Qt Reference Documentation

# Level.qml Example File

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

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     import QtQuick 1.0
     import Qt.labs.particles 1.0

     Rectangle {
         id: enemies
         anchors.fill: parent
         color: "black"

         // Background image for the level
         Image {
             id: background1
             source: "file:/"+LevelPlugin.pictureRootPath()+"background3.png"
             fillMode: Image.PreserveAspectCrop
             smooth: true
             //anchors.fill: parent
             width: parent.width
             height: parent.height
         }

         // ***************************************************
         // *** NOTE: This is mandatory for all level QML files
         function pause(doPause) {
             if (doPause) {
             rightLeftAnim.pause()
             upToDownAnim.pause()
             } else {
             rightLeftAnim.resume()
             upToDownAnim.resume()
             }
         }

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

         property int enemySpeed: LevelPlugin.enemySpeed()
         property int enemyMaxWidth

         // Create enemies dynamically
         function createEnemies(amount) {
             var b = false;
             for (var i=0;i<amount;i++) {
                 if (b){
                     Qt.createQmlObject('import QtQuick 1.0; Image { property bool hit:false; width:50; objectName:"enemy"; smooth:true; fillMode:Image.PreserveAspectFit; source:"file:/"+LevelPlugin.pictureRootPath()+"enemy1.png";}',enemiesGrid);
                 } else {
                     Qt.createQmlObject('import QtQuick 1.0; Image { property bool hit:false; width:50; objectName:"enemy"; smooth:true; fillMode:Image.PreserveAspectFit; source:"file:/"+LevelPlugin.pictureRootPath()+"enemy2.png";}',enemiesGrid);
                 }
                 b = !b;
             }
         }

         // Calculate enemy max width
         function calEnemyMaxWidth() {
             var enemyCountInCol = LevelPlugin.enemyCount() / LevelPlugin.enemyRowCount();
             enemyCountInCol++; // add some extra space needs for width
             if (enemyCountInCol*LevelPlugin.graphSize(LevelPlugin.pictureRootPath()+"enemy1.png").width > gameArea.width) {
                 enemyMaxWidth = gameArea.width / (enemyCountInCol + 1);
             }
             else {
                 enemyMaxWidth = LevelPlugin.graphSize(LevelPlugin.pictureRootPath()+"enemy1.png").width;
             }
         }

         Component.onCompleted: {
             // Calculate enemy max width
             calEnemyMaxWidth()

             // Create enemies dynamically after component created
             createEnemies(LevelPlugin.enemyCount())

             // Start animations
             enemiesGrid.y = enemiesGrid.height * -1
             rightLeftAnim.restart()
             upToDownAnim.restart()

             // Flying stars animation, not in Maemo
             if (!GameEngine.isMaemo()) {
                 starBurstTimer.restart()
             }

             GameEngine.playSound(4) // NOTE: Level start sound
         }

         Timer {
             id: starBurstTimer
             interval: starParticles.lifeSpan+GameEngine.randInt(100,2000); running: false; repeat: true
             onTriggered: {
             starParticles.burst(GameEngine.randInt(4,10))
             }
          }

         // Right-left animation
         SequentialAnimation {
             id: rightLeftAnim
             loops: Animation.Infinite
             NumberAnimation { target:enemiesGrid; property:"x"; from: 0; to:gameArea.width - enemiesGrid.width; easing.type: Easing.OutQuad; duration: 3000 }
             NumberAnimation { target:enemiesGrid; property:"x"; to: 0; easing.type: Easing.OutQuad; duration: 3000 }
         }

         // Up to down animation
         PropertyAnimation { id: upToDownAnim; target:enemiesGrid; property:"y"; to: gameArea.height;
             easing.type: Easing.Linear; duration: enemies.enemySpeed }

         Grid {
             id: enemiesGrid
             objectName: "enemiesGrid"
             columns: LevelPlugin.enemyCount() / LevelPlugin.enemyRowCount()
             spacing: 8
         }

         // ***************************************************
         // *** 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()+"red_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: 3000
              count: -1
              angle: 90
              velocity: 100
             ParticleMotionGravity {
                 yattractor: 1000
                 xattractor: 500
             }
          }

     }