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Squaby Demo

 import Felgo 4.0
 import QtQuick 2.0
 import "../entities"

 // we might use the levelSaved, levelLoaded and levelUnloaded signals here
 LevelBase {
   id: squabyLevelBase

   property alias pathEntity: pathEntity
   property alias waypoints: pathEntity.waypoints
   property string nextLevelId
   property int difficulty
   property int maxPlayerLife
   property int startGold
   property bool endlessGame
   property variant towerPermissions// example:
   //    [
   //    {towerType: flamethrower, allowed: false},
   //    ]

   onLevelAboutToBeSaved: {
     console.debug("SquabyLevelBase: onLevelAboutToBeSaved()")
     // modify customData property so it gets stored with the level
     levelData.customData = { waypoints: squabyLevelBase.waypoints }
   }

   onLevelLoaded: {
     console.debug("SquabyLevelBase: onLevelLoaded()")
     // no waypoints might have been stored
     if(levelData.customData && levelData.customData["waypoints"]) {

       console.debug("loaded waypoints dynamically from customData:", JSON.stringify(levelData.customData))

       pathEntity.initializeFromWaypoints(levelData.customData.waypoints)
     }
   }

   // just for debugging if the levelData access works
 //  Text {
 //    text: "levelName: " + levelData.levelMetaData.levelName
 //    color: "white"
 //    anchors.right: parent.right
 //    anchors.bottom: parent.bottom
 //  }

   // the pathEntity is not a real entity as it does not get created or removed and does not derive from EntityBase
   // it is just the glue logic that creates the entities that make up a path: PathSection and Waypoint
   PathEntity {
     id: pathEntity

     onWaypointsChanged: {
       //console.debug("SquabyLevelBase: Notify all squabies about the new waypoints!")
       // Notify all squabies about the waypoint changes so they update their pathmovement
       var pooledSquabies = entityManager.getPooledEntityArrayByType("squaby")
       for(var ii=0; ii<pooledSquabies.length; ++ii) {
         pooledSquabies[ii].movementAnimationNeedUpdate = true
       }
       var squabies = entityManager.getEntityArrayByType("squaby")
       for(var ii=0; ii<squabies.length; ++ii) {
         squabies[ii].movementAnimationNeedUpdate = true
       }
     }

     // example for waypoints:
 //    waypoints: [
 //      { x:16, y:48},
 //      { x:112, y:48}
 //    ]

   }

   //  this reduces the delay between 2 squaby creations by this value per wave
   property int squabyDelayDecrementPerWave: 100
   property int pauseBetweenWavesDecrementPerWave: 300

   // this guarantees that at high wave count the delay never gets lower than this number
   property int minimumSquabyDelay: 500 // this setting has high impact on performance - if set too low, a heap of squabies gets created which might cause the application to run slowly on slow devices!
   property int minimumPauseBetweenWaves: 500

   // this gets used by SquabyCreator
   property variant waves
 // example:
 //    [
 //    // for testing a single squaby type, use the line below with the intended types:
 //    //{amount: 50, types:[ {type: sgrey, p: 1} ]},

 //    // uncomment the next line for testing all squaby types shortly after each other:
 //    //{amount: 30, squabyDelay: 2000, types:[ {type: sy, p: 1}, {type: so, p: 1.0}, {type: sr, p: 1.0}, {type: sgreen, p: 1.0}, {type: sblue, p: 1.0}, {type: sgrey, p: 1.0}]},

 //    // optionally, the intended time between 2 squaby creations can be set, or also the desired delay from the last wave; if one of them is not set, the default decrement-values are used..
 //    // the 2 parameters "squabyDelay" and pauseBetweenWaves" are optional per level, e.g.: {amount: 2, squabyDelay: 2000, pauseBetweenWaves: 1800, types:[ {type: sy, p: 1}, {type: so, p: 0.1} ]},
 //    /* 1 */ {amount: 1, squabyDelay: 5000, pauseBetweenWaves: 10000, types:[ {type: sy, p: 1}]},
 //    /* 2 */ {amount: 10, squabyDelay: 2500, pauseBetweenWaves: 6000, types:[ {type: sy, p: 1}]},
 //    // 11 squabies created, 9*5=45 gold earned

 //    // first appearance of green squaby, vulnerable against fire
 //    /* 3 */ {amount: 10, squabyDelay: 2500, pauseBetweenWaves: 6000, types:[ {type: sy, p: 0.9}, {type: sgreen, p: 1.0}]},

 //    // first appearance of orange squaby, with high fire resistance
 //    /* 4 */ {amount: 10, squabyDelay: 4000, pauseBetweenWaves: 6000, types:[ {type: sy, p: 0.7}, {type: sgreen, p: 0.8}, {type: so, p: 1} ]},

 //    // first appearance of red squaby, with max fire resistance
 //    /* 5 */ {amount: 20, squabyDelay: 3000, pauseBetweenWaves: 6000, types:[ {type: sy, p: 0.5}, {type: sgreen, p: 0.6}, {type: so, p: 0.5}, {type: sr, p: 0.7} ]},

 //    // blue squaby with high resistance for nailgun&fire
 //    /* 6 */ {amount: 20, types:[ {type: sy, p: 1}, {type: so, p: 1.0}, {type: sr, p: 1.0}, {type: sgreen, p: 1.0}, {type: sblue, p: 1.0}]},

 //    // grey squaby with max resistance for nailgung&fire
 //    /* 7 */ {amount: 30, types:[ {type: sy, p: 1}, {type: so, p: 1.0}, {type: sr, p: 1.0}, {type: sgreen, p: 1.0}, {type: sblue, p: 1.0}, {type: sgrey, p: 1.0}]},

 //    // the hardest squabies have higher probability here
 //    /* 8 */ {amount: 30, types:[ {type: sy, p: 0.5}, {type: so, p: 0.5}, {type: sr, p: 1.0}, {type: sgreen, p: 1.0}, {type: sblue, p: 0.5}, {type: sgrey, p: 1.0}]},
 //    /* 9 */ {amount: 30, types:[ {type: sy, p: 0.1}, {type: so, p: 0.2}, {type: sr, p: 1.0}, {type: sgreen, p: 1.0}, {type: sblue, p: 0.5}, {type: sgrey, p: 1.0}]},
 //  ]

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