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Squaby Demo

 import QtQuick 2.0

 // it uses the settings from BalancingSettings and wraps a Component around each squaby type, which can be created with the EntityManager
 // so with this item, it is not necessary to create an own qml file
 Item {

     // needed so it can be accessed by outside, by SquabyCreator
     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 {
         // high fire resistance
         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
         }
Qt_Technology_Partner_RGB_475 Qt_Service_Partner_RGB_475_padded