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/****************************************************************************
**
** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** $QT_BEGIN_LICENSE:BSD$
** 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 Digia Plc 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
//Enemy.qml
import QtQuick 2.0
import Qt3D 1.0
//Creates an enemy
Item3D {
id: enemy
//Size of the object for the collision detection
property real radius: 1.5
property int hitpoints: 10
mesh: Mesh { source: "Fruits/Fruits.3ds"; options: "ForceSmooth";}
pretransform : [
Rotation3D {
angle: -180
axis: Qt.vector3d(0, 1, 0)
},
Scale3D {
scale: 0.01
}
]
//The enemy movement
SequentialAnimation {
id: bossMovement
running: root.state=="BossFight"
loops: Animation.Infinite
PropertyAnimation{
target: enemy
properties: "x"
duration: 5000
to: -16
easing.type: Easing.InOutSine
}
PropertyAnimation{
target: enemy
properties: "x"
duration: 5000
easing.type: Easing.InOutSine
to: 16
}
}
//Animation which moves the the enemy towards the player
NumberAnimation on z{
running: true
duration: 10000
from: 200
to: 40
onRunningChanged: { if (running == false) root.state="BossRotation" }
}
Timer {
id: shootTimer
interval: 500
repeat: true
running: root.state=="BossFight"
onTriggered: {
shootLaser()
}
}
function hit() {
hitpoints--
if (hitpoints <= 0) {
explode();
}
}
function explode () {
root.score+=20
var component = Qt.createComponent("ExplosionSystem.qml")
var object = component.createObject(level, {"position": position})
shootTimer.running=false
bossMovement.running=false
root.state="EnterHighscore"
}
//Shoots a bullet
function shootLaser() {
var component = Qt.createComponent("Bullet.qml")
var object = component.createObject(level, {"position": enemy.position, "radius": 0.2,
"dir": Qt.vector3d(0,0,-1), "collisionTarget": player});
object.collisionDetected.connect(player.hit)
object.collisionDetected.connect(object.destroy)
}
}
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