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tank.cpp
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tank.cpp
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#include "tank.h"
#include<QDebug>
int Tank::steps[num]={12,12,12,12};
int Tank::lifes[num]={10000,100,200,300};
int Tank::attacks[num]={100,100,100,100};
Tank::Tank()
{
this->pos.setX(4*SegWidth);
this->pos.setY(12*SegHeight);
this->calSphere();
//0玩家,1敌人
this->group=0;
step=12;
//kind: 0玩家,1、2、3敌方坦克
this->kind=0;
isMove=false;
dir=Up;
disappear=false;
isFire=false;
life=lifes[kind];
attack=attacks[kind];
missileNum=0;
scoreForPerPlayer=0;
}
Tank::Tank(int i,int j,Direction dir,int kind,int group)
{
this->pos.setX(j*SegWidth);
this->pos.setY(i*SegHeight);
calSphere();
this->group=group;
this->dir=dir;
this->kind=kind;
step=steps[kind];
disappear=false;
isFire=false;
life=lifes[kind];
attack=attacks[kind];
missileNum=0;
scoreForPerPlayer=0;
}
void Tank::calSphere()
{
this->rectSphere.setRect(pos.x(),pos.y(),SegWidth,SegHeight);
}
void Tank::display(QPainter &paint)
{
for(int i=0;i<missiles.count();++i)
{
if(missiles.at(i)&&!missiles.at(i)->isDisappeared())
{
missiles.at(i)->display(paint);
}
else if(missiles.at(i))
{
delete missiles.at(i);//回收new新建的对象空间
missiles.removeAt(i);//将对象指针从链表中删除
i--;
}
}
if(isDisappeared())
return;
switch(this->kind)
{
case 0:
switch(dir)
{
case Up:
paint.drawImage(rectSphere,glb.playerTank[0]);
qDebug("draw tank");
break;
case Down:
paint.drawImage(rectSphere,glb.playerTank[1]);
break;
case Left:
paint.drawImage(rectSphere,glb.playerTank[2]);
break;
case Right:
paint.drawImage(rectSphere,glb.playerTank[3]);
break;
}
break;
case 1:
switch(dir)
{
case Up:
paint.drawImage(rectSphere,glb.enemyTank1[0]);
break;
case Down:
paint.drawImage(rectSphere,glb.enemyTank1[1]);
break;
case Left:
paint.drawImage(rectSphere,glb.enemyTank1[2]);
break;
case Right:
paint.drawImage(rectSphere,glb.enemyTank1[3]);
break;
}
break;
case 2:
switch(dir)
{
case Up:
paint.drawImage(rectSphere,glb.enemyTank2[0]);
break;
case Down:
paint.drawImage(rectSphere,glb.enemyTank2[1]);
break;
case Left:
paint.drawImage(rectSphere,glb.enemyTank2[2]);
break;
case Right:
paint.drawImage(rectSphere,glb.enemyTank2[3]);
break;
}
break;
case 3:
switch(dir)
{
case Up:
paint.drawImage(rectSphere,glb.enemyTank3[0]);
break;
case Down:
paint.drawImage(rectSphere,glb.enemyTank3[1]);
break;
case Left:
paint.drawImage(rectSphere,glb.enemyTank3[2]);
break;
case Right:
paint.drawImage(rectSphere,glb.enemyTank3[3]);
break;
}
break;
}
}
void Tank::move()
{
for(int i=0;i<missiles.count();++i)
{
missiles.at(i)->move();
}
if(isDisappeared())
{
return;
}
if(isNextCollision())//下一个碰撞就返回
{
return;
}
if(isMove)
{
switch(dir)
{
case Up:
pos.setY(pos.y()-step);
break;
case Down:
pos.setY(pos.y()+step);
break;
case Left:
pos.setX(pos.x()-step);
break;
case Right:
pos.setX(pos.x()+step);
break;
}
calSphere();
}
}
void Tank::move1()
{
if(isMove==true)
{
switch(dir)
{
case Up:
pos.setY(pos.y()-step);
break;
case Down:
pos.setY(pos.y()+step);
break;
case Left:
pos.setX(pos.x()-step);
break;
case Right:
pos.setX(pos.x()+step);
break;
}
calSphere();
}
}
void Tank::startMove()
{
isMove=true;
}
void Tank::stopMove()
{
isMove=false;
}
void Tank::setDirection(Direction dir)
{
this->dir=dir;
}
void Tank::fire()
{
if(isDisappeared())
return;
if(isFire&&missileNum==0)
{
Missile *newMissile=new Missile(*this);
missiles.append(newMissile);
missileNum=1;
}
}
bool Tank::getIsFire()const
{
return isFire;
}
void Tank::startFire()
{
isFire=true;
}
void Tank::stopFire()
{
isFire=false;
}
bool Tank::isNextCollision()
{
Tank tmp=*this;
tmp.move1();
//是否与地图块碰撞
for(int i=0;i<Row;++i)
{
for(int j=0;j<Col;++j)
{
if(glb.map->getSeg(i,j)
&&!glb.map->getSeg(i,j)->isPenetration1()
&&tmp.isCollision(*glb.map->getSeg(i,j)))
{
qDebug("-------boom------");
return true;
}
}
}
//是否与地图边界碰撞
if(tmp.rectSphere.left()<0
||tmp.rectSphere.right()>Width
||tmp.rectSphere.bottom()>Height
||tmp.rectSphere.top()<0)
{
return true;
}
//判断坦克间是否碰撞
//首先判定玩家坦克是否与敌方坦克碰撞
if(this->group==0)
{
for(int i=0;i<glb.enemytanks.count();++i)
{
if(glb.enemytanks.at(i)&&tmp.isCollision(*glb.enemytanks.at(i)))
{
return true;
}
}
}
//判定敌方坦克与玩家坦克以及敌方坦克之间是否碰撞
if(this->group==1)
{
if(tmp.isCollision(*glb.player))
{
return true;
}
for(int i=0;i<glb.enemytanks.count();++i)
{
if(this->kind!=glb.enemytanks.at(i)->getKind())
{
if(tmp.isCollision(*glb.enemytanks.at(i)))
{
return true;
}
}
}
}
return false;
}
void Tank::setMissileNum()
{
missileNum=0;
}
int Tank::getMissileNum()const
{
return missileNum;
}
int Tank::getKind()const
{
return this->kind;
}
void Tank::beAttacked(int attack)
{
//中间变量用于后面加上得分
int tempLife=lifes[this->kind];
life-=attack;
if(life<=0)
{
bool tmp=true;
this->setDisappear(tmp);
life=0;
}
if(this->getKind()>0&&this->isDisappeared())
{
glb.score+=tempLife;
glb.player->setScoreForPerPlayer(tempLife);
}
}
bool Tank::isCollision1(Boss &boss)const
{
if(this->rectSphere.right()+5<boss.rectSphere.left()
||this->rectSphere.left()>boss.rectSphere.right()+5
||this->rectSphere.bottom()+5<boss.rectSphere.top()
||this->rectSphere.top()>boss.rectSphere.bottom()+5)
{
return false;
}
else
return true;
}
void Tank::setDisappear(bool disappear)
{
this->disappear=disappear;
//使全局结构体中的enemyTanksDestroyed自增
if(this->getKind()>0)
{
++glb.enemyTanksDestroyed;
}
}
void Tank::setScoreForPerPlayer(int i)
{
this->scoreForPerPlayer+=i;
}
int Tank::getScoreForPerPlayer()const
{
return scoreForPerPlayer;
}
void Tank::setAttack()
{
this->attack=200;
}