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author | Javier S. Pedro <maemo@javispedro.com> | 2012-08-17 02:29:28 +0200 |
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committer | Javier S. Pedro <maemo@javispedro.com> | 2012-08-17 02:29:28 +0200 |
commit | 9c44782c5eab5635ca6adf4717409bf2ffb6c694 (patch) | |
tree | 99f774bccb6e964864168b346155bbd5a52bf3b2 /nekowatchlet/Neko.qml | |
parent | f9ac9d207025fb8d40d1be753cde78beb77aa202 (diff) | |
download | sowatch-9c44782c5eab5635ca6adf4717409bf2ffb6c694.tar.gz sowatch-9c44782c5eab5635ca6adf4717409bf2ffb6c694.zip |
new nekowatchlet and minor graphics/performance changes
Diffstat (limited to 'nekowatchlet/Neko.qml')
-rw-r--r-- | nekowatchlet/Neko.qml | 176 |
1 files changed, 176 insertions, 0 deletions
diff --git a/nekowatchlet/Neko.qml b/nekowatchlet/Neko.qml new file mode 100644 index 0000000..b8b08ad --- /dev/null +++ b/nekowatchlet/Neko.qml @@ -0,0 +1,176 @@ +import QtQuick 1.0 + +Item { + id: neko + height: 32 + width: 32 + clip: true + + property int targetX; + property int targetY; + property alias imageSource: sprite.source + property bool running: true + + property int maxSpeed: 6 + + property int _anim + property int _animFrames + property int _animCurFrame + + property int _distanceX: targetX - x - (width / 2) + property int _distanceY: targetY - y - (5 * height / 6) + property int _distance: Math.sqrt(_distanceX * _distanceX + _distanceY * _distanceY) + + property int _calcSpeedX: _distance < maxSpeed ? + _distanceX : + ((maxSpeed * _distanceX) / _distance) + property int _calcSpeedY: _distance < maxSpeed ? + _distanceY : + ((maxSpeed * _distanceY) / _distance) + + property real _calcAngle: Math.atan2(_calcSpeedY, _calcSpeedX) + + property int _speedX: 0 + property int _speedY: 0 + + signal arrived + + function chooseWalkAnimation(speedX, speedY, angle) { + var PiPer8 = Math.PI / 8; + + if (angle > 7 * PiPer8) { + return 6; // left + } else if (angle > 5 * PiPer8) { + return 2; // dwleft + } else if (angle > 3 * PiPer8) { + return 0; // down + } else if (angle > 1 * PiPer8) { + return 3; // dwright + } else if (angle > -1 * PiPer8) { + return 9; // right + } else if (angle > -3 * PiPer8) { + return 14; // upright + } else if (angle > -5 * PiPer8) { + return 12; // up + } else { + return 13; // upleft + } + } + + Image { + id: sprite + source: "neko.png" + + x: -(neko.width * neko._animCurFrame) + y: -(neko.height * neko._anim) + } + + Timer { + id: timer + interval: 250 + running: neko.running + repeat: true + onTriggered: { + neko._animCurFrame = (_animCurFrame + 1) % _animFrames + neko.x = neko.x + _speedX; + neko.y = neko.y + _speedY; + + if (state == "WALKING" && _distance == 0) { + neko.arrived(); + } + } + } + + Timer { + id: idleToScratchTimer + onTriggered: neko.state = "SCRATCHING" + } + + Timer { + id: idleToYawnTimer + onTriggered: neko.state = "YAWNING" + } + + Timer { + id: scrachTimer + interval: timer.interval * 2 + running: neko.running && state === "SCRATCHING" + onTriggered: neko.state = "IDLING" + } + + Timer { + id: yawnTimer + interval: timer.interval * 3 + running: neko.running && state === "YAWNING" + onTriggered: neko.state = "IDLING" + } + + onTargetXChanged: state = "WALKING" + onTargetYChanged: state = "WALKING" + + onArrived: state = "IDLING" + + states: [ + State { + name: "SLEEPING" + PropertyChanges { + target: neko + _anim: 11 // sleep + _animFrames: 2 + _speedX: 0 + _speedY: 0 + } + }, + State { + name: "IDLING" + PropertyChanges { + target: neko + _anim: 4 // jare + _animFrames: 1 + _animCurFrame: 0 + _speedX: 0 + _speedY: 0 + } + PropertyChanges { + target: idleToScratchTimer + interval: Math.random() * 10000 + running: neko.running && state == "IDLING" + } + PropertyChanges { + target: idleToYawnTimer + interval: Math.random() * 20000 + running: neko.running && state == "IDLING" + } + }, + State { + name: "SCRATCHING" + PropertyChanges { + target: neko + _anim: 5 // kaki + _animFrames: 2 + _speedX: 0 + _speedY: 0 + } + }, + State { + name: "YAWNING" + PropertyChanges { + target: neko + _anim: 8 // mati + _animFrames: 2 + _speedX: 0 + _speedY: 0 + } + }, + State { + name: "WALKING" + PropertyChanges { + target: neko + _anim: chooseWalkAnimation(_calcSpeedX, _calcSpeedY, _calcAngle) + _animFrames: 2 + _speedX: _calcSpeedX + _speedY: _calcSpeedY + } + } + ] +} |