Qt Reference Documentation

Missile.qml Example File

demos/mobile/quickhit/Missile.qml
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 import QtQuick 1.0

 Item {
     id: missile
     objectName: "missile"
     opacity: 0 // transparent by default

     property int fromYpos
     property int toYpos
     property variant myMissileSize
     property bool enemyMissile: false
     property int defaultX: 0
     property int defaultY: 0

     function storeDefaultPos() {
         defaultX = missile.x
         defaultY = missile.y
     }

     function setToDefaultPos() {
         missile.x = defaultX
         missile.y = defaultY
         opacity = 0.5
     }

     function createGraphicsForLevel() {
         missile.myMissileSize = LevelPlugin.graphSize(LevelPlugin.pathToMissilePic())
         missile.height = myMissileSize.height;
         missile.width = myMissileSize.width;
         if (missile.enemyMissile) {
             missileImage.source = "file:/"+LevelPlugin.pathToEnemyMissilePic()
         } else {
             missileImage.source = "file:/"+LevelPlugin.pathToMissilePic()
         }
     }

     // Execute fire!
     function fire(aXpox, aFromYpos, aToYpos) {
         missile.x = aXpox - missile.width / 2
         missile.y = aFromYpos
         missile.fromYpos = aFromYpos
         missile.toYpos = aToYpos
         missile.opacity = 1
         GameEngine.playSound(2) // NOTE: 3 for your missile sound
         flying.restart()
     }

     // Enemy fires!
     function enemyFire(aXpox, aFromYpos, aToYpos) {
         missile.x = aXpox - missile.width / 2
         missile.y = aFromYpos
         missile.fromYpos = aFromYpos
         missile.toYpos = aToYpos
         missile.opacity = 1
         GameEngine.playSound(3) // NOTE: 3 for enemy missile sound
         flyingEnemy.restart()
     }

     // Stop missile
     function stop() {
         flying.stop()
     }

     // Pause missile
     function pause(doPause) {
         if (doPause) {
             flying.pause()
             flyingEnemy.pause()
         } else {
             flying.resume()
             flyingEnemy.resume()
         }
     }

     Component.onCompleted: {
         if (!enemyMissile) {
             storeDefaultPos()
             setToDefaultPos()
         }
     }

     // Animates missile flying to the target
     SequentialAnimation {
         id: flying
         PropertyAnimation {target: missile; properties: "y";
             from: fromYpos; to: toYpos; duration: 2000; easing.type: Easing.InCubic }
         //PropertyAction {target: missile; properties: "opacity"; value: 0}
         ScriptAction { script: setToDefaultPos() }
     }

     SequentialAnimation {
         id: flyingEnemy
         PropertyAnimation {target: missile; properties: "y";
             from: fromYpos; to: toYpos; duration: 2000; easing.type: Easing.InCubic }
         PropertyAction {target: missile; properties: "opacity"; value: 0}
     }

     Image {
         id: missileImage
         smooth: true
     }
 }