Qt 4.8: Enemy.qml Example File (demos/mobile/quickhit/plugins/LevelTwo/qml/Enemy.qml)

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# Enemy.qml Example File

demos/mobile/quickhit/plugins/LevelTwo/qml/Enemy.qml

     /****************************************************************************
     **
     ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
     ** Contact: http://www.qt-project.org/legal
     **
     ** 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 Digia Plc and its Subsidiary(-ies) nor the names
     **     of its contributors may be used to endorse or promote products derived
     **     from this software without specific prior written permission.
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     **
     ** 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
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     import QtQuick 1.0

     Image {
         id: enemy
         objectName: "enemy"
         smooth:true
         opacity: 0 // 0=hidden by default
         fillMode:Image.PreserveAspectFit
         source:"file:/"+LevelPlugin.pictureRootPath()+"enemy1.png"

         property int enemySpeed: LevelPlugin.enemySpeed()

         function pause(doPause) {
             if (doPause) {
                 upToDownAnim.pause()
                 rightLeftAnim.pause()
             } else {
                 upToDownAnim.resume()
                 rightLeftAnim.resume()
             }
         }

         function startMovingAnim() {
             upToDownAnim.restart()
             rightLeftAnim.restart()
         }

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

         // Up to down animation
         SequentialAnimation {
         id: upToDownAnim
         PropertyAnimation { target:enemy; property:"y"; to: gameArea.height;
             easing.type: Easing.Linear; duration: enemy.enemySpeed }
         PropertyAction { target: enemy; properties: "opacity"; value: 0 }
         }
     }