Qt 4.8: Level.qml Example File (demos/mobile/quickhit/plugins/LevelTwo/qml/Level.qml)

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# Level.qml Example File

demos/mobile/quickhit/plugins/LevelTwo/qml/Level.qml

     /****************************************************************************
     **
     ** Copyright (C) 2015 The Qt Company Ltd.
     ** Contact: http://www.qt.io/licensing/
     **
     ** 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 The Qt Company Ltd 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
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     import QtQuick 1.0
     import Qt.labs.particles 1.0
     import "Level.js" as LevelScript

     Item {
         id: enemies
         anchors.fill: parent

         property int enemiesCreated: 0
         property int enemiesEnabled: 0

         property int backOneTop
         property int backTwoTop

         // Long background 2
         Image {
             id: longBackground_2
             source: "file:/"+LevelPlugin.pictureRootPath()+"background_loop.png"
             fillMode: Image.Stretch
             smooth: false
             width: gameArea.width
             height: gameArea.height
         }

         // Long background 1
         Image {
             id: longBackground_1
             source: "file:/"+LevelPlugin.pictureRootPath()+"background_loop.png"
             fillMode: Image.Stretch
             smooth: false
             width: gameArea.width
             height: gameArea.height
         }

         // Long background Up to down animation
          ParallelAnimation {
             id: backgroundAnim;
             loops: Animation.Infinite
             PropertyAnimation { target:longBackground_1; property:"y";
             from:backOneTop; to:gameArea.height; easing.type:Easing.Linear; duration:10000 }
             PropertyAnimation { target:longBackground_2; property:"y";
             from:backTwoTop; to:backOneTop; easing.type:Easing.Linear; duration:10000 }
          }

         // ***************************************************
         // *** NOTE: This is mandatory for all level QML files
         function pause(doPause) {
             if (doPause) {
                 enemyCreationTimer.stop()
                 backgroundAnim.stop()
             } else {
                 enemyCreationTimer.restart()
                 backgroundAnim.restart()
             }
             for (var i=0;i<LevelScript.hiddenEnemies.length;i++) {
                 var enemy = LevelScript.hiddenEnemies[i]
                 enemy.pause(doPause)
             }
         }

         // ***************************************************
         // *** NOTE: This is mandatory for all level QML files
         objectName: "level"

         // Enemy creation timer
         Timer {
             id: enemyCreationTimer
             interval: 1000; running: false; repeat: true
             onTriggered: {
                 enableEnemy()
             }
         }

         function enableEnemy() {
             if (enemiesEnabled < enemiesCreated) {
                 var enemy = LevelScript.hiddenEnemies[enemiesEnabled]
                 enemy.opacity = 1
                 enemy.x = GameEngine.randInt(0,gameArea.width-enemy.width-50)
                 enemy.startMovingAnim()
                 enemyCreationTimer.stop()
                 enemyCreationTimer.interval = GameEngine.randInt(500,2000)
                 enemyCreationTimer.restart()
                 enemiesEnabled = enemiesEnabled + 1
                 GameEngine.playSound(4) // NOTE: Enable enemy sound
             } else {
                 enemyCreationTimer.stop()
             }
         }

         // Hidden enemies group
         function createHiddenEnemiesGroup() {
             for (var i=0;i<LevelPlugin.enemyCount();i++) {
                 var enemyComponent = Qt.createComponent("file:/"+LevelPlugin.qmlRootPath()+"Enemy.qml")
                 var enemyObject = enemyComponent.createObject(enemies)
                 LevelScript.hiddenEnemies.push(enemyObject)
                 enemiesCreated = enemiesCreated + 1
             }
         }

         Component.onCompleted: {
             // Create hidden enemies
             createHiddenEnemiesGroup()
             // Flying moons animation
             starBurstTimer.restart()
             // Create enemies timer
             enemyCreationTimer.restart()

             // Start Long background loop animation
             backOneTop = 0
             longBackground_1.y = backOneTop;
             backTwoTop = gameArea.height * -1
             longBackground_2.y = backTwoTop;
             backgroundAnim.restart()

             GameEngine.playSounds(5,3)  //NOTE: Level starts sound, 3 times
         }

         Timer {
             id: starBurstTimer
             interval: starParticles.lifeSpan+GameEngine.randInt(100,2000); running: false; repeat: true
             onTriggered: {
             starParticles.burst(GameEngine.randInt(4,6))
             }
          }

         // ***************************************************
         // *** 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()+"blue_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: 5000
              count: -1
              angle: 90
              velocity: 100
              opacity: 0.7
             ParticleMotionGravity {
                 yattractor: 1000
                 xattractor: 500
             }
          }

     }