BearWhackParticleSystem.qml Example File

touchinteraction/multipointtouch/content/BearWhackParticleSystem.qml
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import QtQuick 2.0 import QtQuick.Particles 2.0 ParticleSystem { id: particleSystem function explode(x,y) { fireEmitter.burst(100,x,y); } Emitter { id: emitter group: "bears" width: parent.width emitRate: 1 NumberAnimation on emitRate { id: goFaster from: 1 to: 16 running: particleSystem.running loops: 1 duration: 60000 * 5 easing.type: Easing.Linear } lifeSpan: 4000 + 800*(16-emitRate) maximumEmitted: 128 size: 64 velocity: PointDirection{ y: 40 + 10 * emitter.emitRate } } Emitter { id: fireEmitter enabled: false maximumEmitted: 6000 group: "flame" emitRate: 1000 size: 16 endSize: 8 velocity: CumulativeDirection { AngleDirection {angleVariation: 180; magnitudeVariation: 120;} PointDirection { y: -60 }} lifeSpan: 400 } Emitter { id: heartEmitter enabled: false maximumEmitted: 6000 group: "hearts" emitRate: 1000 size: 16 endSize: 8 velocity: AngleDirection {angleVariation: 180; magnitudeVariation: 180;} lifeSpan: 600 } Emitter { id: bloodEmitter enabled: false maximumEmitted: 6000 group: "blood" emitRate: 1000 size: 16 endSize: 8 velocity: CumulativeDirection { AngleDirection {angleVariation: 180; magnitudeVariation: 80;} PointDirection { y: 40 }} lifeSpan: 600 } Affector { width: parent.width height: 64 once: true y: parent.height - 32 groups: "bears" onAffectParticles: { for (var i=0;i<particles.length; i++) { if (particles[i].animationIndex != 0) { score++; bloodEmitter.burst(100, particles[i].x, particles[i].y); } else { score--; heartEmitter.burst(100, particles[i].x, particles[i].y); } particles[i].update = 1.0; particles[i].t -= 1000.0; } } } ImageParticle { groups: ["flame"] source: "blur-circle.png" z: 4 colorVariation: 0.1 color: "#ffa24d" alpha: 0.4 } ImageParticle { groups: ["blood"] color: "red" z: 2 source: "blur-circle3.png" alpha: 0.2 } ImageParticle { groups: ["hearts"] color: "#ff66AA" z: 3 source: "heart-blur.png" alpha: 0.4 autoRotation: true } ImageParticle { groups: ["bears"] z: 1 spritesInterpolate: false sprites:[ Sprite{ name: "floating" source: "Bear1.png" frameCount: 9 frameWidth: 256 frameHeight: 256 frameDuration: 80 to: {"still":0, "flailing":0} }, Sprite{ name: "flailing" source: "Bear2.png" frameCount: 8 frameWidth: 256 frameHeight: 256 frameDuration: 80 to: {"falling":1} }, Sprite{ name: "falling" source: "Bear3.png" frameCount: 5 frameWidth: 256 frameHeight: 256 frameDuration: 80 to: {"falling":1} } ] } }