Level.qml Example File
demos/mobile/quickhit/plugins/LevelOne/Level.qml
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import QtQuick 1.0
import Qt.labs.particles 1.0
Rectangle {
id: enemies
anchors.fill: parent
color: "black"
// Background image for the level
Image {
id: background1
source: "file:/"+LevelPlugin.pictureRootPath()+"background3.png"
fillMode: Image.PreserveAspectCrop
smooth: true
//anchors.fill: parent
width: parent.width
height: parent.height
}
// ***************************************************
// *** NOTE: This is mandatory for all level QML files
function pause(doPause) {
if (doPause) {
rightLeftAnim.pause()
upToDownAnim.pause()
} else {
rightLeftAnim.resume()
upToDownAnim.resume()
}
}
// ***************************************************
// *** NOTE: This is mandatory for all level QML files
objectName: "level"
property int enemySpeed: LevelPlugin.enemySpeed()
property int enemyMaxWidth
// Create enemies dynamically
function createEnemies(amount) {
var b = false;
for (var i=0;i<amount;i++) {
if (b){
Qt.createQmlObject('import QtQuick 1.0; Image { property bool hit:false; width:50; objectName:"enemy"; smooth:true; fillMode:Image.PreserveAspectFit; source:"file:/"+LevelPlugin.pictureRootPath()+"enemy1.png";}',enemiesGrid);
} else {
Qt.createQmlObject('import QtQuick 1.0; Image { property bool hit:false; width:50; objectName:"enemy"; smooth:true; fillMode:Image.PreserveAspectFit; source:"file:/"+LevelPlugin.pictureRootPath()+"enemy2.png";}',enemiesGrid);
}
b = !b;
}
}
// Calculate enemy max width
function calEnemyMaxWidth() {
var enemyCountInCol = LevelPlugin.enemyCount() / LevelPlugin.enemyRowCount();
enemyCountInCol++; // add some extra space needs for width
if (enemyCountInCol*LevelPlugin.graphSize(LevelPlugin.pictureRootPath()+"enemy1.png").width > gameArea.width) {
enemyMaxWidth = gameArea.width / (enemyCountInCol + 1);
}
else {
enemyMaxWidth = LevelPlugin.graphSize(LevelPlugin.pictureRootPath()+"enemy1.png").width;
}
}
Component.onCompleted: {
// Calculate enemy max width
calEnemyMaxWidth()
// Create enemies dynamically after component created
createEnemies(LevelPlugin.enemyCount())
// Start animations
enemiesGrid.y = enemiesGrid.height * -1
rightLeftAnim.restart()
upToDownAnim.restart()
// Flying stars animation, not in Maemo
if (!GameEngine.isMaemo()) {
starBurstTimer.restart()
}
GameEngine.playSound(4) // NOTE: Level start sound
}
Timer {
id: starBurstTimer
interval: starParticles.lifeSpan+GameEngine.randInt(100,2000); running: false; repeat: true
onTriggered: {
starParticles.burst(GameEngine.randInt(4,10))
}
}
// Right-left animation
SequentialAnimation {
id: rightLeftAnim
loops: Animation.Infinite
NumberAnimation { target:enemiesGrid; property:"x"; from: 0; to:gameArea.width - enemiesGrid.width; easing.type: Easing.OutQuad; duration: 3000 }
NumberAnimation { target:enemiesGrid; property:"x"; to: 0; easing.type: Easing.OutQuad; duration: 3000 }
}
// Up to down animation
PropertyAnimation { id: upToDownAnim; target:enemiesGrid; property:"y"; to: gameArea.height;
easing.type: Easing.Linear; duration: enemies.enemySpeed }
Grid {
id: enemiesGrid
objectName: "enemiesGrid"
columns: LevelPlugin.enemyCount() / LevelPlugin.enemyRowCount()
spacing: 8
}
// ***************************************************
// *** NOTE: This is mandatory for all level QML files
// Execute explode particle effect
function explode(x,y) {
explodeParticles.x = x
explodeParticles.y = y
explodeParticles.burst(20)
explodeParticles.opacity = 1
}
// ***************************************************
// *** NOTE: This is mandatory for all level QML files
// Explode particle effect
Particles {
id: explodeParticles
opacity: 0
width: 1
height: 1
emissionRate: 0
source: "file:/"+LevelPlugin.pictureRootPath()+"red_fire.png"
lifeSpan: 500
lifeSpanDeviation: 2000
count: -1
angle: 270
angleDeviation: 65
velocity: 100
velocityDeviation: 100
ParticleMotionGravity {
yattractor: 1000
xattractor: 300
acceleration: 50
}
}
Particles {
id: starParticles
y: -50
x: 0
width: parent.width
height: 50
emissionRate: 0
source: "file:/"+LevelPlugin.pictureRootPath()+"star3.png"
lifeSpan: 3000
count: -1
angle: 90
velocity: 100
ParticleMotionGravity {
yattractor: 1000
xattractor: 500
}
}
}