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/****************************************************************************
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** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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** This file is part of the examples of the Qt Toolkit.
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
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** of its contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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****************************************************************************/
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import "../logic.js" as Logic
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property real detonationRange: 2.5
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sprite.jumpTo("shoot")
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function finishFire() {
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var sCol = Math.max(0, col - 1)
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var eCol = Math.min(Logic.gameState.cols - 1, col + 1)
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var killList = new Array()
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for (var i = sCol; i <= eCol; i++) {
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for (var j = 0; j < Logic.gameState.mobs[i].length; j++)
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if (Math.abs(Logic.gameState.mobs[i][j].y - container.y) < Logic.gameState.squareSize * detonationRange)
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killList.push(Logic.gameState.mobs[i][j])
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while (killList.length > 0)
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Logic.killMob(i, killList.pop())
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Logic.killTower(row, col);
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interval: shootState.frameCount * shootState.frameDuration
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onTriggered: finishFire()
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destroy() // No blink, because we usually meant to die
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source: "../audio/bomb-action.wav"
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source: "../gfx/bomb-idle.png"
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source: "../gfx/bomb-action.png"
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to: { "dying" : 1 } // So that if it takes a frame to clean up, it is on the last frame of the explosion
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source: "../gfx/bomb-action.png"
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SequentialAnimation on x {
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loops: Animation.Infinite
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NumberAnimation { from: x; to: x + 4; duration: 900; easing.type: Easing.InOutQuad }
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NumberAnimation { from: x + 4; to: x; duration: 900; easing.type: Easing.InOutQuad }
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SequentialAnimation on y {
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loops: Animation.Infinite
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NumberAnimation { from: y; to: y - 4; duration: 900; easing.type: Easing.InOutQuad }
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NumberAnimation { from: y - 4; to: y; duration: 900; easing.type: Easing.InOutQuad }