quickshell: inchworm gait, and the dropdown outline is what shoves him

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
rope 2026-08-04 10:21:43 +01:00
parent 3eb1d242fa
commit 75a31a7695

View file

@ -845,8 +845,20 @@ in
// Pixel grid. Every worm segment snaps to it, which IS the // Pixel grid. Every worm segment snaps to it, which IS the
// pixel-art look there are no sprites involved. // pixel-art look there are no sprites involved.
readonly property int cell: 6 readonly property int cell: 6
readonly property int segments: 10 readonly property int segments: 9
readonly property int lag: 3 // ticks of trail per segment
// Inchworm gait
// A looper does not glide: it plants its tail, arches the
// middle into a hoop, throws the head forward, then drags
// the tail up to meet it. So the body is the rail interval
// [tailD, headD] and the two ends take turns moving the
// span oscillating between spanMin and spanMax IS the walk
// cycle, and the arch is just how tall the hoop has to be
// to absorb the slack.
readonly property real spanMin: 26
readonly property real spanMax: 66
readonly property real crawl: 2.2 // px per tick, whichever end is moving
readonly property real archMax: 26 // hoop height at full compression
// The rail // The rail
// The worm rides the chrome cutout: the exact rounded rect // The worm rides the chrome cutout: the exact rounded rect
@ -896,30 +908,53 @@ in
+ Math.max(0, Math.min(runX, railR - rad - x)); + Math.max(0, Math.min(runX, railR - rad - x));
} }
// Inward unit normal at d which way "up off the surface"
// points. Taken from the tangent rather than cased per edge,
// so it swings round the corners for free: the path runs
// clockwise, so rotating the tangent by +90° in screen
// coordinates (y down) always aims into the screen.
function railNormal(d) {
let a = railPoint(d - 2), b = railPoint(d + 2);
let tx = b.x - a.x, ty = b.y - a.y;
let len = Math.hypot(tx, ty) || 1;
return Qt.point(-ty / len, tx / len);
}
// Worm // Worm
QtObject { QtObject {
id: worm id: worm
property real d: Math.random() * 4000 // distance along the rail property real tailD: Math.random() * 4000 // rail distance
property real hx: 0 property real headD: tailD + weird.spanMin
property real hy: 0 property bool reaching: true // head moving, tail planted
property bool loose: false // knocked off, ballistic property bool loose: false // shoved off, ballistic
property real vx: 0 property real vx: 0
property real vy: 0 property real vy: 0
property var trail: []
} }
// A card in flight punts him off the rail. Head only a // Every segment's position, rebuilt each tick. One array
// per-segment hit test buys nothing you can see. // instead of per-segment bindings: the gait and the ballistic
function checkHit() { // flight are different enough that computing them in the tick
for (let c of pile) { // and handing over plain points is far less machinery than
if (!c.inFlight) continue; // a landed card is scenery // making both reactive.
if (worm.hx < c.x - 6 || worm.hx > c.x + c.width + 6) continue; property var body: []
if (worm.hy < c.y - 6 || worm.hy > c.y + c.height + 6) continue;
worm.loose = true; // Body laid along the rail, hooped by however much slack the
worm.vx = (worm.hx < c.x + c.width / 2 ? -1 : 1) * (2 + Math.random() * 2); // current compression leaves. index 0 is the head.
worm.vy = -3; // popped up first, then gravity function railBody() {
return; let span = worm.headD - worm.tailD;
let squash = (spanMax - span) / (spanMax - spanMin);
let out = [];
for (let i = 0; i < segments; i++) {
let u = 1 - i / (segments - 1); // 1 at head, 0 at tail
let d = worm.tailD + u * span;
let base = railPoint(d);
// sin() pins both ends to the surface and lifts the
// middle: the feet stay planted, the back arches.
let lift = archMax * squash * Math.sin(Math.PI * u);
let n = railNormal(d);
out.push(Qt.point(base.x + n.x * lift, base.y + n.y * lift));
} }
return out;
} }
Timer { Timer {
@ -927,34 +962,51 @@ in
onTriggered: { onTriggered: {
if (worm.loose) { if (worm.loose) {
worm.vy += 0.6; // gravity, px/tick² worm.vy += 0.6; // gravity, px/tick²
worm.hx += worm.vx; let hx = body.length ? body[0].x : 0;
worm.hy += worm.vy; let hy = body.length ? body[0].y : 0;
hx += worm.vx; hy += worm.vy;
// The rail doubles as the walls he cannot leave // The rail doubles as the walls he cannot leave
// the screen he was knocked off. // the screen he was shoved off.
if (worm.hx < weird.railL) { worm.hx = weird.railL; worm.vx = -worm.vx * 0.5; } if (hx < railL) { hx = railL; worm.vx = -worm.vx * 0.5; }
if (worm.hx > weird.railR) { worm.hx = weird.railR; worm.vx = -worm.vx * 0.5; } if (hx > railR) { hx = railR; worm.vx = -worm.vx * 0.5; }
if (worm.hy >= weird.railB) { if (hy >= railB) {
worm.hy = weird.railB; hy = railB;
// Still moving: bounce. Spent: he is back on // Still moving: bounce. Spent: he is back on
// the floor, which is just the bottom run. // the floor, which is just the bottom run.
if (worm.vy > 3) { worm.vy = -worm.vy * 0.45; worm.vx *= 0.7; } if (worm.vy > 3) { worm.vy = -worm.vy * 0.45; worm.vx *= 0.7; }
else { worm.loose = false; worm.d = weird.railAtBottom(worm.hx); } else {
worm.loose = false;
