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#include "mainwidget.h"
#include "actor.h"
#include "block.h"
#include "bonuspoint.h"
#include "point.h"
#include "constants.h"
#include "audioplayer.h"

#include "util.h"

MainWidget::MainWidget(QWidget *parent)
  : SceneHolder(parent), m_currentKey(0), m_running(false)
{
  createGui();
  updateMap(Util::createDummyMap());

  //connect(AudioPlayer::self(), SIGNAL(finished()), this, SLOT(startGame()));
  //AudioPlayer::self()->play(AudioPlayer::Intro);

  QTimer *timer = new QTimer(this);
  connect(timer, SIGNAL(timeout()), this, SLOT(tick()));
  timer->start(Constants::tick);

  startGame();
}

void MainWidget::createGui()
{
  setFocusPolicy(Qt::StrongFocus);

  QVBoxLayout *layout = new QVBoxLayout(this);
  QHBoxLayout *scoreLayout = new QHBoxLayout();

  for (unsigned int i = 1; i < 4; ++i)
  {
    QGroupBox *scoreBox = new QGroupBox(QString("Spieler %1").arg(i), this);
    scoreBox->setObjectName(QString("actor%1").arg(i));
    scoreBox->setCheckable(true);
    connect(scoreBox, SIGNAL(clicked()), this, SLOT(playerScoreClicked()));
    scoreLayout->addWidget(scoreBox);

    QGridLayout *playerLayout = new QGridLayout();
    scoreBox->setLayout(playerLayout);

    playerLayout->addWidget(new QLabel("Rundenpunkte:", this), 0, 0);
    playerLayout->addWidget(new QLabel("Gesamtpunkte:", this), 1, 0);

    playerLayout->addWidget(new QLabel("", this), 0, 1);
    playerLayout->addWidget(new QLabel("", this), 1, 1);

    m_playerScoreLayouts.append(playerLayout);
  }

  QGraphicsView *window = new QGraphicsView(m_scene, this);
  window->setFrameStyle(0);
  window->setAlignment(Qt::AlignLeft | Qt::AlignTop);
  window->setFixedSize(Constants::map_size_pixel.width, Constants::map_size_pixel.height);
  window->setWindowFlags(window->windowFlags() & ~Qt::WindowMaximizeButtonHint);

  layout->addLayout(scoreLayout);
  layout->addWidget(window);

  QFile css(":/stylesheet");
  css.open(QFile::ReadOnly);
  qApp->setStyleSheet(QLatin1String(css.readAll()));

  setLayout(layout);
}

void MainWidget::updateScore()
{
  QMapIterator<Color::Color, Actor*> i(m_actors);
  while (i.hasNext())
  {
    i.next();
    if (i.key() > Color::max)
    {
      /* player #4 isn't supported in score */
      Q_ASSERT(false);
      continue;
    }
    int id = (i.key() >> 1);
    QLabel *turnPointsLbl =
      dynamic_cast<QLabel*>(m_playerScoreLayouts.at(id)->itemAtPosition(0,1)->widget());
    QLabel *allPointsLbl =
      dynamic_cast<QLabel*>(m_playerScoreLayouts.at(id)->itemAtPosition(1,1)->widget());
    turnPointsLbl->setText(QString::number(id));
    allPointsLbl->setText(QString::number(id));
  }
}

void MainWidget::updateMap(const Transmission::map_t& map)
{
  SceneHolder::updateMap(map);
  updateScore();
}


Transmission::field_t MainWidget::translateKey(int key)
{
  switch(key)
  {
  case Qt::Key_W:
  case Qt::Key_Up:
    return Transmission::direction_up;
    break;
  case Qt::Key_S:
  case Qt::Key_Down:
    return Transmission::direction_down;
    break;
  case Qt::Key_A:
  case Qt::Key_Left:
    return Transmission::direction_left;
    break;
  case Qt::Key_D:
  case Qt::Key_Right:
    return Transmission::direction_right;
    break;
  default:
    return 0;
  }
}

void MainWidget::tick()
{
  Actor::Movement mov = Util::transmissionMovementToActor(m_currentKey, Actor::None);

  QMapIterator<Color::Color, Actor*> i(m_actors);
  while (i.hasNext())
  {
    i.next();
    i.value()->move(mov);
    QList<QGraphicsItem *> list(i.value()->collidingItems());
    for(int j = 0; j < list.count(); ++j)
    {
      if (list.at(j)->parentItem() == i.value())
        continue;
      list.at(j)->setOpacity(0.6);
    }
  }
}


void MainWidget::keyPressEvent(QKeyEvent* event)
{
  if (!m_running)
    return;

  QWidget::keyPressEvent(event);
  m_currentKey = translateKey(event->key());

  return;

  // test stuff
  Actor::Movement mov = Util::transmissionMovementToActor(m_currentKey, Actor::None);

  QMapIterator<Color::Color, Actor*> i(m_actors);
  while (i.hasNext())
  {
    i.next();
    i.value()->move(mov);
  }
}

void MainWidget::keyReleaseEvent(QKeyEvent* event)
{
  if (!m_running)
    return;

  QWidget::keyReleaseEvent(event);
  Transmission::field_t releasedKey = translateKey(event->key());
  if (releasedKey == m_currentKey)
  {
    // current key got released
    // if this is false, a key got released which has already
    // been replaced by a different key, so this case is disregarded
    m_currentKey = Transmission::direction_none;
  }
}

void MainWidget::startGame()
{
  m_running = true;
}

void MainWidget::playerScoreClicked()
{
  QGroupBox *tmp = qobject_cast<QGroupBox *>(sender());
  tmp->setChecked(true);
  return;
}