void QGraphicsCharaItem::setBasePix(const QString &n_pixName) { m_pix = QPixmap(mCore->filePath(CHARSET,n_pixName)); if (m_pix.isNull()) m_pix = QPixmap(mCore->rtpPath(CHARSET,n_pixName)); updatePix(); }
NumAnimWidget::NumAnimWidget(QWidget *parent) : QWidget(parent), m_isInit(true), m_isStart(false), m_isEnd(false) { m_timer = new QTimer(this); m_timer->setInterval(10); connect(m_timer, SIGNAL(timeout()), this, SLOT(updatePix())); this->setAttribute(Qt::WA_TranslucentBackground); }
void QGraphicsCharaItem::setBasePix(const QString &n_pixName) { m_pix.reset(new QPixmap(mCore->filePath(CHARSET,n_pixName))); if (m_pix->isNull()) m_pix.reset(new QPixmap(mCore->rtpPath(CHARSET,n_pixName))); if (m_pix->isNull()) m_pix.reset(mCore->createDummyPixmap(288,256)); updatePix(); }
void QGraphicsBattleAnimationItem::on_demoAdvance() { if (!m_demo) return; m_demoIndex++; if (m_demoIndex > 11) m_demoIndex = 0; RPG::BattlerAnimationExtension anim = m_demoAnimation.base_data[m_demoIndex]; setBasePix(Battler, QString::fromStdString(anim.battler_name)); m_index = anim.battler_index; updatePix(); }
void QGraphicsBattleAnimationItem::advance(int phase) { static int frame_count = 0; static int patterns[4] = {1, 0, 1, 2}; /* Mid, Left, Mid, Right*/ if (!phase) { frame_count++; m_frame = patterns[frame_count%4]; if (frame_count >= 16) { frame_count = 0; emit demoAdvance(); } } else updatePix(); }
void QGraphicsBattleAnimationItem::setBasePix(Type type, const QString &pixName) { m_type = type; if (pixName.isEmpty()) { m_pix = QPixmap(144,384); m_pix.fill(Qt::black); } else { QString dir; if (type == Weapon) dir = BATTLEWEAPON; else dir = BATTLECHARSET; m_pix = QPixmap(mCore->filePath(dir, pixName)); if (m_pix.isNull()) m_pix = QPixmap(mCore->rtpPath(dir, pixName)); } updatePix(); }
void QGraphicsCharaItem::advance(int phase) { static int patterns[4] = {Frame_middle, Frame_right, Frame_middle,Frame_left}; if (!phase) { frame_count++; if (frame_count == 20) { frame_count = 0; if (m_spin) { m_facing++; if (m_facing > Direction_left) m_facing = Direction_up; } } if (m_walk) m_frame = patterns[frame_count%4]; } else updatePix(); }
void QGraphicsCharaItem::setFrame(int frame) { m_frame = frame; updatePix(); }
void QGraphicsCharaItem::setFacing(int facing) { m_facing = facing; updatePix(); }
void QGraphicsCharaItem::setIndex(int index) { m_index = index; updatePix(); }
void QGraphicsBattleAnimationItem::setIndex(int index) { m_index = index; updatePix(); }