Qt Quick Demo - Same Game | Qt 5.15

- Qt 5.15
- Qt Quick Demo - Same Game
- Qt 5.15.5 Reference Documentation

# Qt Quick Demo - Same Game

     /****************************************************************************
     **
     ** Copyright (C) 2017 The Qt Company Ltd.
     ** Contact: https://www.qt.io/licensing/
     **
     ** This file is part of the examples of the Qt Toolkit.
     **
     ** $QT_BEGIN_LICENSE:BSD$
     ** Commercial License Usage
     ** Licensees holding valid commercial Qt licenses may use this file in
     ** accordance with the commercial license agreement provided with the
     ** Software or, alternatively, in accordance with the terms contained in
     ** a written agreement between you and The Qt Company. For licensing terms
     ** and conditions see https://www.qt.io/terms-conditions. For further
     ** information use the contact form at https://www.qt.io/contact-us.
     **
     ** BSD License Usage
     ** Alternatively, 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,
     ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
     ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
     ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
     **
     ** $QT_END_LICENSE$
     **
     ****************************************************************************/

     import QtQuick 2.0
     import QtQuick.Particles 2.0

     Item {
         id: block
         property bool dying: false
         property bool spawned: false
         property int type: 0
         property ParticleSystem particleSystem

         Behavior on x {
             enabled: spawned;
             SpringAnimation{ spring: 2; damping: 0.2 }
         }
         Behavior on y {
             SpringAnimation{ spring: 2; damping: 0.2 }
         }

         Image {
             id: img
             source: {
                 if (type == 0){
                     "gfx/red.png";
                 } else if (type == 1) {
                     "gfx/blue.png";
                 } else if (type == 2) {
                     "gfx/green.png";
                 } else {
                     "gfx/yellow.png";
                 }
             }
             opacity: 0
             Behavior on opacity { NumberAnimation { duration: 200 } }
             anchors.fill: parent
         }

         //Foreground particles
         BlockEmitter {
             id: particles
             system: particleSystem
             group: {
                 if (type == 0){
                     "red";
                 } else if (type == 1) {
                     "blue";
                 } else if (type == 2) {
                     "green";
                 } else {
                     "yellow";
                 }
             }
             anchors.fill: parent
         }

         states: [
             State {
                 name: "AliveState"; when: spawned == true && dying == false
                 PropertyChanges { target: img; opacity: 1 }
             },

             State {
                 name: "DeathState"; when: dying == true
                 StateChangeScript { script: {particleSystem.paused = false; particles.pulse(100); } }
                 PropertyChanges { target: img; opacity: 0 }
                 StateChangeScript { script: block.destroy(1000); }
             }
         ]
     }