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grenade.cpp
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grenade.cpp
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#include "grenade.h"
#include <QtDebug>
#include "player.h"
#include <QtMath>
#include "mapview.h"
#include "global_consts.h"
Grenade::Grenade(Hero *owner, double addedVelocity, MapView *mapView)
: QGraphicsRectItem(0, 0, 4, 4), owner(owner), mainScene(owner->getScene()), mapView(mapView)
{
setTransformOriginPoint(2,2);
setRotation(owner->lineAngle());
dateTimeStart = QDateTime::currentDateTime();
velocity += addedVelocity;
dx = 5*qCos(qDegreesToRadians(owner->lineAngle()))*velocity/500;
dy = -5*qSin(qDegreesToRadians(owner->lineAngle()))*velocity/500;
connect(&moveTimer, SIGNAL(timeout()), this, SLOT(move()));
moveTimer.start(10);
QTimer::singleShot(5000, this, SLOT(explode()));
}
void Grenade::move()
{
QDateTime dateTimeCurrent = QDateTime::currentDateTime();
double secondsDiff = dateTimeStart.msecsTo(dateTimeCurrent);
secondsDiff /= 1000;
currentVelocity = velocity * qSin(sqrt(3)/2) - 9.81*secondsDiff;
currentHeight = 10 + currentVelocity * secondsDiff * qSin(sqrt(3)/2) - 9.81*secondsDiff*secondsDiff/2;
if (currentHeight < 0)
stopMoving();
QRectF rect1(x()-0.25, y()-0.25, 0.5, 0.5);
QRectF rect2(x()+size-0.25, y()-0.25, 0.5, 0.5);
QRectF rect3(x(), y() + size - 0.25, 0.5, 0.5);
corner0 = mainScene->items(rect1);
corner1 = mainScene->items(rect2);
corner2 = mainScene->items(rect3);
mayMove = true;
for (auto it = corner0.begin(); it != corner0.end(); it++)
{
ItemsOnScene * item = dynamic_cast<ItemsOnScene *>(*it);
if (item && (*it) != dynamic_cast<Player *>(*it)
&& (*it) != previousHitItem && item->getHeight() > currentHeight)
{
mayMove = false;
previousHitItem = (*it);
if (dx >= 0 && dy >= 0)
dy *= -1;
else if (dx > 0 && dy < 0)
dy *= -1;
else if (dx <= 0 && dy <= 0)
{
if (dynamic_cast<ItemsOnScene *>(mainScene->itemAt(x() - 2, y(), QTransform())))
dx *= -1;
else
dy *= -1;
}
else
dx *= -1;
break;
}
}
for (auto it = corner1.begin(); it != corner1.end(); it++)
{
ItemsOnScene * item = dynamic_cast<ItemsOnScene *>(*it);
if (item && (*it) != dynamic_cast<Player *>(*it)
&& (*it) != previousHitItem && item->getHeight() > currentHeight)
{
mayMove = false;
previousHitItem = (*it);
if (dx >= 0 && dy >= 0)
dx *= -1;
else if (dx > 0 && dy < 0)
dx *= -1;
else if (dx <= 0 && dy <= 0)
dy *= -1;
else
dy *= -1;
break;
}
}
for (auto it = corner2.begin(); it != corner2.end(); it++)
{
ItemsOnScene * item = dynamic_cast<ItemsOnScene *>(*it);
if (item && (*it) != dynamic_cast<Player *>(*it)
&& (*it) != previousHitItem && item->getHeight() > currentHeight)
if (dx < 0 && dy > 0)
{
dy *= -1;
previousHitItem = (*it);
mayMove = false;
}
}
if (mayMove)
setPos(x() + dx, y() + dy);
else
setNewRotation();
if (x() < 0 || x() > MAP_SIZE_X_FULL || y() < 0 || y() > MAP_SIZE_Y_FULL)
stopMoving();
}
bool Grenade::checkCorner(ItemsOnScene *corner)
{
if (currentHeight > corner->getHeight())
return true;
else
return false;
}
void Grenade::setNewRotation()
{
qreal newRotation = -1 * rotation();
if (newRotation < 90)
newRotation = 180 - (90 - newRotation)*2;
else if (newRotation < 180)
newRotation = 180 - (90 - 180 - newRotation)*2;
else if (newRotation < 270)
newRotation = 180 - (90 - (newRotation - 180))*2;
else
newRotation = 180 - (90 - (360 - newRotation))*2;
setRotation(-1 * newRotation);
}
void Grenade::stopMoving()
{
moveTimer.stop();
}
void Grenade::explode()
{
moveTimer.stop();
ellipse->setPos(pos());
mainScene->addItem(ellipse);
QPropertyAnimation * animation = new QPropertyAnimation(ellipse, "rect");
animation->setDuration(300);
animation->setStartValue(QRectF(0, 0, 0, 0));
animation->setEndValue(QRectF(-radius, -radius, radius*2, radius*2));
animation->start(QAbstractAnimation::DeleteWhenStopped);
QPainterPath path;
path.addEllipse(x() - radius, y() - radius, radius*2, radius*2);
QList<QGraphicsItem *> listOfItemsWithinExplosionRange = mainScene->items(path);
for (auto it = listOfItemsWithinExplosionRange.begin(); it != listOfItemsWithinExplosionRange.end(); it++)
if (Hero * h = dynamic_cast<Hero*>(*it))
h->attackItem(damage, owner);
mapView->startShakeScreen();
QTimer::singleShot(300, [this](){ delete ellipse; delete this; });
}