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  • 怎样在QML中利用Sprite来做我们须要的动画

    在游戏中动画的设计很中要。

    在QML中,它提供了丰富的animation。可是有时我们须要对图像进行变化,就像放电影一样。在今天的这篇文章中,我们将设计一个能够变化图像的动画。

    我们能够通过Qt所提供的Sprite功能来实现。


    为了设计的方便,我们先设计一个我们自己的bear动画,这个动画的图像大小为: 2048x256。它刚好是8副图256x256




    在我们的Sprite设计中,我们想依照上述图像显示的顺序依次显示每一个图像,这样就能够形成一个能够连续变化的动画效果。


    直接把我们的动画设计文件BearSprite贴出来:


    BearSprite.qml

    import QtQuick 2.0
    
    Item  {
         256
        height: 256
    
        SpriteSequence {
            id: fishSprite
            anchors.fill: parent
            interpolate: false
            goalSprite: ""
    
            Sprite {
                name: "first"
                source: "./gfx/Bear2.png"
                frameWidth: 256
                frameHeight: 256
                frameCount: 1
                frameDuration: 800
                frameDurationVariation: 400
                to: { "second" : 1 }
            }
    
            Sprite {
                name: "second"
                source: "./gfx/Bear2.png"
                frameCount: 1
                frameX: 256
                frameWidth: 256
                frameHeight: 256
                frameDuration: 800
                frameDurationVariation: 400
                to: { "third" : 1 }
            }
    
            Sprite {
                name: "third"
                source: "./gfx/Bear2.png"
                frameCount: 1
                frameX: 256*2
                frameWidth: 256
                frameHeight: 256
                frameDuration: 800
                frameDurationVariation: 400
                to: { "fourth" : 1 }
            }
    
            Sprite {
                name: "fourth"
                source: "./gfx/Bear2.png"
                frameCount: 1
                frameX: 256*3
                frameWidth: 256
                frameHeight: 256
                frameDuration: 800
                frameDurationVariation: 400
                to: { "fifth" : 1 }
            }
    
            Sprite {
                name: "fifth"
                source: "./gfx/Bear2.png"
                frameCount: 1
                frameX: 256*4
                frameWidth: 256
                frameHeight: 256
                frameDuration: 800
                frameDurationVariation: 400
                to: { "sixth" : 1 }
            }
    
            Sprite {
                name: "sixth"
                source: "./gfx/Bear2.png"
                frameCount: 1
                frameX: 256*5
                frameWidth: 256
                frameHeight: 256
                frameDuration: 800
                frameDurationVariation: 400
                to: { "seventh" : 1 }
            }
    
            Sprite {
                name: "seventh"
                source: "./gfx/Bear2.png"
                frameCount: 1
                frameX: 256*6
                frameWidth: 256
                frameHeight: 256
                frameDuration: 800
                frameDurationVariation: 400
                to: { "eighth" : 1 }
            }
    
            Sprite {
                name: "eighth"
                source: "./gfx/Bear2.png"
                frameCount: 1
                frameX: 256*7
                frameWidth: 256
                frameHeight: 256
                frameDuration: 800
                frameDurationVariation: 400
                to: { "first" : 1 }
            }
    
            Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
                name: "dummy"
                source: "./gfx/Bear2.png"
                frameCount: 8
                frameWidth: 256
                frameHeight: 256
                frameX: 0
                frameDuration: 200
            }
        }
    
    }
    



    在上面的设计中,我们使用了一个SpriteSequence,里面放了一些我们所须要的Sprite。


            Sprite {
                name: "sixth"
                source: "./gfx/Bear2.png"
                frameCount: 1
                frameX: 256*5
                frameWidth: 256
                frameHeight: 256
                frameDuration: 800
                frameDurationVariation: 400
                to: { "seventh" : 1 }
            }
    

    这里的每一个Sprite的设计都差点儿都差点儿相同。每一个Sprite都有一个自己的名字。这里注意frameX。它事实上是在我们上面显示的图里的x坐标位置。比方256x5。表示的是滴5副图。另外,我们的frameHeight和frameWidth也是和原图的大小是一样的,尽管在实际的显示中这个大小能够在Main.qml中能够设置。


    使用相同的方法,我们能够做一个FishSprite。


    FishSprite.qml




    import QtQuick 2.0
    import QtMultimedia 5.0
    
    Item {
         64
        height: 64
        property real hp: 3
    
        SoundEffect {
            id: spawnSound
            source: "./audio/catch.wav"
            loops:SoundEffect.Infinite
        }
    
