Qt Quick Demo - Maroon in Trouble

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 import QtQuick 2.0
 import "../logic.js" as Logic
 import ".."

 TowerBase {
     id: container
     hp: 10
     range: 0.4
     rof: 10
     property real detonationRange: 2.5

     function fire() {
         sound.play()
         sprite.jumpTo("shoot")
         animDelay.start()
     }

     function finishFire() {
         var sCol = Math.max(0, col - 1)
         var eCol = Math.min(Logic.gameState.cols - 1, col + 1)
         var killList = new Array()
         for (var i = sCol; i <= eCol; i++) {
             for (var j = 0; j < Logic.gameState.mobs[i].length; j++)
                 if (Math.abs(Logic.gameState.mobs[i][j].y - container.y) < Logic.gameState.squareSize * detonationRange)
                     killList.push(Logic.gameState.mobs[i][j])
             while (killList.length > 0)
                 Logic.killMob(i, killList.pop())
         }
         Logic.killTower(row, col);
     }

     Timer {
         id: animDelay
         running: false
         interval: shootState.frameCount * shootState.frameDuration
         onTriggered: finishFire()
     }

     function die()
     {
         destroy() // No blink, because we usually meant to die
     }

     SoundEffect {
         id: sound
         source: "../audio/bomb-action.wav"
     }

     SpriteSequence {
         id: sprite
         width: 64
         height: 64
         interpolate: false
         goalSprite: ""

         Sprite {
             name: "idle"
             source: "../gfx/bomb-idle.png"
             frameCount: 4
             frameDuration: 800
         }

         Sprite {
             id: shootState
             name: "shoot"
             source: "../gfx/bomb-action.png"
             frameCount: 6
             frameDuration: 155
             to: { "dying" : 1 } // So that if it takes a frame to clean up, it is on the last frame of the explosion
         }

         Sprite {
             name: "dying"
             source: "../gfx/bomb-action.png"
             frameCount: 1
             frameX: 64 * 5
             frameWidth: 64
             frameHeight: 64
             frameDuration: 155
         }

         SequentialAnimation on x {
             loops: Animation.Infinite
             NumberAnimation { from: x; to: x + 4; duration: 900; easing.type: Easing.InOutQuad }
             NumberAnimation { from: x + 4; to: x; duration: 900; easing.type: Easing.InOutQuad }
         }
         SequentialAnimation on y {
             loops: Animation.Infinite
             NumberAnimation { from: y; to: y - 4; duration: 900; easing.type: Easing.InOutQuad }
             NumberAnimation { from: y - 4; to: y; duration: 900; easing.type: Easing.InOutQuad }
         }
     }
 }