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#ifndef ENEMIES_H
#define ENEMIES_H
#include <QAbstractListModel>
class Enemy;
class Board;
class Engine;
class Enemies : public QAbstractListModel
{
Q_OBJECT
Q_PROPERTY(int count READ count NOTIFY countChanged)
public:
enum Roles {
RoleImage,
RoleImageBaseSize,
RoleWalkingDirection,
RoleTravelledDistance,
RoleSpriteCount,
RoleAnimationDuration,
RoleRunning,
RoleProgress,
RoleX,
RoleY,
RoleNextX,
RoleNextY,
RoleCurrentField,
RoleNextField,
RoleSpeed,
RoleEnergy,
RoleMaxEnergy,
};
explicit Enemies(Engine *engine, QObject *parent = 0);
int count() const { return rowCount(QModelIndex()); }
int rowCount(const QModelIndex &parent) const;
QVariant data(const QModelIndex &index, int role) const;
QHash<int, QByteArray> roleNames() const;
// The model takes ownership of the enemy
void addEnemy(Enemy *enemy);
Q_INVOKABLE Enemy *get(int index) const;
void clear();
private slots:
void itemRunningChanged();
void itemProgressChanged();
void itemCurrentFieldChanged();
void itemSpeedChanged();
void itemEnergyChanged();
void itemWalkingDirectionChanged();
void removeDeadEnemy();
signals:
void countChanged();
void enemyExited();
private:
Engine *m_engine;
QList<Enemy*> m_enemies;
QList<Enemy*> m_deadEnemies;
};
class EnemyFactory
{
public:
EnemyFactory(Engine *engine);
void createTemplate(const QVariantMap &enemyMap);
void clear();
Enemy* createEnemy(int templateId);
QList<int> templateIds();
private:
class EnemyTemplate {
public:
QString image;
int imageBaseSize;
int spriteCount;
int animationDuration;
int speed;
int energy;
int reward;
};
Engine *m_engine;
QHash<int, EnemyTemplate> m_enemyTemplates;
};
#endif // ENEMIES_H
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