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import QtQuick 2.0
import "../logic.js" as Logic
import ".."
Item {
id: container
property string name: "Fish"
property int col: 0
property real hp: 3
property real damage: 1
property real speed: 0.25
property int rof: 30 //In ticks
property int fireCounter: 0
property bool dying: false
width: parent ? parent.squareSize : 0
height: parent ? parent.squareSize : 0
x: col * width
z: 1001
function fire() { }
function die() {
if (dying)
return;
dying = true;
bubble.jumpTo("burst");
if (fishSprite.currentSprite == "front")
fishSprite.jumpTo(Math.random() > 0.5 ? "left" : "right" );
fishSwim.start();
Logic.gameState.score += 1;
killedSound.play();
bubble.scale = 0.9
destroy(350);
}
function inked() {
if (hp > 0)
ink.jumpTo("dirty");
}
function hit(dmg) {
hp -= dmg;
if (hp <= 0)
Logic.killMob(col, container);
}
Component.onCompleted: spawnSound.play()
SoundEffect {
id: spawnSound
source: "../audio/catch.wav"
}
SoundEffect {
id: killedSound
source: "../audio/catch-action.wav"
}
SpriteSequence {
id: fishSprite
width: 64
height: 64
interpolate: false
goalSprite: ""
Sprite {
name: "left"
source: "../gfx/mob-idle.png"
frameWidth: 64
frameHeight: 64
frameCount: 1
frameDuration: 800
frameDurationVariation: 400
to: { "front" : 1 }
}
Sprite {
name: "front"
source: "../gfx/mob-idle.png"
frameCount: 1
frameX: 64
frameWidth: 64
frameHeight: 64
frameDuration: 800
frameDurationVariation: 400
to: { "left" : 1, "right" : 1 }
}
Sprite {
name: "right"
source: "../gfx/mob-idle.png"
frameCount: 1
frameX: 128
frameWidth: 64
frameHeight: 64
frameDuration: 800
frameDurationVariation: 400
to: { "front" : 1 }
}
Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
name: "dummy"
source: "../gfx/melee-idle.png"
frameCount: 8
frameWidth: 64
frameHeight: 64
frameX: 0
frameDuration: 200
}
NumberAnimation on x {
id: fishSwim
running: false
property bool goingLeft: fishSprite.currentSprite == "right"
to: goingLeft ? -360 : 360
duration: 300
}
}
SpriteSequence {
id: bubble
width: 64
height: 64
scale: 0.4 + (0.2 * hp)
interpolate: false
goalSprite: ""
Behavior on scale {
NumberAnimation { duration: 150; easing.type: Easing.OutBack }
}
Sprite {
name: "big"
source: "../gfx/catch.png"
frameCount: 1
to: { "burst" : 0 }
}
Sprite {
name: "burst"
source: "../gfx/catch-action.png"
frameCount: 3
frameX: 64
frameDuration: 200
}
Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
name: "dummy"
source: "../gfx/melee-idle.png"
frameCount: 8
frameWidth: 64
frameHeight: 64
frameX: 0
frameDuration: 200
}
SequentialAnimation on width {
loops: Animation.Infinite
NumberAnimation { from: width * 1; to: width * 1.1; duration: 800; easing.type: Easing.InOutQuad }
NumberAnimation { from: width * 1.1; to: width * 1; duration: 1000; easing.type: Easing.InOutQuad }
}
SequentialAnimation on height {
loops: Animation.Infinite
NumberAnimation { from: height * 1; to: height * 1.15; duration: 1200; easing.type: Easing.InOutQuad }
NumberAnimation { from: height * 1.15; to: height * 1; duration: 1000; easing.type: Easing.InOutQuad }
}
}
SpriteSequence {
id: ink
width: 64
height: 64
scale: bubble.scale
goalSprite: ""
Sprite {
name: "clean"
source: "../gfx/projectile-action.png"
frameCount: 1
frameX: 0
frameWidth: 64
frameHeight: 64
}
Sprite {
name: "dirty"
source: "../gfx/projectile-action.png"
frameCount: 3
frameX: 64
frameWidth: 64
frameHeight: 64
frameDuration: 150
to: {"clean":1}
}
Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
name: "dummy"
source: "../gfx/melee-idle.png"
frameCount: 8
frameWidth: 64
frameHeight: 64
frameX: 0
frameDuration: 200
}
SequentialAnimation on width {
loops: Animation.Infinite
NumberAnimation { from: width * 1; to: width * 1.1; duration: 800; easing.type: Easing.InOutQuad }
NumberAnimation { from: width * 1.1; to: width * 1; duration: 1000; easing.type: Easing.InOutQuad }
}
SequentialAnimation on height {
loops: Animation.Infinite
NumberAnimation { from: height * 1; to: height * 1.15; duration: 1200; easing.type: Easing.InOutQuad }
NumberAnimation { from: height * 1.15; to: height * 1; duration: 1000; easing.type: Easing.InOutQuad }
}
}
SequentialAnimation on x {
loops: Animation.Infinite
NumberAnimation { from: x; to: x - 5; duration: 900; easing.type: Easing.InOutQuad }
NumberAnimation { from: x - 5; to: x; duration: 900; easing.type: Easing.InOutQuad }
}
}