BearWhackParticleSystem.qml Example File

touchinteraction/multipointtouch/content/BearWhackParticleSystem.qml
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 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}
         }
         ]
     }
 }