Squaby Demo
import QtQuick 2.0
import Felgo 4.0
Item {
property alias squabyYellow: squabyYellow
property alias squabyOrange: squabyOrange
property alias squabyRed: squabyRed
property alias squabyGreen: squabyGreen
property alias squabyBlue: squabyBlue
property alias squabyGrey: squabyGrey
property alias nailgun: nailgun
property alias flamethrower: flamethrower
property alias taser: taser
property alias tesla: tesla
property alias turbine: turbine
property int playerStartGold: 40
property int playerStartLives: 5
SquabyBalancingSettings {
id: squabyYellow
variationType: "squabyYellow"
}
SquabyBalancingSettings {
id: squabyGreen
variationType: "squabyGreen"
}
SquabyBalancingSettings {
id: squabyOrange
variationType: "squabyOrange"
}
SquabyBalancingSettings {
id: squabyRed
variationType: "squabyRed"
}
SquabyBalancingSettings {
id: squabyBlue
variationType: "squabyBlue"
}
SquabyBalancingSettings {
id: squabyGrey
variationType: "squabyGrey"
}
TowerBalancingSettings {
id: nailgun
variationType: "nailgun"
useShootDelayInMilliSeconds: true
shootDelayInMilliSeconds: 600
cost: 20
saleRevenue: 5
upgradeLevels: {
"range": [{"level": 1, "cost": 5, "value": 5*scene.gridSize, "additionalSaleRevenue": 5}],
"shootDelay": [{"level": 1, "cost": 10, "value": 450, "additionalSaleRevenue": 10}]
}
}
TowerBalancingSettings {
id: flamethrower
variationType: "flamethrower"
shootDelayInMilliSeconds: 40
cost: 50
saleRevenue: 25
upgradeLevels: {
"range": [{"level": 1, "cost": 15, "value": 5*scene.gridSize, "additionalSaleRevenue": 10}],
"damagePerSecond": [{"level": 1, "cost": 35, "value": 55, "additionalSaleRevenue": 20}]
}
property real flameAreaDamagePerSecond: shootDelayInMilliSeconds
}
TowerBalancingSettings {
id: taser
variationType: "taser"
shootDelayInMilliSeconds: 40
cost: 45
saleRevenue: 25
upgradeLevels: {
"range": [{"level": 1, "cost": 15, "value": 5*scene.gridSize, "additionalSaleRevenue": 10}],
"damagePerSecond": [{"level": 1, "cost": 35, "value": 55, "additionalSaleRevenue": 20}]
}
property real taserAreaDamagePerSecond: shootDelayInMilliSeconds
}
TowerBalancingSettings {
id: tesla
variationType: "tesla"
shootDelayInMilliSeconds: 60
cost: 60
saleRevenue: 45
upgradeLevels: {
"range": [{"level": 1, "cost": 20, "value": 5*scene.gridSize, "additionalSaleRevenue": 10}],
"damagePerSecond": [{"level": 1, "cost": 40, "value": 55, "additionalSaleRevenue": 20}]
}
property real teslaAreaDamagePerSecond: shootDelayInMilliSeconds
}
TowerBalancingSettings {
id: turbine
variationType: "turbine"
useShootDelayInMilliSeconds: true
shootDelayInMilliSeconds: 7000
cost: 90
saleRevenue: 35
upgradeLevels: {
"range": [{"level": 1, "cost": 30, "value": 5*scene.gridSize, "additionalSaleRevenue": 15}],
"shootDelay": [{"level": 1, "cost": 60, "value": 5000, "additionalSaleRevenue": 30}],
"repair": [{"level": 1, "cost": 60, "value": 2, "additionalSaleRevenue": 0}]
}
property real lives: 2