Squaby Demo
import QtQuick 2.0
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
Component {
id: squabyYellow
Squaby {
id: sy
variationType: "squabyYellow"
score: balancingSettings.squabyYellow.score
gold: balancingSettings.squabyYellow.gold
health: balancingSettings.squabyYellow.health
damageMultiplicatorNailgun: balancingSettings.squabyYellow.damageMultiplicatorNailgun
damageMultiplicatorFlamethrower: balancingSettings.squabyYellow.damageMultiplicatorFlamethrower
damageMultiplicatorTaser: balancingSettings.squabyYellow.damageMultiplicatorTaser
damageMultiplicatorTesla: balancingSettings.squabyYellow.damageMultiplicatorTesla
pathMovementPixelsPerSecond: balancingSettings.squabyYellow.pathMovementPixelsPerSecond
}
}
Component {
id: squabyOrange
Squaby {
variationType: "squabyOrange"
score: balancingSettings.squabyOrange.score
gold: balancingSettings.squabyOrange.gold
health: balancingSettings.squabyOrange.health
damageMultiplicatorNailgun: balancingSettings.squabyOrange.damageMultiplicatorNailgun
damageMultiplicatorFlamethrower: balancingSettings.squabyOrange.damageMultiplicatorFlamethrower
damageMultiplicatorTaser: balancingSettings.squabyOrange.damageMultiplicatorTaser
damageMultiplicatorTesla: balancingSettings.squabyOrange.damageMultiplicatorTesla
pathMovementPixelsPerSecond: balancingSettings.squabyOrange.pathMovementPixelsPerSecond
}
}
Component {
id: squabyRed
Squaby {
variationType: "squabyRed"
score: balancingSettings.squabyRed.score
gold: balancingSettings.squabyRed.gold
health: balancingSettings.squabyRed.health
damageMultiplicatorNailgun: balancingSettings.squabyRed.damageMultiplicatorNailgun
damageMultiplicatorFlamethrower: balancingSettings.squabyRed.damageMultiplicatorFlamethrower
damageMultiplicatorTaser: balancingSettings.squabyRed.damageMultiplicatorTaser
damageMultiplicatorTesla: balancingSettings.squabyRed.damageMultiplicatorTesla
pathMovementPixelsPerSecond: balancingSettings.squabyRed.pathMovementPixelsPerSecond
}
}
Component {
id: squabyGreen
Squaby {
variationType: "squabyGreen"
score: balancingSettings.squabyGreen.score
gold: balancingSettings.squabyGreen.gold
health: balancingSettings.squabyGreen.health
damageMultiplicatorNailgun: balancingSettings.squabyGreen.damageMultiplicatorNailgun
damageMultiplicatorFlamethrower: balancingSettings.squabyGreen.damageMultiplicatorFlamethrower
damageMultiplicatorTaser: balancingSettings.squabyGreen.damageMultiplicatorTaser
damageMultiplicatorTesla: balancingSettings.squabyGreen.damageMultiplicatorTesla
pathMovementPixelsPerSecond: balancingSettings.squabyGreen.pathMovementPixelsPerSecond
}
}
Component {
id: squabyBlue
Squaby {
variationType: "squabyBlue"
score: balancingSettings.squabyBlue.score
gold: balancingSettings.squabyBlue.gold
health: balancingSettings.squabyBlue.health
damageMultiplicatorNailgun: balancingSettings.squabyBlue.damageMultiplicatorNailgun
damageMultiplicatorFlamethrower: balancingSettings.squabyBlue.damageMultiplicatorFlamethrower
damageMultiplicatorTaser: balancingSettings.squabyBlue.damageMultiplicatorTaser
damageMultiplicatorTesla: balancingSettings.squabyBlue.damageMultiplicatorTesla
pathMovementPixelsPerSecond: balancingSettings.squabyBlue.pathMovementPixelsPerSecond
}
}
Component {
id: squabyGrey
Squaby {
variationType: "squabyGrey"
score: balancingSettings.squabyGrey.score
gold: balancingSettings.squabyGrey.gold
health: balancingSettings.squabyGrey.health
damageMultiplicatorNailgun: balancingSettings.squabyGrey.damageMultiplicatorNailgun
damageMultiplicatorFlamethrower: balancingSettings.squabyGrey.damageMultiplicatorFlamethrower
damageMultiplicatorTaser: balancingSettings.squabyGrey.damageMultiplicatorTaser
damageMultiplicatorTesla: balancingSettings.squabyGrey.damageMultiplicatorTesla
pathMovementPixelsPerSecond: balancingSettings.squabyGrey.pathMovementPixelsPerSecond
}