Ejemplo n.º 1
0
DJAnimationImage::DJAnimationImage( QObject* parent )
	:QObject(parent)
{
	djDebug()<<"DJAnimationImage constructor";
	m_currentFrame	= -1;
	
	m_timer	= new QTimer( this );
    connect(m_timer,SIGNAL(timeout()),this,SLOT(handleAnimation()));
}
void PlayerComponent::update()
{
  if( game.level.roster.get( parent ).x < -840 )
  {
    if( game.level.roster.get( parent ).y < -259 )
      game.endTime = game.timer.time;
  }
  else if( game.level.roster.get( parent ).x > 3584 )
  {
    if( game.level.roster.get( parent ).y > 1980 )
      game.endTime = game.timer.time;
  }

  windVol += double( rand() % 400 ) / 100.0 - ( windVol > 50 ? 2.0 : 0.0 );
  windPan += double( rand() % 200 ) / 100.0 - 1.0;
  windFreq += double( rand() % 400 ) / 100.0 - 2.0;

  adjust_sample( wind, windVol, windPan, windFreq, 1 );

  if( deathCounter > 0 )
    deathCounter--;

  else if( transformCounter > 0 )
    transformCounter--;

  else
  {
    handleAnimation();
    handleControls();
  }

  if( deathCounter == -1 )
  {
    game.level.roster.get( parent ).y += yVel;
    game.level.roster.get( parent ).x += xVel;
  }

  for( int i = 0; i < game.level.deathBodies.size(); i++ )
    if( game.level.roster.get( parent ).body.
        testCollision( game.level.deathBodies[ i ] ).GetMagnitudeSquared() > 0.0001 &&
        deathCounter == -1 )
    {
      deathCounter = 60;
      play_sample( die, 255,128, 7000, 0 );
      game.level.roster.get( parent ).sprite.setAnimation( "die" );
    }

  if( deathCounter == 0 )
  {
    game.level.roster.get( parent ).x = startX;
    game.level.roster.get( parent ).y = startY;

    deathCounter = -1;
  }
}
Ejemplo n.º 3
0
void Flying::update()
{
	if (m_bXCollision)
	{
		m_velocity.x(-m_xSpeed);
	}
	else
	{
		m_velocity.x(m_xSpeed);
	}

	if (m_bYCollision)
	{
		m_velocity.y(m_ySpeed);
	}
	else
	{
		m_velocity.y(-m_ySpeed);
	}

	handleMovement(m_velocity);
	handleAnimation();
}
Ejemplo n.º 4
0
void Chaser::update()
{
	if (m_playerPos != nullptr)
	{
		Vector2D diff = *m_playerPos - m_position;
		// Check if player is inside Chaser field of vision
		if (diff.length() <= m_viewDistance)
		{
			if (abs(diff.x()) < m_treshold)
			{
				// Player caught in x axis, stop
				m_velocity.x(0);
			}
			else
			{
				if (diff.x() < 0)
				{
					// x speed can be negative so we have to take abs value
					m_velocity.x(-abs(m_xSpeed));
				}
				else if (diff.x() > 0)
				{
					//m_velocity.x(m_xSpeed);
					m_velocity.x(abs(m_xSpeed));
				}
			}
		}
		else
		{
			// Player is outside Chaser's vision camp
			m_velocity.x(0);
		}
		m_velocity.y(m_ySpeed);
		handleMovement(m_velocity);
	}
	handleAnimation();
}
Ejemplo n.º 5
0
void ScriptRunner::bootstrap()
{
    if (QThread::currentThread() != m_thread) {
        bool success;
        success = QMetaObject::invokeMethod(this, "bootstrap", Qt::QueuedConnection);
        Q_ASSERT(success);
        return;
    }

    // initialize the MF object before we run any user code
    QScriptValue mf_obj = m_engine->newObject();
    m_engine->globalObject().setProperty("mf", mf_obj);

    // add utility functions
    mf_obj.setProperty("include", m_engine->newFunction(include));
    mf_obj.setProperty("exit", m_engine->newFunction(exit));
    mf_obj.setProperty("print", m_engine->newFunction(print));
    mf_obj.setProperty("debug", m_engine->newFunction(debug));
    mf_obj.setProperty("setTimeout", m_engine->newFunction(setTimeout));
    mf_obj.setProperty("clearTimeout", m_engine->newFunction(clearTimeout));
    mf_obj.setProperty("setInterval", m_engine->newFunction(setInterval));
    mf_obj.setProperty("clearInterval", m_engine->newFunction(clearTimeout));
    mf_obj.setProperty("currentTimestamp", m_engine->newFunction(currentTimestamp));
    mf_obj.setProperty("readFile", m_engine->newFunction(readFile));
    mf_obj.setProperty("writeFile", m_engine->newFunction(writeFile));
    mf_obj.setProperty("args", m_engine->newFunction(args));

