Bomb.qml Example File

demos/maroon/content/towers/Bomb.qml
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import QtQuick 2.0 import "../logic.js" as Logic import ".." TowerBase { id: container hp: 10 range: 0.4 rof: 10 property real detonationRange: 2.5 function fire() { sound.play() sprite.jumpTo("shoot") animDelay.start() } function finishFire() { var sCol = Math.max(0, col - 1) var eCol = Math.min(Logic.gameState.cols - 1, col + 1) var killList = new Array() for (var i = sCol; i <= eCol; i++) { for (var j = 0; j < Logic.gameState.mobs[i].length; j++) if (Math.abs(Logic.gameState.mobs[i][j].y - container.y) < Logic.gameState.squareSize * detonationRange) killList.push(Logic.gameState.mobs[i][j]) while (killList.length > 0) Logic.killMob(i, killList.pop()) } Logic.killTower(row, col); } Timer { id: animDelay running: false interval: shootState.frameCount * shootState.frameDuration onTriggered: finishFire() } function die() { destroy() // No blink, because we usually meant to die } SoundEffect { id: sound source: "../audio/bomb-action.wav" } SpriteSequence { id: sprite width: 64 height: 64 interpolate: false goalSprite: "" Sprite { name: "idle" source: "../gfx/bomb-idle.png" frameCount: 4 frameDuration: 800 } Sprite { id: shootState name: "shoot" source: "../gfx/bomb-action.png" frameCount: 6 frameDuration: 155 to: { "dying" : 1 } // So that if it takes a frame to clean up, it is on the last frame of the explosion } Sprite { name: "dying" source: "../gfx/bomb-action.png" frameCount: 1 frameX: 64 * 5 frameWidth: 64 frameHeight: 64 frameDuration: 155 } SequentialAnimation on x { loops: Animation.Infinite NumberAnimation { from: x; to: x + 4; duration: 900; easing.type: Easing.InOutQuad } NumberAnimation { from: x + 4; to: x; duration: 900; easing.type: Easing.InOutQuad } } SequentialAnimation on y { loops: Animation.Infinite NumberAnimation { from: y; to: y - 4; duration: 900; easing.type: Easing.InOutQuad } NumberAnimation { from: y - 4; to: y; duration: 900; easing.type: Easing.InOutQuad } } } }