Qt Quick Demo - Same Game | Qt 5.14

Qt 5.14 | Qt Quick Demo - Same Game

Qt 5.14.1 Reference Documentation

# Qt Quick Demo - Same Game

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      import QtQuick 2.0
      import QtQuick.Particles 2.0

      Item {
          id: block
          property bool dying: false
          property bool spawned: false
          property int type: 0
          property ParticleSystem particleSystem

          Behavior on x {
              enabled: spawned;
              NumberAnimation{ easing.type: Easing.OutBounce }
          }
          Behavior on y {
              NumberAnimation{ easing.type: Easing.InQuad }
          }

          Image {
              id: img
              source: {
                  if (type == 0){
                      "gfx/red-puzzle.png";
                  } else if (type == 1) {
                      "gfx/blue-puzzle.png";
                  } else if (type == 2) {
                      "gfx/green-puzzle.png";
                  } else {
                      "gfx/yellow-puzzle.png";
                  }
              }
              opacity: 0
              Behavior on opacity { NumberAnimation { duration: 200 } }
              anchors.centerIn: parent
              anchors.verticalCenterOffset: -4
              anchors.horizontalCenterOffset: 4
          }

          //Foreground particles
          BlockEmitter {
              id: particles
              system: particleSystem
              group: {
                  if (type == 0){
                      "red";
                  } else if (type == 1) {
                      "blue";
                  } else if (type == 2) {
                      "green";
                  } else {
                      "yellow";
                  }
              }
              anchors.fill: parent
          }

          states: [
              State {
                  name: "AliveState"; when: spawned == true && dying == false
                  PropertyChanges { target: img; opacity: 1 }
              },

              State {
                  name: "DeathState"; when: dying == true
                  PropertyChanges { target: img; scale: 2 }
                  StateChangeScript { script: particles.pulse(200); }
                  PropertyChanges { target: img; opacity: 0 }
                  StateChangeScript { script: block.destroy(1000); }
              }
          ]
      }