    // init event handler framework
    {
        QString file_name = ":/js/create_handlers.js";
        m_handler_map = evalJsonContents(internalReadFile(file_name), file_name);
        checkEngine("creating event handlers");
    }
    // init builtin types
    {
        QString file_name = ":/js/builtin_types.js";
        m_engine->evaluate(internalReadFile(file_name), file_name);
        checkEngine("evaluating builtin type");
        m_point_class = mf_obj.property("Point");
        m_entity_class = mf_obj.property("Entity");
        m_item_class = mf_obj.property("Item");
        m_block_class = mf_obj.property("Block");
        m_health_status_class = mf_obj.property("HealthStatus");
        m_status_effect_class = mf_obj.property("StatusEffect");
    }
    // create the mf.ItemType enum
    {
        QScriptValue item_type_obj = m_engine->newObject();
        mf_obj.setProperty("ItemType", item_type_obj);

        const QHash<Item::ItemType, Item::ItemData*> * item_data_hash = Item::itemDataHash();
        for (QHash<Item::ItemType, Item::ItemData*>::const_iterator it = item_data_hash->constBegin();
             it != item_data_hash->constEnd(); ++it)
        {
            const Item::ItemData * item_data = it.value();
            item_type_obj.setProperty(item_data->name, item_data->id);
        }
    }

    // hook up mf functions
    mf_obj.setProperty("chat", m_engine->newFunction(chat));
    mf_obj.setProperty("timeOfDay", m_engine->newFunction(timeOfDay));
    mf_obj.setProperty("itemStackHeight", m_engine->newFunction(itemStackHeight));
    mf_obj.setProperty("isPhysical", m_engine->newFunction(isPhysical));
    mf_obj.setProperty("isSafe", m_engine->newFunction(isSafe));
    mf_obj.setProperty("isDiggable", m_engine->newFunction(isDiggable));
    mf_obj.setProperty("healthStatus", m_engine->newFunction(healthStatus));
    mf_obj.setProperty("blockAt", m_engine->newFunction(blockAt));
    mf_obj.setProperty("isBlockLoaded", m_engine->newFunction(isBlockLoaded));
    mf_obj.setProperty("signTextAt", m_engine->newFunction(signTextAt));
    mf_obj.setProperty("self", m_engine->newFunction(self));
    mf_obj.setProperty("setControlState", m_engine->newFunction(setControlState));
    mf_obj.setProperty("clearControlStates", m_engine->newFunction(clearControlStates));
    mf_obj.setProperty("lookAt", m_engine->newFunction(lookAt));
    mf_obj.setProperty("respawn", m_engine->newFunction(respawn));
    mf_obj.setProperty("entity", m_engine->newFunction(entity));
    mf_obj.setProperty("startDigging", m_engine->newFunction(startDigging));
    mf_obj.setProperty("stopDigging", m_engine->newFunction(stopDigging));
    mf_obj.setProperty("attackEntity", m_engine->newFunction(attackEntity));

    mf_obj.setProperty("selectEquipSlot", m_engine->newFunction(selectEquipSlot));
    mf_obj.setProperty("selectedEquipSlot", m_engine->newFunction(selectedEquipSlot));
    mf_obj.setProperty("openInventoryWindow", m_engine->newFunction(openInventoryWindow));
    mf_obj.setProperty("clickInventorySlot", m_engine->newFunction(clickInventorySlot));
    mf_obj.setProperty("clickUniqueSlot", m_engine->newFunction(clickUniqueSlot));
    mf_obj.setProperty("clickOutsideWindow", m_engine->newFunction(clickOutsideWindow));
    mf_obj.setProperty("closeWindow", m_engine->newFunction(closeWindow));
    mf_obj.setProperty("inventoryItem", m_engine->newFunction(inventoryItem));
    mf_obj.setProperty("uniqueWindowItem", m_engine->newFunction(uniqueWindowItem));
    mf_obj.setProperty("canPlaceBlock", m_engine->newFunction(canPlaceBlock));
    mf_obj.setProperty("activateItem", m_engine->newFunction(activateItem));
    mf_obj.setProperty("dimension", m_engine->newFunction(dimension));
    mf_obj.setProperty("onlinePlayers", m_engine->newFunction(onlinePlayers));