worm.tailD = railAtBottom(hx);
worm.headD = worm.tailD + spanMin;
worm.reaching = true;
}
}
if (worm.loose) {
// Flying, he keeps whatever shape he was
// caught in and simply travels a curled-up
// worm mid-air, not a swimming one.
let dx = hx - body[0].x, dy = hy - body[0].y;
body = body.map(p => Qt.point(p.x + dx, p.y + dy));
} else {
body = railBody();
} }
} else { } else {
worm.d += 2.6; // Take turns: throw the head out to full stretch,
let p = weird.railPoint(worm.d); // then drag the tail up to it.
worm.hx = p.x; worm.hy = p.y; if (worm.reaching) {
weird.checkHit(); worm.headD += crawl;
if (worm.headD - worm.tailD >= spanMax) worm.reaching = false;
} else {
worm.tailD += crawl;
if (worm.headD - worm.tailD <= spanMin) worm.reaching = true;
}
body = railBody();
checkShove();
} }
let t = worm.trail; // Snapshot last, so a rect is always compared against
t.unshift(Qt.point(worm.hx, worm.hy)); // where it was exactly one tick ago. vector4d is a
if (t.length > weird.segments * weird.lag) t.pop(); // value type, so this copies numbers, not handles.
// slice(), not `t`: a var property assigned the array prevRects = pushers.slice();
// it already holds emits no change signal, so the
// segments would bind once to an empty trail and never
// hear about a single tick. Copy = new reference =
// notification. 30 short arrays a second is nothing.
worm.trail = t.slice();
} }
} }
@ -963,7 +1015,7 @@ in
Rectangle { Rectangle {
id: seg id: seg
required property int index required property int index
readonly property var p: worm.trail[index * weird.lag] readonly property var p: weird.body[index]
readonly property int size: weird.cell * (index < weird.segments - 3 ? 2 : 1) readonly property int size: weird.cell * (index < weird.segments - 3 ? 2 : 1)
visible: p !== undefined visible: p !== undefined
width: size; height: size width: size; height: size
@ -984,6 +1036,37 @@ in
} }
} }
// Shoved by the panels
// Bound to the very rects the frame shader melts into the
// chrome (cx, cy, hw, hh; hw <= 0 means "not on screen"), so
// what sweeps him aside is the panel outline you can actually
// see growing, not the cards riding inside it.
property var pushers: []
property var prevRects: []
function checkShove() {
let hx = body[0].x, hy = body[0].y;
for (let i = 0; i < pushers.length; i++) {
let r = pushers[i], q = prevRects[i];
if (!r || r.z < 0.5) continue;
if (Math.abs(hx - r.x) > r.z + 6 || Math.abs(hy - r.y) > r.w + 6) continue;
if (!q || q.z < 0.5) { q = r; } // appeared already overlapping him
// Only an edge that is travelling outward carries him,
// and it carries him the way it is going: the dropdown
// grows rightward out of the bar, the launcher grows
// up out of the floor. A panel closing just lets go.
let dx = Math.max(0, (r.x + r.z) - (q.x + q.z)) + Math.min(0, (r.x - r.z) - (q.x - q.z));
let dy = Math.max(0, (r.y + r.w) - (q.y + q.w)) + Math.min(0, (r.y - r.w) - (q.y - q.w));
if (Math.abs(dx) < 1 && Math.abs(dy) < 1) continue;
worm.loose = true;
// Clamped: the panel's first frame of OutExpo covers
// most of its width, which would fire him off screen.
worm.vx = Math.max(-22, Math.min(22, dx * 1.4));
worm.vy = Math.max(-22, Math.min(22, dy * 1.4)) - 3; // -3: a little air
return;
}
}
// Knocked-off cards // Knocked-off cards
// hideSource pulls the panel's own copy out of the render // hideSource pulls the panel's own copy out of the render
// pass without touching a single one of its bindings, so // pass without touching a single one of its bindings, so
@ -1020,9 +1103,6 @@ in
textureSize: Qt.size(width / 3, height / 3) textureSize: Qt.size(width / 3, height / 3)
smooth: false smooth: false
transformOrigin: Item.Center transformOrigin: Item.Center
// Only a card still in the air can knock the worm off
// his rail; one sitting in the pile is scenery.
readonly property bool inFlight: fall.running
function drop() { function drop() {
fallX.to = Math.max(Theme.barWidth, Math.min(weird.width - width, x + (Math.random() - 0.5) * 240)); fallX.to = Math.max(Theme.barWidth, Math.min(weird.width - width, x + (Math.random() - 0.5) * 240));
@ -1767,6 +1847,7 @@ in
// junction fillet by construction, so all of the previous // junction fillet by construction, so all of the previous
// ears / border-gaps / melt geometry lives in the math now. // ears / border-gaps / melt geometry lives in the math now.
ShaderEffect { ShaderEffect {
id: chromeSdf
anchors.fill: parent anchors.fill: parent
// Panels grow rightward out of the bar column, so the // Panels grow rightward out of the bar column, so the
// cross-axis is now vertical: the 8px inset that used to // cross-axis is now vertical: the 8px inset that used to
@ -6716,7 +6797,12 @@ in
// Last child = on top of every panel, which is what the // Last child = on top of every panel, which is what the
// card hit-test needs. Purely decorative, see Weird.qml. // card hit-test needs. Purely decorative, see Weird.qml.
Weird { resetOn: bar.activeDropdown } Weird {
resetOn: bar.activeDropdown
// The same rects the frame shader draws, so the worm is
// swept by the panel outline itself as it grows.
pushers: [chromeSdf.panel, chromeSdf.launcher]
}
} }
''; '';
}; };