pScene_ = new SeaScene ();
pView_ = new QGraphicsView ();
- QPixmap waves (":/pix/meri.png");
- pScene_->setBackgroundBrush(QBrush(waves));
+
pView_->setScene(pScene_);
setCentralWidget(pView_);
pScene_->setSceneRect(rectangle);
pView_->setSceneRect(rectangle);
- qDebug() << "Initialized boundaries" << rectangle.left() << rectangle.right() << pView_->width();
+ qDebug() << "Initialized boundaries" << rectangle.right() << rectangle.bottom() << pView_->width() << pView_->height();
pScene_->setupMap(11,5,5);
}
#include <QGraphicsPixmapItem>
#include <QDebug>
#include <QMessageBox>
+#include <QTime>
const QString ghostImageFilename_ = ":/pix/aave.png";
const QString rockImageFilename_ =":/pix/kari.png";
SeaScene::SeaScene(QObject *parent) :
QGraphicsScene(parent)
{
+ //set background
+ QPixmap waves (":/pix/meri.png");
+ waves.scaled(20,20);
+ setBackgroundBrush(QBrush(waves));
+
+ //set random seed
+
+ qsrand(QTime::currentTime().msec()+2); //+2 to avoid setting it to 1
}
clear();
+ //empty the list of moving items
+
+ movingItems_.clear();
+
//empty the list of free slots
freeTiles_.clear();
{
QPointF * pPosition = findRandomFreeSlot();
+ qDebug() << "Found a place for a rock";
+
//If there was no room no point to continue
if (pPosition == NULL)
break;
pOctopus->setPos(*pPosition);
addItem(pOctopus);
pOctopus->startMoving();
+ movingItems_.append(pOctopus);
delete pPosition;
}
connect(pShip,SIGNAL(pickingGhost(QGraphicsItem*)),this, SLOT(removeGhost(QGraphicsItem*)) );
connect(pShip,SIGNAL(droppingGhosts(int)),this,SLOT(ghostsDropped(int)));
pShip->startMoving();
+ movingItems_.append(pShip);
delete pPosition;
}
void SeaScene::spreadGhosts(int ghosts)
{
+
+
+ //the octopuses and the ship may have moved from their original positions,
+ //so the list of free slots must be adjusted to exclude their current positions
+
+ QList<QPointF> temporarilyReservedSlots;
+
+ foreach (QGraphicsItem* pItem, movingItems_)
+ {
+ if (pItem == NULL)
+ {
+ // qDebug() << "NULL item in movingItems_";
+ continue;
+ }
+
+ //round x and y down to fit the slot size
+ int x = pItem->x();
+ x = x/40;
+ x = x*40;
+
+ int y = pItem->y();
+ y = y/40;
+ y=y*40;
+
+
+ QPointF position (x,y);
+
+ //remove the tiles (potentially) occupied by the item from free slots and place in temp list if was in the list before
+
+ if (freeTiles_.removeOne(position))
+ temporarilyReservedSlots.append(position);
+
+
+ position.setX(x+40);
+
+ if (freeTiles_.removeOne(position))
+ temporarilyReservedSlots.append(position);
+
+ position.setY(y+40);
+
+ if (freeTiles_.removeOne(position))
+ temporarilyReservedSlots.append(position);
+
+ position.setX(x);
+
+ if (freeTiles_.removeOne(position))
+ temporarilyReservedSlots.append(position);
+
+ }
+
+
+ //spread ghosts in random free slots
+
for (int i=0; i < ghosts; i++)
{
QPointF * pPosition = findRandomFreeSlot();
pGhost->setPos(*pPosition);
delete pPosition;
}
+
+ //return the slots occupied by moving items to free slots
+ freeTiles_.append(temporarilyReservedSlots);
+
+ //clear temp for the next round
+ temporarilyReservedSlots.clear();
}
QPointF* SeaScene::findRandomFreeSlot()