/**************************************************************************** ** ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QtDeclarative module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor ** the names of its contributors may be used to endorse or promote ** products derived from this software without specific prior written ** permission. ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 1.0 import "Game.js" as GameScript Item { id: myShip objectName: "myShip" property variant myShipSize property int originalY // Fires missile if exists function fire() { if (myShip.opacity==1) { GameScript.fireMissile(myShip.x+myShip.width/2,myShip.y,myShip.height*-1) if (myShip.y+myShip.height < gameArea.height+5) { goDownAnim.restart() } } } function createGraphicsForLevel() { myShip.myShipSize = LevelPlugin.graphSize(LevelPlugin.pathToMyShipPic()) myShip.height = myShipSize.height myShip.width = myShipSize.width image.source = "file:/"+LevelPlugin.pathToMyShipPic() myShip.y = gameArea.height - myShip.height - 10 originalY = myShip.y myShip.x = (gameArea.width - myShip.width)/ 2 } Image { id: image smooth: true } Keys.onSpacePressed: { fire() } Keys.onSelectPressed: { fire() } Keys.onRightPressed: { if (myShip.x < (gameArea.width - myShip.width - 20)) { toRightAnim.restart() } } Keys.onLeftPressed: { if (myShip.x > 20) { toLeftAnim.restart() } } // To right animation PropertyAnimation { id: toRightAnim; target: myShip; easing.type: Easing.OutQuint; properties: "x"; from: myShip.x; to: myShip.x + 20; duration: 500 } // To left animation PropertyAnimation { id: toLeftAnim; target: myShip; easing.type: Easing.OutQuint; properties: "x"; from: myShip.x; to: myShip.x - 20; duration: 500 } // Go down on fire animation SequentialAnimation { id: goDownAnim NumberAnimation { target: myShip; property:"y"; from: myShip.y; to: myShip.y+5; easing.type: Easing.Linear; duration: 200 } NumberAnimation { target: myShip; property:"y"; from: myShip.y; to: originalY; easing.type: Easing.Linear; duration: 200 } } /* MouseArea { anchors.fill: parent drag.target: myShip drag.axis: Drag.XAxis drag.minimumX: 0 drag.maximumX: gameArea.width - myShip.width onReleased: { fire() } } */ /* property bool isAutoRepeat: false Keys.onPressed: { if (event.key == Qt.Key_Right) { if (event.isAutoRepeat) { isAutoRepeat = true toRightAnim.restart() } else { isAutoRepeat = false toRotateRightAndCenterAnim.restart() } event.accepted = true } else if (event.key == Qt.Key_Left) { if (event.isAutoRepeat) { isAutoRepeat = true toLeftAnim.restart() } else { isAutoRepeat = false toRotateLeftAndCenterAnim.restart() } event.accepted = true } } Keys.onReleased: { if (isAutoRepeat) { toRotateRightAndCenterAnim.stop() toRotateLeftAndCenterAnim.stop() } else { toRotateCenter.restart() } event.accepted = true } // Rotation on movement animation transform: Rotation { id:rotationId; origin.x: width/2; origin.y: height/2; axis { x: 0; y: 1; z: 0 } angle: 0 } SequentialAnimation { id: toRotateRightAndCenterAnim PropertyAnimation { target: rotationId; easing.type: Easing.Linear; properties: "angle"; from: 0; to: 30; duration: 100 } PropertyAnimation { target: myShip; easing.type: Easing.OutQuint; properties: "x"; from: myShip.x; to: myShip.x + 20; duration: 500 } PropertyAnimation { target: rotationId; easing.type: Easing.Linear; properties: "angle"; to: 0; duration: 100 } } SequentialAnimation { id: toRotateLeftAndCenterAnim PropertyAnimation { target: rotationId; easing.type: Easing.Linear; properties: "angle"; from: 0; to: -30; duration: 100 } PropertyAnimation { target: myShip; easing.type: Easing.OutQuint; properties: "x"; from: myShip.x; to: myShip.x - 20; duration: 500 } PropertyAnimation { target: rotationId; easing.type: Easing.Linear; properties: "angle"; to: 0; duration: 100 } } PropertyAnimation { id: toRotateRight; target: rotationId; easing.type: Easing.Linear; properties: "angle"; from: 0; to: 30; duration: 100 } PropertyAnimation { id: toRotateCenter; target: rotationId; easing.type: Easing.Linear; properties: "angle"; to: 0; duration: 100 } PropertyAnimation { id: toRotateLeft; target: rotationId; easing.type: Easing.Linear; properties: "angle"; from: 0; to: -30; duration: 100 } */ }