Reputation: 24406
I'm trying to make a player move smoothly towards a destination in QML. I'm using a NumberAnimation
to animate the x,y position changes. The NumberAnimation
's duration should be proportional to the distance the player has to travel, so that the player moves at the same speed regardless of how far away they are from their destination.
import QtQuick 1.1
Item {
width: 720
height: 720
MouseArea {
anchors.fill: parent
onClicked: {
var newXDest = mouse.x - player.width / 2;
var newYDest = mouse.y - player.height / 2;
var dist = player.distanceFrom(newXDest, newYDest);
// Make duration proportional to distance.
player.xMovementDuration = dist; // 1 msec per pixel
player.yMovementDuration = dist; // 1 msec per pixel
console.log("dist = " + dist);
player.xDest = newXDest;
player.yDest = newYDest;
}
}
Rectangle {
id: player
x: xDest
y: yDest
width: 32
height: 32
color: "blue"
property int xDest: 0
property int yDest: 0
property int xMovementDuration: 0
property int yMovementDuration: 0
function distanceFrom(x, y) {
var xDist = x - player.x;
var yDist = y - player.y;
return Math.sqrt(xDist * xDist + yDist * yDist);
}
Behavior on x {
NumberAnimation {
duration: player.xMovementDuration
// duration: 1000
}
}
Behavior on y {
NumberAnimation {
duration: player.yMovementDuration
// duration: 1000
}
}
}
Rectangle {
x: player.xDest
y: player.yDest
width: player.width
height: player.height
color: "transparent"
border.color: "red"
}
}
My problem can be demonstrated by running the application above and following these steps:
On the second click (while the rectangle is still moving), it seems that the rectangle's number animation is stopped (which is what I want) but it assumes the position of the destination (not what I want). Instead, I want the animation to stop and the rectangle to assume the position at which it was stopped, then to continue on to the new destination.
The correct behaviour - ignoring that the movement speed becomes disproportional - can be seen by setting both of the NumberAnimation.duration
s to 1000.
Upvotes: 1
Views: 2907
Reputation: 1701
I think that you are looking for SmoothedAnimation. There are only two types of animation that deal nicely with the destination changing before the animation is completed. That is SmoothedAnimation and SpringAnimation. Both of these use the current position and velocity to determine the position in the next frame. Other animation types move the position along a predetermined curve.
Simply changing NumberAnimation to SmoothedAnimation makes your example look correct to me.
Upvotes: 2