88 lines
2.0 KiB
C++
88 lines
2.0 KiB
C++
#include "adcore.h"
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AD_Core::AD_Core(QObject *parent) :
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QThread(parent)
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{
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step = 0;
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//admap = new Map(1);
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//addata = new Game_Data(admap);
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Loader * adloader = new Loader();
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adloader->load("data2.xml");
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//adloader->save("data2.xml");
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addata = adloader->loadlevel(1);
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delete adloader;
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if (addata != 0) qDebug("Sucsess");
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else qFatal("Error");
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//Player * pl1 = new Player(0);
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// Player * pl2 = new Player(0);
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//addata->players.push_back(pl1);
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// addata->players.push_back(pl2);
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adaliens = new Aliens(addata);
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adtowers = new Towers(addata);
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adsplashes = new Splashes(addata);
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connect(addata->map,SIGNAL(recreateAlienPath(bool*)),adaliens,SLOT(retrace(bool*)));
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connect(adtowers,SIGNAL(shot(QPoint)),adsplashes,SLOT(addSplash(QPoint)));
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// adaliens->addAlien(0);
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// adaliens->AddAlien(0);
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// adaliens->AddAlien(0);
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//adtowers->addTower(0,2,QPoint(15,1));
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for (int i=0; i<20;i++)
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// adtowers->addTower(0,1,QPoint(8,20-i));
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// for (int i=0; i<20; i++)
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// adtowers->addTower(0,0,QPoint(12,i));
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// for (int i=0; i<20;i++)
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// adtowers->addTower(0,1,QPoint(16,20-i));
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waveInProgress = false;
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startTimer(20);
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}
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void AD_Core::next()
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{
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adtowers->update();
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adsplashes->update();
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adaliens->update();
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waveProcessing();
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step++;
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}
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void AD_Core::timerEvent(QTimerEvent * )
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{
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next();
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}
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void AD_Core::nextWave()
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{
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if (waveInProgress) return;
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if (addata->curWave >= addata->waves.size()) {
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qDebug("level finished");
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return;
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}
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//wavetime = addata->waves.at(addata->curWave).timeout;
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qDebug() << tr("Next wave %1").arg(addata->curWave+1);
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wavetime = 0;
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waveInProgress = true;
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}
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void AD_Core::waveProcessing()
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{
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if (!waveInProgress) return;
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if (wavetime <= 0) {
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for (int i=0; i<addata->waves.at(addata->curWave).counts.size(); i++) {
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if (addata->waves.at(addata->curWave).counts.at(i) > 0) {
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adaliens->addAlien(addata->waves.at(addata->curWave).types.at(i));
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addata->waves[addata->curWave].counts[i]--;
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wavetime = addata->waves.at(addata->curWave).timeout;
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return;
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}
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}
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addata->curWave++;
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waveInProgress = false;
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} else {
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wavetime--;
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}
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}
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