/**************************************************************************** ** ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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) { console.debug("explode!") 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: 100 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: 100 size: 16 endSize: 8 velocity: AngleDirection {angleVariation: 180; magnitudeVariation: 180;} lifeSpan: 600 } Emitter { id: bloodEmitter enabled: false maximumEmitted: 6000 group: "blood" emitRate: 100 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