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/****************************************************************************
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** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/
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** This file is part of the QtQml module of the Qt Toolkit.
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** $QT_BEGIN_LICENSE:LGPL$
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** GNU Lesser General Public License Usage
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** This file may be used under the terms of the GNU Lesser General Public
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** License version 2.1 as published by the Free Software Foundation and
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** appearing in the file LICENSE.LGPL included in the packaging of this
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** file. Please review the following information to ensure the GNU Lesser
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** General Public License version 2.1 requirements will be met:
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU General
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** Public License version 3.0 as published by the Free Software Foundation
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** and appearing in the file LICENSE.GPL included in the packaging of this
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** file. Please review the following information to ensure the GNU General
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** Public License version 3.0 requirements will be met:
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** http://www.gnu.org/copyleft/gpl.html.
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** Alternatively, this file may be used in accordance with the terms and
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** conditions contained in a signed written agreement between you and Nokia.
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****************************************************************************/
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import QtQuick.Particles 2.0
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property variant target: {"y": -90, "x":12}
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property ParticleSystem system
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property bool show: true
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system: container.system
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enabled: container.show
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shape: EllipseShape {}
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speed: TargetDirection { targetX: width/2; targetY: width/2; magnitude: -1; proportionalMagnitude: true }
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function fireAt(targetArg, hardpoint) {
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if (targetArg.hp <= 0)
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//TODO: calculate hit and damage at target, which must be a Ship
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if (Math.random() < 0.99) {
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switch (targetArg.shipType) {
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case 1: hardpoint.damageDealt += 16; break;
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case 2: hardpoint.damageDealt += 4; break;
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case 3: hardpoint.damageDealt += 8; break;
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default: hardpoint.damageDealt += 500; //Really effective against unregistered vessels
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} else {//Misses with Lasers are really rare
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offset = Math.random() * 100;
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target = container.mapFromItem(targetArg, offset + targetArg.width/2, offset + targetArg.height/2);
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// console.log("Fire box: " + Math.min(container.width/2, target.x) + "," + Math.min(container.height/2, target.y) + " " + (Math.max(container.width/2, target.x) - Math.min(container.width/2, target.x)) + "," + (Math.max(container.height/2, target.y) - Math.min(container.height/2, target.y)));
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system: container.system
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x: Math.min(container.width/2, target.x);
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width: Math.max(container.width/2, target.x) - x;
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y: Math.min(container.height/2, target.y);
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height: Math.max(container.height/2, target.y) - y;
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mirrored: (emitter.y < 0 || emitter.x < 0) && !(emitter.y < 0 && emitter.x < 0 )//I just want XOR
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speed: PointDirection {xVariation: 4; yVariation: 4}