        SoundEffect {
            id: killedSound
            source: "./audio/catch-action.wav"
        }
    
        SpriteSequence {
            id: fishSprite
            anchors.fill: parent
            interpolate: false
            goalSprite: ""
    
            Sprite {
                name: "left"
                source: "./gfx/mob-idle.png"
                frameWidth: 64
                frameHeight: 64
                frameCount: 1
                frameDuration: 800
                frameDurationVariation: 400
                to: { "front" : 1 }
            }
    
            Sprite {
                name: "front"
                source: "./gfx/mob-idle.png"
                frameCount: 1
                frameX: 64
                frameWidth: 64
                frameHeight: 64
                frameDuration: 800
                frameDurationVariation: 400
                to: { "left" : 1, "right" : 1 }
            }
    
            Sprite {
                name: "right"
                source: "./gfx/mob-idle.png"
                frameCount: 1
                frameX: 128
                frameWidth: 64
                frameHeight: 64
                frameDuration: 800
                frameDurationVariation: 400
                to: { "front" : 1 }
            }
    
    
            Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
                name: "dummy"
                source: "./gfx/melee-idle.png"
                frameCount: 8
                frameWidth: 64
                frameHeight: 64
                frameX: 0
                frameDuration: 200
            }
    
            NumberAnimation on x {
                id: fishSwim
                running: false
                property bool goingLeft: fishSprite.currentSprite == "right"
                to: goingLeft ? -360 : 360
                duration: 300
            }
    
            Component.onCompleted: {
                spawnSound.play()
            }
        }
    
        SpriteSequence {
            id: bubble
             64
            height: 64
            scale: 0.4 + (0.2  * hp)
            interpolate: false
            goalSprite: ""
    
            Behavior on scale {
                NumberAnimation { duration: 150; easing.type: Easing.OutBack }
            }
    
            Sprite {
                name: "big"
                source: "./gfx/catch.png"
                frameCount: 1
                to: { "burst" : 0 }
            }
    
            Sprite {
                name: "burst"
                source: "./gfx/catch-action.png"
                frameCount: 3
                frameX: 64
                frameDuration: 200
            }
    
            Sprite { //WORKAROUND: This prevents the triggering of a rendering error which is currently under investigation.
                name: "dummy"
                source: "./gfx/melee-idle.png"
                frameCount: 8
                frameWidth: 64
                frameHeight: 64
                frameX: 0
                frameDuration: 200
            }
            SequentialAnimation on width {
                loops: Animation.Infinite
                NumberAnimation { from: width * 1; to: width * 1.1; duration: 800; easing.type: Easing.InOutQuad }
                NumberAnimation { from: width * 1.1; to: width * 1; duration: 1000; easing.type: Easing.InOutQuad }
            }
            SequentialAnimation on height {
                loops: Animation.Infinite
                NumberAnimation { from: height * 1; to: height * 1.15; duration: 1200; easing.type: Easing.InOutQuad }
                NumberAnimation { from: height * 1.15; to: height * 1; duration: 1000; easing.type: Easing.InOutQuad }
            }
        }
    }
    


    Main.qml


    import QtQuick 2.0
    import Ubuntu.Components 1.1
    
    /*!
        rief MainView with a Label and Button elements.
    */
    
    MainView {
        // objectName for functional testing purposes (autopilot-qt5)
        objectName: "mainView"
    
        // Note! applicationName needs to match the "name" field of the click manifest
        applicationName: "sprite.liu-xiao-guo"
    
        /*
         This property enables the application to change orientation
         when the device is rotated. The default is false.
        */
        //automaticOrientation: true
    
        // Removes the old toolbar and enables new features of the new header.
        useDeprecatedToolbar: false
    
         units.gu(60)
        height: units.gu(85)
    
        Page {
            id: page
            title: i18n.tr("sprite")
    
            Column {
                anchors.fill: parent
    
                FishSprite {
                    height: units.gu(30)
                     units.gu(30)
                }
    
                BearSprite {
                    id: bear
                    height: units.gu(30)
                     units.gu(30)
    
                    NumberAnimation on x {
                        to: page.width
                        duration: 8*800
    
                        onRunningChanged: {
                            if ( running == false) {
                                bear.x = 0
                                start()
                            }
                        }
                    }
                }
            }
        }
    }
    


    执行我们的QML应用:

         




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  • 原文地址:https://www.cnblogs.com/jzssuanfa/p/6807729.html
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