few optimization and find aim for towers

This commit is contained in:
2010-08-29 11:43:14 +04:00
parent ea1a559525
commit 8f9294c405
14 changed files with 310 additions and 156 deletions

View File

@@ -17,7 +17,7 @@ void Aliens::addAlien(int srcId)
return;
}
AlienType al;// = gameData->srcAliens.at(srcId);
al.Id = nextId;
al.id = nextId;
al.src = srcId;
al.finish = gameData->map->finishs().at(qrand()%gameData->map->finishs().size());
al.pos = QPointF(gameData->map->starts().at(qrand()%gameData->map->starts().size()));
@@ -30,7 +30,7 @@ void Aliens::addAlien(int srcId)
al.speed = gameData->srcAliens.at(srcId).speed;
al.imgType = gameData->srcAliens.at(srcId).imgType;
//gameData->map->printMap();
gameData->curAliens.insert(al.Id,al);
gameData->curAliens.insert(al.id,al);
nextId++;
}
@@ -39,11 +39,11 @@ void Aliens::retrace(bool * OK)
{
qDebug("re-trace!");
gameData->map->removeAliensPath();
for (int i=0; i<gameData->curAliens.size(); i++)
for (QHash<int, AlienType>::iterator i = gameData->curAliens.begin(); i != gameData->curAliens.end(); ++i)
{
gameData->curAliens.values()[i].path = gameData->map->createPath(gameData->curAliens.values()[i].pos.toPoint(),gameData->curAliens.values()[i].finish);
gameData->curAliens.values()[i].pathIndex = 1;
if (gameData->curAliens.values()[i].path.isEmpty()) *OK = false;
(*i).path = gameData->map->createPath((*i).pos.toPoint(),(*i).finish);
(*i).pathIndex = 1;
if ((*i).path.isEmpty()) *OK = false;
}
}
@@ -57,33 +57,33 @@ void Aliens::delAlien(int Id)
void Aliens::update()
{
QList <int> missIndex;
for (int i=0; i<gameData->curAliens.size(); i++)
for (QHash<int, AlienType>::iterator i = gameData->curAliens.begin(); i != gameData->curAliens.end(); ++i)
{
AlienType al = gameData->curAliens.values().at(i);
AlienType al = (*i);
//qDebug() << i;
//if (al.health < 0) emit AlienKill();
float tmpdx,tmpdy,angl,arctg = 0;
tmpdx = al.pos.x() - al.path.at(al.pathIndex).x();
tmpdy = al.pos.y() - al.path.at(al.pathIndex).y();
while (std::sqrt(tmpdx*tmpdx +tmpdy*tmpdy) < 2*al.speed)
tmpdx = (*i).pos.x() - (*i).path.at((*i).pathIndex).x();
tmpdy = (*i).pos.y() - (*i).path.at((*i).pathIndex).y();
while (std::sqrt(tmpdx*tmpdx +tmpdy*tmpdy) < 2*(*i).speed)
{
al.pathIndex++;
if (al.pathIndex >= al.path.size())
(*i).pathIndex++;
if ((*i).pathIndex >= (*i).path.size())
{
qDebug() << tr("Missing aliens = %1!").arg(gameData->missingAliens);
missIndex.push_back(al.Id);
missIndex.push_back((*i).id);
break;
}
/*{
PathIndex = 0;
position = game->start*game->cellsize;
}*/
tmpdx = al.pos.x() - al.path.at(al.pathIndex).x();
tmpdy = al.pos.y() - al.path.at(al.pathIndex).y();
tmpdx = (*i).pos.x() - (*i).path.at((*i).pathIndex).x();
tmpdy = (*i).pos.y() - (*i).path.at((*i).pathIndex).y();
//qDebug() << "next";
}
arctg = std::atan(tmpdx/tmpdy);
if (tmpdy < 0) arctg=arctg+M_PI;
arctg = std::atan2(tmpdx,tmpdy);
//if (tmpdy < 0) arctg=arctg+M_PI;
angl = 180.0f*(-arctg)/M_PI;
/*if (PathIndex > 1)
{
@@ -95,14 +95,14 @@ void Aliens::update()
else Position.angle = angl;
}
else*/
al.angle = angl;
(*i).angle = angl;
//qDebug() << "[" << PathIndex << ";" << PicIndex << "]" << "angle:" << Position.angle << "arctg:" << arctg << "Pos:" << Position.pnt;
al.pos.setX(al.pos.x()
-al.speed*std::sin(arctg));
al.pos.setY(al.pos.y()
-al.speed*std::cos(arctg));
(*i).pos.setX((*i).pos.x()
-(*i).speed*std::sin(arctg));
(*i).pos.setY((*i).pos.y()
-(*i).speed*std::cos(arctg));
//return true;
gameData->curAliens.insert(al.Id,al);
//gameData->curAliens.insert(al.id,al);
//qDebug() <<"alien"<< i << " path index=" << al.pathIndex << ", pos=" << al.pos;
}
for (int j=0; j<missIndex.size(); j++)