BearWhackParticleSystem.qml Example File

touchinteraction/multipointtouch/content/BearWhackParticleSystem.qml

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  import QtQuick 2.0
  import QtQuick.Particles 2.0

  ParticleSystem {
      id: particleSystem
      function explode(x,y) {
          fireEmitter.burst(100,x,y);
      }

      Emitter {
          id: emitter
          group: "bears"
          width: parent.width
          emitRate: 1
          NumberAnimation on emitRate {
              id: goFaster
              from: 1
              to: 16
              running: particleSystem.running
              loops: 1
              duration: 60000 * 5
              easing.type: Easing.Linear
          }
          lifeSpan: 4000 + 800*(16-emitRate)
          maximumEmitted: 128
          size: 64
          velocity: PointDirection{ y: 40 + 10 * emitter.emitRate }
      }

      Emitter {
          id: fireEmitter
          enabled: false
          maximumEmitted: 6000
          group: "flame"
          emitRate: 1000
          size: 16
          endSize: 8
          velocity: CumulativeDirection { AngleDirection {angleVariation: 180; magnitudeVariation: 120;} PointDirection { y: -60 }}
          lifeSpan: 400
      }
      Emitter {
          id: heartEmitter
          enabled: false
          maximumEmitted: 6000
          group: "hearts"
          emitRate: 1000
          size: 16
          endSize: 8
          velocity: AngleDirection {angleVariation: 180; magnitudeVariation: 180;}
          lifeSpan: 600
      }
      Emitter {
          id: bloodEmitter
          enabled: false
          maximumEmitted: 6000
          group: "blood"
          emitRate: 1000
          size: 16
          endSize: 8
          velocity: CumulativeDirection { AngleDirection {angleVariation: 180; magnitudeVariation: 80;} PointDirection { y: 40 }}
          lifeSpan: 600
      }

      Affector {
          width: parent.width
          height: 64
          once: true
          y: parent.height - 32
          groups: "bears"
          onAffectParticles: {
              for (var i=0;i<particles.length; i++) {
                  if (particles[i].animationIndex != 0) {
                      score++;
                      bloodEmitter.burst(100, particles[i].x, particles[i].y);
                  } else {
                      score--;
                      heartEmitter.burst(100, particles[i].x, particles[i].y);
                  }
                  particles[i].update = 1.0;
                  particles[i].t -= 1000.0;
              }
          }
      }
      ImageParticle {
          groups: ["flame"]
          source: "blur-circle.png"
          z: 4
          colorVariation: 0.1
          color: "#ffa24d"
          alpha: 0.4
      }
      ImageParticle {
          groups: ["blood"]
          color: "red"
          z: 2
          source: "blur-circle3.png"
          alpha: 0.2
      }
      ImageParticle {
          groups: ["hearts"]
          color: "#ff66AA"
          z: 3
          source: "heart-blur.png"
          alpha: 0.4
          autoRotation: true
      }
      ImageParticle {
          groups: ["bears"]
          z: 1
          spritesInterpolate: false
          sprites:[
          Sprite{
              name: "floating"
              source: "Bear1.png"
              frameCount: 9
              frameWidth: 256
              frameHeight: 256
              frameDuration: 80
              to: {"still":0, "flailing":0}
          },
          Sprite{
              name: "flailing"
              source: "Bear2.png"
              frameCount: 8
              frameWidth: 256
              frameHeight: 256
              frameDuration: 80
              to: {"falling":1}
          },
          Sprite{
              name: "falling"
              source: "Bear3.png"
              frameCount: 5
              frameWidth: 256
              frameHeight: 256
              frameDuration: 80
              to: {"falling":1}
          }
          ]
      }
  }