    // hook up hax functions
    QScriptValue hax_obj = m_engine->newObject();
    mf_obj.setProperty("hax", hax_obj);
    hax_obj.setProperty("setPosition", m_engine->newFunction(setPosition));
    hax_obj.setProperty("positionUpdateInterval", m_engine->newFunction(positionUpdateInterval));
    hax_obj.setProperty("setGravityEnabled", m_engine->newFunction(setGravityEnabled));
    hax_obj.setProperty("setJesusModeEnabled", m_engine->newFunction(setJesusModeEnabled));

    hax_obj.setProperty("placeBlock", m_engine->newFunction(placeBlock));
    hax_obj.setProperty("activateBlock", m_engine->newFunction(activateBlock));

    // run main script
    QString main_script_contents = internalReadFile(m_main_script_filename);
    if (main_script_contents.isNull()) {
        m_stderr << "file not found: " << m_main_script_filename << "\n";
        m_stderr.flush();
        QCoreApplication::instance()->exit(1);
        return;
    }
    m_engine->evaluate(main_script_contents, m_main_script_filename);
    checkEngine("evaluating main script");

    if (m_exiting)
        return;

    // connect to server
    bool success;

    success = connect(m_game, SIGNAL(entitySpawned(QSharedPointer<Game::Entity>)), this, SLOT(handleEntitySpawned(QSharedPointer<Game::Entity>)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(entityMoved(QSharedPointer<Game::Entity>)), this, SLOT(handleEntityMoved(QSharedPointer<Game::Entity>)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(entityDespawned(QSharedPointer<Game::Entity>)), this, SLOT(handleEntityDespawned(QSharedPointer<Game::Entity>)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(animation(QSharedPointer<Game::Entity>,Message::AnimationType)), this, SLOT(handleAnimation(QSharedPointer<Game::Entity>,Message::AnimationType)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(entityEffect(QSharedPointer<Game::Entity>,QSharedPointer<Game::StatusEffect>)), this, SLOT(handleEntityEffect(QSharedPointer<Game::Entity>,QSharedPointer<Game::StatusEffect>)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(removeEntityEffect(QSharedPointer<Game::Entity>,QSharedPointer<Game::StatusEffect>)), this, SLOT(handleRemoveEntityEffect(QSharedPointer<Game::Entity>,QSharedPointer<Game::StatusEffect>)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(chunkUpdated(Int3D,Int3D)), this, SLOT(handleChunkUpdated(Int3D,Int3D)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(signUpdated(Int3D,QString)), this, SLOT(handleSignUpdated(Int3D,QString)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(playerPositionUpdated()), this, SLOT(movePlayerPosition()));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(loginStatusUpdated(Server::LoginStatus)), this, SLOT(handleLoginStatusUpdated(Server::LoginStatus)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(chatReceived(QString,QString)), this, SLOT(handleChatReceived(QString,QString)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(nonSpokenChatReceived(QString)), this, SLOT(handleNonSpokenChatReceived(QString)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(timeUpdated(double)), this, SLOT(handleTimeUpdated(double)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(playerDied()), this, SLOT(handlePlayerDied()));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(playerSpawned(int)), this, SLOT(handlePlayerSpawned(int)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(playerHealthStatusUpdated()), this, SLOT(handlePlayerHealthStatusUpdated()));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(inventoryUpdated()), this, SLOT(handleInventoryUpdated()));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(stoppedDigging(Game::StoppedDiggingReason)), this, SLOT(handleStoppedDigging(Game::StoppedDiggingReason)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(windowOpened(Message::WindowType)), this, SLOT(handleWindowOpened(Message::WindowType)));
    Q_ASSERT(success);
    success = connect(m_game, SIGNAL(equippedItemChanged()), this, SLOT(handleEquippedItemChanged()));
    Q_ASSERT(success);


    success = connect(&m_stdin_reader, SIGNAL(readLine(QString)), this, SLOT(handleReadLine(QString)));
    Q_ASSERT(success);
    success = connect(&m_stdin_reader, SIGNAL(eof()), QCoreApplication::instance(), SLOT(quit()));
    Q_ASSERT(success);

    m_physics_doer = new PhysicsDoer(m_game);

    m_started_game = true;
    m_game->start();
    m_stdin_reader.start();
}
Ejemplo n.º 6
0
void AbstractBall::act()
{
    processItem(getProcessItem());
    moveNext();
    handleAnimation();
}