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; } }
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(); }
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(); }
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(); }
void AbstractBall::act() { processItem(getProcessItem()); moveNext(); handleAnimation(); }