#include "aliens.h" #include Aliens::Aliens(Game_Data *gd, QObject *parent) : QObject(parent) { gameData = gd; nextId = 1; } void Aliens::addAlien(int srcId) { if (srcId < 0 || srcId >= gameData->srcAliens.size()) { qCritical("ERROR out of aliens range"); return; } AlienType al;// = gameData->srcAliens.at(srcId); 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())); al.path = gameData->map->createPath(al.pos.toPoint(),al.finish); al.pathIndex = 1; al.animIndex = 0.f; if (al.path.isEmpty()) qFatal("ERROR create path"); //qDebug() << al.path; al.health = gameData->srcAliens.at(srcId).health; al.speed = gameData->srcAliens.at(srcId).speed; al.imgType = gameData->srcAliens.at(srcId).imgType; //gameData->map->printMap(); gameData->curAliens.insert(al.Id,al); nextId++; } void Aliens::retrace(bool * OK) { qDebug("re-trace!"); gameData->map->removeAliensPath(); for (int i=0; icurAliens.size(); 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; } } void Aliens::delAlien(int Id) { gameData->curAliens.remove(Id); } void Aliens::update() { QList missIndex; for (int i=0; icurAliens.size(); i++) { AlienType al = gameData->curAliens.values().at(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) { al.pathIndex++; if (al.pathIndex >= al.path.size()) { qDebug() << tr("Missing aliens = %1!").arg(gameData->missingAliens); missIndex.push_back(al.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(); //qDebug() << "next"; } arctg = std::atan(tmpdx/tmpdy); if (tmpdy < 0) arctg=arctg+M_PI; angl = 180.0f*(-arctg)/M_PI; /*if (PathIndex > 1) { if ((Position.angle-angl < -5 || Position.angle-angl > 5) && angl < 175 && angl > -175) { if (angl > Position.angle) Position.angle += 5; else Position.angle -= 5; } else Position.angle = angl; } else*/ al.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)); //return true; gameData->curAliens.insert(al.Id,al); //qDebug() <<"alien"<< i << " path index=" << al.pathIndex << ", pos=" << al.pos; } for (int j=0; jmissingAliens++; delAlien(missIndex.at(j)); } }