<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>BearWhackParticleSystem.qml Example File | Qt Quick 5.12.6</title> <link rel="stylesheet" type="text/css" href="style/offline-simple.css" /> <script type="text/javascript"> document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css"); // loading style sheet breaks anchors that were jumped to before // so force jumping to anchor again setTimeout(function() { var anchor = location.hash; // need to jump to different anchor first (e.g. none) location.hash = "#"; setTimeout(function() { location.hash = anchor; }, 0); }, 0); </script> </head> <body> <div class="header" id="qtdocheader"> <div class="main"> <div class="main-rounded"> <div class="navigationbar"> <table><tr> <td >Qt 5.12</td><td ><a href="qtquick-index.html">Qt Quick</a></td><td ><a href="qtquick-touchinteraction-example.html">Qt Quick Examples - Touch Interaction</a></td><td >BearWhackParticleSystem.qml Example File</td></tr></table><table class="buildversion"><tr> <td id="buildversion" width="100%" align="right"><a href="qtquick-index.html">Qt 5.12.6 Reference Documentation</a></td> </tr></table> </div> </div> <div class="content"> <div class="line"> <div class="content mainContent"> <div class="sidebar"><div class="sidebar-content" id="sidebar-content"></div></div> <h1 class="title">BearWhackParticleSystem.qml Example File</h1> <span class="subtitle">touchinteraction/multipointtouch/content/BearWhackParticleSystem.qml</span> <!-- $$$touchinteraction/multipointtouch/content/BearWhackParticleSystem.qml-description --> <div class="descr"> <a name="details"></a> <pre class="qml"> /**************************************************************************** ** ** 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 ParticleSystem { id: particleSystem function explode(x,y) { fireEmitter.burst(100,x,y); } Emitter { id: emitter group: "bears" width: parent.width emitRate: 1 NumberAnimation on emitRate { id: goFaster from: 1 to: 16 running: particleSystem.running loops: 1 duration: 60000 * 5 easing.type: Easing.Linear } lifeSpan: 4000 + 800*(16-emitRate) maximumEmitted: 128 size: 64 velocity: PointDirection{ y: 40 + 10 * emitter.emitRate } } Emitter { id: fireEmitter enabled: false maximumEmitted: 6000 group: "flame" emitRate: 1000 size: 16 endSize: 8 velocity: CumulativeDirection { AngleDirection {angleVariation: 180; magnitudeVariation: 120;} PointDirection { y: -60 }} lifeSpan: 400 } Emitter { id: heartEmitter enabled: false maximumEmitted: 6000 group: "hearts" emitRate: 1000 size: 16 endSize: 8 velocity: AngleDirection {angleVariation: 180; magnitudeVariation: 180;} lifeSpan: 600 } Emitter { id: bloodEmitter enabled: false maximumEmitted: 6000 group: "blood" emitRate: 1000 size: 16 endSize: 8 velocity: CumulativeDirection { AngleDirection {angleVariation: 180; magnitudeVariation: 80;} PointDirection { y: 40 }} lifeSpan: 600 } Affector { width: parent.width height: 64 once: true y: parent.height - 32 groups: "bears" onAffectParticles: { for (var i=0;i<particles.length; i++) { if (particles[i].animationIndex != 0) { score++; bloodEmitter.burst(100, particles[i].x, particles[i].y); } else { score--; heartEmitter.burst(100, particles[i].x, particles[i].y); } particles[i].update = 1.0; particles[i].t -= 1000.0; } } } ImageParticle { groups: ["flame"] source: "blur-circle.png" z: 4 colorVariation: 0.1 color: "#ffa24d" alpha: 0.4 } ImageParticle { groups: ["blood"] color: "red" z: 2 source: "blur-circle3.png" alpha: 0.2 } ImageParticle { groups: ["hearts"] color: "#ff66AA" z: 3 source: "heart-blur.png" alpha: 0.4 autoRotation: true } ImageParticle { groups: ["bears"] z: 1 spritesInterpolate: false sprites:[ Sprite{ name: "floating" source: "Bear1.png" frameCount: 9 frameWidth: 256 frameHeight: 256 frameDuration: 80 to: {"still":0, "flailing":0} }, Sprite{ name: "flailing" source: "Bear2.png" frameCount: 8 frameWidth: 256 frameHeight: 256 frameDuration: 80 to: {"falling":1} }, Sprite{ name: "falling" source: "Bear3.png" frameCount: 5 frameWidth: 256 frameHeight: 256 frameDuration: 80 to: {"falling":1} } ] } } </pre> </div> <!-- @@@touchinteraction/multipointtouch/content/BearWhackParticleSystem.qml --> </div> </div> </div> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2019 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners.<br/> The documentation provided herein is licensed under the terms of the <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation License version 1.3</a> as published by the Free Software Foundation.<br/> Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners. </p> </div> </body> </html>