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# MyShip.qml Example File

demos/mobile/quickhit/MyShip.qml

     /****************************************************************************
     **
     ** Copyright (C) 2015 The Qt Company Ltd.
     ** Contact: http://www.qt.io/licensing/
     **
     ** This file is part of the QtDeclarative module of the Qt Toolkit.
     **
     ** $QT_BEGIN_LICENSE:BSD$
     ** You may use this file under the terms of the BSD license as follows:
     **
     ** "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 Qt Company Ltd 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 THE COPYRIGHT
     ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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     ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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     ****************************************************************************/

     import QtQuick 1.0
     import "Game.js" as GameScript

     Item {
         id: myShip
         objectName: "myShip"

         property variant myShipSize
         property int originalY

         // Fires missile if exists
         function fire() {
             if (myShip.opacity==1) {
                 GameScript.fireMissile(myShip.x+myShip.width/2,myShip.y,myShip.height*-1)
                 if (myShip.y+myShip.height < gameArea.height+5) {
                     goDownAnim.restart()
                 }
             }
         }

         function createGraphicsForLevel() {
             myShip.myShipSize = LevelPlugin.graphSize(LevelPlugin.pathToMyShipPic())
             myShip.height = myShipSize.height
             myShip.width = myShipSize.width
             image.source = "file:/"+LevelPlugin.pathToMyShipPic()
             myShip.y = gameArea.height - myShip.height - 10
             originalY = myShip.y
             myShip.x = (gameArea.width - myShip.width)/ 2
         }

         Image {
             id: image
             smooth: true
         }

         Keys.onSpacePressed: { fire() }
         Keys.onSelectPressed: { fire() }
         Keys.onRightPressed: {
             if (myShip.x < (gameArea.width - myShip.width - 20)) {
                 toRightAnim.restart()
             }
         }
         Keys.onLeftPressed: {
             if (myShip.x > 20) {
                 toLeftAnim.restart()
             }
         }

         // To right animation
         PropertyAnimation { id: toRightAnim; target: myShip; easing.type: Easing.OutQuint;
             properties: "x"; from: myShip.x; to: myShip.x + 20; duration: 500 }

         // To left animation
         PropertyAnimation { id: toLeftAnim; target: myShip; easing.type: Easing.OutQuint;
             properties: "x"; from: myShip.x; to: myShip.x - 20; duration: 500 }

         // Go down on fire animation
         SequentialAnimation {
             id: goDownAnim
             NumberAnimation { target: myShip; property:"y"; from: myShip.y; to: myShip.y+5;
                 easing.type: Easing.Linear; duration: 200 }
             NumberAnimation { target: myShip; property:"y"; from: myShip.y; to: originalY;
                 easing.type: Easing.Linear; duration: 200 }
         }

         /*
         MouseArea {
             anchors.fill: parent
             drag.target: myShip
             drag.axis: Drag.XAxis
             drag.minimumX: 0
             drag.maximumX: gameArea.width - myShip.width
             onReleased: {
                 fire()
             }
         }
         */

         /*
         property bool isAutoRepeat: false
         Keys.onPressed: {
                  if (event.key == Qt.Key_Right) {
                      if (event.isAutoRepeat) {
                          isAutoRepeat = true
                          toRightAnim.restart()
                      } else {
                          isAutoRepeat = false
                          toRotateRightAndCenterAnim.restart()
                      }
                      event.accepted = true
                  }
                  else if (event.key == Qt.Key_Left) {
                      if (event.isAutoRepeat) {
                          isAutoRepeat = true
                          toLeftAnim.restart()
                      } else {
                          isAutoRepeat = false
                          toRotateLeftAndCenterAnim.restart()
                      }
                      event.accepted = true
                  }
              }

         Keys.onReleased: {
             if (isAutoRepeat) {
                 toRotateRightAndCenterAnim.stop()
                 toRotateLeftAndCenterAnim.stop()
             } else {
                 toRotateCenter.restart()
             }
             event.accepted = true
         }

         // Rotation on movement animation
         transform: Rotation { id:rotationId; origin.x: width/2; origin.y: height/2; axis { x: 0; y: 1; z: 0 } angle: 0 }
         SequentialAnimation {
             id: toRotateRightAndCenterAnim
             PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
                 properties: "angle"; from: 0; to: 30; duration: 100 }
             PropertyAnimation { target: myShip; easing.type: Easing.OutQuint;
                 properties: "x"; from: myShip.x; to: myShip.x + 20; duration: 500 }
             PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
                 properties: "angle"; to: 0; duration: 100 }
         }
         SequentialAnimation {
             id: toRotateLeftAndCenterAnim
             PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
                 properties: "angle"; from: 0; to: -30; duration: 100 }
             PropertyAnimation { target: myShip; easing.type: Easing.OutQuint;
                 properties: "x"; from: myShip.x; to: myShip.x - 20; duration: 500 }
             PropertyAnimation { target: rotationId; easing.type: Easing.Linear;
                 properties: "angle"; to: 0; duration: 100 }
         }
         PropertyAnimation { id: toRotateRight; target: rotationId; easing.type: Easing.Linear;
             properties: "angle"; from: 0; to: 30; duration: 100 }
         PropertyAnimation { id: toRotateCenter; target: rotationId; easing.type: Easing.Linear;
             properties: "angle"; to: 0; duration: 100 }
         PropertyAnimation { id: toRotateLeft; target: rotationId; easing.type: Easing.Linear;
             properties: "angle"; from: 0; to: -30; duration: 100 }
     */

     }