- Qt 5.15
- Qt Quick Demo - Maroon in Trouble
- Qt 5.15.17 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 }
             }
         }
     }