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/*
* Copyright 2007-2009 Parker Coates <coates@kde.org>
*
* This file is part of Killbots.
*
* Killbots is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* Killbots is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Killbots. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef KILLBOTS_COORDINATOR_H
#define KILLBOTS_COORDINATOR_H
#include "actions.h"
#include "sprite.h"
class KGamePopupItem;
#include <QObject>
#include <QTimeLine>
namespace Killbots
{
class Scene;
class Engine;
class NumericDisplayItem;
class Coordinator : public QObject
{
Q_OBJECT
public: // functions
explicit Coordinator(QObject *parent = 0);
virtual ~Coordinator();
void setEngine(Engine *engine);
void setScene(Scene *scene);
void setAnimationSpeed(int speed);
void beginNewAnimationStage();
Sprite *createSprite(SpriteType type, QPoint position);
void slideSprite(Sprite *sprite, QPoint position);
void teleportSprite(Sprite *sprite, QPoint position);
void destroySprite(Sprite *sprite);
public slots:
void requestNewGame();
void requestAction(int action);
private: // types
struct AnimationStage;
private: // functions
void startNewGame();
void doAction(HeroAction action);
void startAnimation();
void startAnimationStage();
void animationDone();
void showUnqueuedMessage(const QString &message, int timeOut = 3000);
void showQueuedMessage(const QString &message);
private slots:
void nextAnimationStage();
void animate(qreal value);
void updateRound(int round);
void updateScore(int score);
void updateEnemyCount(int enemyCount);
void updateEnergy(int energy);
void showNewGameMessage();
void showRoundCompleteMessage();
void showBoardFullMessage();
void showGameOverMessage();
private: // data members
Engine *m_engine;
Scene *m_scene;
NumericDisplayItem *m_roundDisplay;
NumericDisplayItem *m_scoreDisplay;
NumericDisplayItem *m_enemyCountDisplay;
NumericDisplayItem *m_energyDisplay;
KGamePopupItem *m_unqueuedPopup;
KGamePopupItem *m_queuedPopup;
QTimeLine m_timeLine;
QList<AnimationStage> m_stages;
bool m_busyAnimating;
bool m_newGameRequested;
HeroAction m_repeatedAction;
HeroAction m_queuedAction;
};
}
#endif
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