// Copyright (C) 2017 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only import QtQuick import QtQuick.Particles ParticleSystem { id: particleSystem property int score function explode(x,y) { fireEmitter.burst(100,x,y); } Emitter { id: emitter group: "bears" width: parent.width emitRate: 1 NumberAnimation on emitRate { id: goFaster from: 1 to: 16 running: particleSystem.running loops: 1 duration: 60000 * 5 easing.type: Easing.Linear } lifeSpan: 4000 + 800*(16-emitRate) maximumEmitted: 128 size: 64 velocity: PointDirection{ y: 40 + 10 * emitter.emitRate } } Emitter { id: fireEmitter enabled: false maximumEmitted: 6000 group: "flame" emitRate: 1000 size: 16 endSize: 8 velocity: CumulativeDirection { AngleDirection {angleVariation: 180; magnitudeVariation: 120;} PointDirection { y: -60 }} lifeSpan: 400 } Emitter { id: heartEmitter enabled: false maximumEmitted: 6000 group: "hearts" emitRate: 1000 size: 16 endSize: 8 velocity: AngleDirection {angleVariation: 180; magnitudeVariation: 180;} lifeSpan: 600 } Emitter { id: bloodEmitter enabled: false maximumEmitted: 6000 group: "blood" emitRate: 1000 size: 16 endSize: 8 velocity: CumulativeDirection { AngleDirection {angleVariation: 180; magnitudeVariation: 80;} PointDirection { y: 40 }} lifeSpan: 600 } Affector { width: parent.width height: 64 once: true y: parent.height - 32 groups: "bears" onAffectParticles: function(particles) { for (var i=0;i