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#ifndef SCENEHOLDER_H
#define SCENEHOLDER_H
#include "constants.h"
#include <QtGui>
class GameEntity;
class Actor;
class SceneHolder
: public QGraphicsScene
{
Q_OBJECT
public:
SceneHolder(QObject *parent = 0);
virtual ~SceneHolder()
{};
unsigned int pointsLeft();
void updateMap(const Transmission::map_t& map);
void updateMap(const Transmission::map_t& map, const unsigned int x, const unsigned int y);
void setColor(Color::Color color = Color::none);
Color::Color color();
void setEatingOrder(QList<Color::Color> &order);
QList<Color::Color> &eatingOrder();
signals:
void allPointsRemoved();
private slots:
void decrementPoints();
protected:
/* data conversion */
QPoint mapPositionToCoord(unsigned int x, unsigned int y);
QPoint mapPositionToCoord(QPoint point);
QPoint CoordToMapPosition(unsigned int x, unsigned int y);
QPoint CoordToMapPosition(QPoint point);
/* map of all pixmap instances */
QVector< QVector<GameEntity *> > visualMap;
/* map of actors in order to keep track of those instances */
QMap<Color::Color, Actor*> m_actors;
/* items that got removed/has been eaten
* must be remove one tick later
*/
QList<GameEntity *> m_oldItems;
/* my local color */
Color::Color m_color;
/* a actor can only eat his upper neighbour
* the order of the neighbours is determined by the colors order (sent from server)
* please note that !pl1.canEat(pl2, ...) doesn't necessarily mean that pl2 can eat pl1
* order MUST be in this format: [col1, [col2, ..., colN], col1]
*/
QList<Color::Color> m_eatingorder;
/* points left before round ends */
unsigned int m_pointsLeft;
};
#endif // SCENEHOLDER_H
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