 64
          }
          Sprite {
              name: "dirty"
              source: "../gfx/projectile-action.png"
              frameCount: 3
              frameX: 64
              frameWidth: 64
              frameHeight: 64
              frameDuration: 150
              to: {"clean":1}
          }

          Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
              name: "dummy"
              source: "../gfx/melee-idle.png"
              frameCount: 8
              frameWidth: 64
              frameHeight: 64
              frameX: 0
              frameDuration: 200
          }
          SequentialAnimation on width {
              loops: Animation.Infinite
              NumberAnimation { from: width * 1; to: width * 1.1; duration: 800; easing.type: Easing.InOutQuad }
              NumberAnimation { from: width * 1.1; to: width * 1; duration: 1000; easing.type: Easing.InOutQuad }
          }
          SequentialAnimation on height {
              loops: Animation.Infinite
              NumberAnimation { from: height * 1; to: height * 1.15; duration: 1200; easing.type: Easing.InOutQuad }
              NumberAnimation { from: height * 1.15; to: height * 1; duration: 1000; easing.type: Easing.InOutQuad }
          }

      }

      SequentialAnimation on x {
          loops: Animation.Infinite
          NumberAnimation { from: x; to: x - 5; duration: 900; easing.type: Easing.InOutQuad }
          NumberAnimation { from: x - 5; to: x; duration: 900; easing.type: Easing.InOutQuad }
      }
  }