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

@@ -1,7 +1,9 @@
#include "towers.h"
#include <cmath>
Towers::Towers(Game_Data *gd, QObject *parent) :
QObject(parent)
QObject(parent)
{
gameData = gd;
}
@@ -28,7 +30,7 @@ bool Towers::addTower(int playerId, int srcId, QPoint pos)
tw.build = 0;
tw.reload = 0;
tw.aim = -1;
tw .oldAim = -1;
//tw .oldAim = -1;
if (gameData->map->addTowerOnMap(playerId,pos))
{
tw.pos = pos;
@@ -48,20 +50,35 @@ void Towers::delTower(QPoint pos)
void Towers::update()
{
for (int i=0; i<gameData->curTowers.size(); i++)
for (QHash<QPoint, TowerType>::iterator i = gameData->curTowers.begin(); i != gameData->curTowers.end(); ++i)
{
TowerType tw = gameData->curTowers.values().at(i);
srcTowerType stw = gameData->players.at(tw.PlayerId)->srcTowers.at(tw.src);
if (tw.build < stw.buildTime)
srcTowerType stw = gameData->players.at((*i).PlayerId)->srcTowers.at((*i).src);
if ((*i).build < stw.buildTime)
{
tw.build++;
(*i).build++;
} else {
// TODO: finding aim alien in this place
if (tw.reload < stw.reload)
if (gameData->players.at((*i).PlayerId)->selectAlienId > 0)
{
tw.reload++;
} else {
emit shot(stw.splashes.at(0), 0, tw);
AlienType al = gameData->curAliens.value(gameData->players.at((*i).PlayerId)->selectAlienId);
float dist = (al.pos.x() - (*i).pos.x())*(al.pos.x() - (*i).pos.x()) + (al.pos.y() - (*i).pos.y())*(al.pos.y() - (*i).pos.y());
if (dist < stw.radius) (*i).aim = al.id;
}
if ((*i).aim < 0)
{
for (QHash<int, AlienType>::iterator j = gameData->curAliens.begin(); j != gameData->curAliens.end(); ++j)
{
float dist = ((*j).pos.x() - (*i).pos.x())*((*j).pos.x() - (*i).pos.x()) + ((*j).pos.y() - (*i).pos.y())*((*j).pos.y() - (*i).pos.y());
if (dist < stw.radius) (*i).aim = (*j).id;
else (*i).aim = -1;
}
}
// TODO: rotate tower to aim
if ((*i).reload < stw.reload)
(*i).reload++;
else
{
if ((*i).aim > 0)
emit shot(stw.splashes.at(0), 0, (*i));
}
}
}