Qt 5.13 | Qt Quick Demo - Maroon in Trouble

Qt 5.13.2 Reference Documentation

# Qt Quick Demo - Maroon in Trouble

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      import QtQuick 2.0
      import "../logic.js" as Logic
      import ".."

      TowerBase {
          id: container
          hp: 10
          range: 0.4
          rof: 10
          property real detonationRange: 2.5

          function fire() {
              sound.play()
              sprite.jumpTo("shoot")
              animDelay.start()
          }

          function finishFire() {
              var sCol = Math.max(0, col - 1)
              var eCol = Math.min(Logic.gameState.cols - 1, col + 1)
              var killList = new Array()
              for (var i = sCol; i <= eCol; i++) {
                  for (var j = 0; j < Logic.gameState.mobs[i].length; j++)
                      if (Math.abs(Logic.gameState.mobs[i][j].y - container.y) < Logic.gameState.squareSize * detonationRange)
                          killList.push(Logic.gameState.mobs[i][j])
                  while (killList.length > 0)
                      Logic.killMob(i, killList.pop())
              }
              Logic.killTower(row, col);
          }

          Timer {
              id: animDelay
              running: false
              interval: shootState.frameCount * shootState.frameDuration
              onTriggered: finishFire()
          }

          function die()
          {
              destroy() // No blink, because we usually meant to die
          }

          SoundEffect {
              id: sound
              source: "../audio/bomb-action.wav"
          }

          SpriteSequence {
              id: sprite
              width: 64
              height: 64
              interpolate: false
              goalSprite: ""

              Sprite {
                  name: "idle"
                  source: "../gfx/bomb-idle.png"
                  frameCount: 4
                  frameDuration: 800
              }

              Sprite {
                  id: shootState
                  name: "shoot"
                  source: "../gfx/bomb-action.png"
                  frameCount: 6
                  frameDuration: 155
                  to: { "dying" : 1 } // So that if it takes a frame to clean up, it is on the last frame of the explosion
              }

              Sprite {
                  name: "dying"
                  source: "../gfx/bomb-action.png"
                  frameCount: 1
                  frameX: 64 * 5
                  frameWidth: 64
                  frameHeight: 64
                  frameDuration: 155
              }

              SequentialAnimation on x {
                  loops: Animation.Infinite
                  NumberAnimation { from: x; to: x + 4; duration: 900; easing.type: Easing.InOutQuad }
                  NumberAnimation { from: x + 4; to: x; duration: 900; easing.type: Easing.InOutQuad }
              }
              SequentialAnimation on y {
                  loops: Animation.Infinite
                  NumberAnimation { from: y; to: y - 4; duration: 900; easing.type: Easing.InOutQuad }
                  NumberAnimation { from: y - 4; to: y; duration: 900; easing.type: Easing.InOutQuad }
              }
          }
      }