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/******************************************************************************
*
* Copyright (c) 2011 Nokia Corporation and/or its subsidiary(-ies).
* All rights reserved.
* Contact: Nokia Corporation (qt-info@nokia.com)
*
* $QT_BEGIN_LICENSE:BSD$
* 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 author organization 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 <COPYRIGHT HOLDER> 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.
*
* $QT_END_LICENSE$
*
*****************************************************************************/
import Qt 4.7
Image {
id: enemy
objectName: "enemy"
smooth:true
opacity: 0 // 0=hidden by default
fillMode:Image.PreserveAspectFit
source:"file:/"+LevelPlugin.pictureRootPath()+"enemy1.png"
property int enemySpeed: LevelPlugin.enemySpeed()
function pause(doPause) {
if (doPause) {
upToDownAnim.pause()
rightLeftAnim.pause()
} else {
upToDownAnim.resume()
rightLeftAnim.resume()
}
}
function startMovingAnim() {
upToDownAnim.restart()
rightLeftAnim.restart()
}
// Right-left animation
SequentialAnimation {
id: rightLeftAnim
loops: Animation.Infinite
NumberAnimation { target:enemy; property:"x";
to:gameArea.width - enemy.width; easing.type: Easing.OutQuad; duration: 3000 }
NumberAnimation { target:enemy; property:"x"; to:0; easing.type: Easing.OutQuad; duration: 3000 }
}
// Up to down animation
SequentialAnimation {
id: upToDownAnim
PropertyAnimation { target:enemy; property:"y"; to: gameArea.height;
easing.type: Easing.Linear; duration: enemy.enemySpeed }
PropertyAction { target: enemy; properties: "opacity"; value: 0 }
}
}
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