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88 lines
2.3 KiB
88 lines
2.3 KiB
#include "tower.h" |
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#include <QPixmap> |
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#include <QVector> |
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#include <QPointF> |
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#include "bullet.h" |
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#include <QTimer> |
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#include "game.h" |
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#include "enemy.h" |
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extern Game *game; |
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Tower::Tower(QGraphicsItem *parent): QObject(), QGraphicsPixmapItem(parent) { |
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setPixmap(QPixmap(":/images/tower.png")); |
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// create points vectors |
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QVector<QPointF> points; |
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points << QPoint(1,0) << QPoint(2,0) << QPoint(3,1) << QPoint(3,2) << QPoint(2,3) << QPoint(1,3) << QPoint(0,2) << QPoint(0,1); |
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// scale points |
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int SCALE_FACTOR = 70; |
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for (size_t i = 0, n = points.size(); i <n; i++) { |
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points[i] *= SCALE_FACTOR; |
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} |
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// create a polygon from these points |
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QPolygonF polygon(points); |
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// create the QGraphicsPolygonItem |
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attack_area = new QGraphicsPolygonItem(QPolygonF(points), this); |
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// move the polygon |
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QPointF poly_center(1.5, 1.5); |
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poly_center *= SCALE_FACTOR; |
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poly_center = mapToScene(poly_center); |
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QPointF tower_center(x()+34, y()+64); |
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QLineF ln(poly_center, tower_center); |
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attack_area->setPos(x()+ln.dx(), y()+ln.dy()); |
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// connect timer to attack target |
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QTimer *timer = new QTimer(); |
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connect(timer, SIGNAL(timeout()), this,SLOT(aquire_target())); |
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timer->start(1000); |
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attack_dest = QPointF(800,0); |
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} |
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double Tower::distanceTo(QGraphicsItem *item) { |
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QLineF ln(pos(), item->pos()); |
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return ln.length(); |
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} |
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void Tower::fire(){ |
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Bullet *bullet = new Bullet(); |
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bullet->setPos(x()+34, y()+64); |
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QLineF ln(QPointF(x()+34, y()+64), attack_dest); |
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int angle = -1 * ln.angle(); |
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bullet->setRotation(angle); |
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game->scene->addItem(bullet); |
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} |
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void Tower::aquire_target() { |
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QList<QGraphicsItem *> colliding_items = attack_area->collidingItems(); |
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if (colliding_items.size() == 1) { |
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has_target = false; |
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return; |
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} |
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double closest_dist = 300; |
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QPointF closest_pt = QPointF(0,0); |
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for (size_t i = 0, n = colliding_items.size(); i<n; i++) { |
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Enemy *enemy = dynamic_cast<Enemy *>(colliding_items[i]); |
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if (enemy) { |
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double this_dist = distanceTo(enemy); |
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if (this_dist < closest_dist) { |
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closest_dist = this_dist; |
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closest_pt = colliding_items[i]->pos(); |
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has_target = true; |
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} |
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} |
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} |
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attack_dest = closest_pt; |
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fire(); |
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}
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