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Squaby Demo

 import QtQuick 2.0
 import Felgo 3.0
 import "../../levels" // for the MenuButton, which is also used for the level laoding

 Column {
   Item {
     width: perfPlayButton.width
     height: perfPlayButton.height
     property bool gameIsRunning: true

     SingleSquabySprite {
       id: perfPlayButton
       source: parent.gameIsRunning ? "../../../assets/img/menu_labels/perf_pause.png" : "../../../assets/img/menu_labels/perf_play.png"
     }
     MouseArea {
       anchors.fill: perfPlayButton
       onClicked: {
         if(parent.gameIsRunning) {
           scene.pauseScene()
         } else {
           scene.enterScene()
         }
         parent.gameIsRunning^=1
       }
     }
   }
   Item {
     width: perfMenuButton.width
     height: perfMenuButton.height

     //Image { // use a res-independent spritesheet instead
     SingleSquabySprite {
       id: perfMenuButton
       source: "../../../assets/img/menu_labels/perf_menu.png"
     }
     // the MouseArea must not be a child of SingleSquabySprite, as all the children get overwritten there!
     MouseArea {
       anchors.fill: perfMenuButton
       onClicked: {
         if(itemEditor.visible) {
           if(itemEditor.currentEditableType === "Performance Settings") {
             hud.changeToBuildMenu()
           } else {
             itemEditor.currentEditableType = "Performance Settings"
             itemEditor.searchAndDisplayHeaderGroup("Game Performance")
           }
         } else {
           hud.changeFromBuildMenu()
           itemEditor.currentEditableType = "Performance Settings"
           itemEditor.searchAndDisplayHeaderGroup("Game Performance")
         }
       }
     }
   }

   EditableComponent {
     id: editableEditorComponent

     editableType: "Performance Settings"
     // this is needed, because all EditableComponents for type "SquabySettings" have the same property names - this would not work without the defaultGroup set
     defaultGroup: "Game Performance"
     preventStorage: true

     properties: {
       "perfRaster": {"label": "Raster"},
       //"displayFPS": {"label": "FPS"},
       "displayHUD": {"label": "HUD"},
       "displayScore": {"label": "Score"},
       "displayLifes": {"label": "Lives"},
       "displayBG": {"label": "Background"},
       //"waves": {"label": "Waves"},
       "particles": {"label": "Particles"},
       //"testSquaby": {"label": "Test Squaby"},
       "reset": {"label": "Delete All"},
       "aimingAtNailgun": {"label": "NailGun Aim"},
       "aimingAtFlamethrower": {"label": "Flamethrower Aim"},
       "obstacles": {"label": "Obstacles"},
       "waypoints": {"label": "Waypoints"},
       //"ftShooting": {"label": "Flamethrower active"},
       //"ftUpgrade": {"label": "Flamethrower upgrade"},
       //"sounds": {"label": "Sounds"}
     }
   }

   property bool perfRaster: true
   onPerfRasterChanged: raster.visible ^=1

   //property bool displayFPS: window.displayFpsEnabled
   //onDisplayFPSChanged: window.displayFpsEnabled = displayFPS

   property bool displayHUD: true
   onDisplayHUDChanged: hud.visible ^=1

   property bool displayScore: true
   onDisplayScoreChanged: scoreRow.visible ^=1

   property bool displayLifes: true
   onDisplayLifesChanged: livesRow.visible ^=1

   property bool displayBG: true
   onDisplayBGChanged: levelBackground.visible ^=1

   property bool waves: false
   onWavesChanged: squabyCreator.enabled ^=1

   property bool particles: settings.particlesEnabled
   onParticlesChanged: settings.particlesEnabled = particles

   property bool testSquaby: false
   onTestSquabyChanged: level.createYellowSquaby ^=1

   property bool reset: true
   onResetChanged: scene.removeAllSquabiesAndTowers()

   property bool aimingAtNailgun: true
   onAimingAtNailgunChanged: {
     var obstacles = entityManager.getEntityArrayByType("nailgun")
     for(var ii=0; ii<obstacles.length; ++ii) {
       obstacles[ii].emitAimingAtTargetSignal ^= 1
     }
   }

   property bool aimingAtFlamethrower: true
   onAimingAtFlamethrowerChanged: {
     var obstacles = entityManager.getEntityArrayByType("flamethrower")
     for(var ii=0; ii<obstacles.length; ++ii) {
       obstacles[ii].emitAimingAtTargetSignal ^= 1
     }
   }

   property bool obstacles: true
   onObstaclesChanged: {
     var obstacles = entityManager.getEntityArrayByType("obstacle")
     for(var ii=0; ii<obstacles.length; ++ii) {
       obstacles[ii].visible ^= 1
     }
   }

   property bool waypoints: true
   onWaypointsChanged: {
     var obstacles = entityManager.getEntityArrayByType("waypoint")
     for(var ii=0; ii<obstacles.length; ++ii) {
       obstacles[ii].visible ^= 1
     }
     obstacles = entityManager.getEntityArrayByType("pathSection")
     for(var ii=0; ii<obstacles.length; ++ii) {
       obstacles[ii].visible ^= 1
     }
   }

   property bool ftShooting: false
   onFtShootingChanged: {
     var obstacles = entityManager.getEntityArrayByType("flamethrower")
     for(var ii=0; ii<obstacles.length; ++ii) {
       obstacles[ii].running = ftShooting
     }
   }

   property bool ftUpgrade: false
   onFtUpgradeChanged: {
     var obstacles = entityManager.getEntityArrayByType("flamethrower")
     for(var ii=0; ii<obstacles.length; ++ii) {
       // can be range or shootDelay or repair damagePerSecond
       obstacles[ii].upgradeTower("damagePerSecond")
     }
   }

   property bool sounds: settings.soundEnabled
   onSoundsChanged: {
     settings.soundEnabled = sounds

     if(!settings.soundEnabled) {
       backgroundMusic.stop();
     } else {
       backgroundMusic.play();
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