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Copy pathController.cpp
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115 lines (105 loc) · 3.59 KB
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#include "Controller.h"
#include <QRandomGenerator>
Controller::Controller(Model *mod) : model(mod) {
}
void Controller::keyPressEvent(QKeyEvent *event) {
switch (event->key()) {
case (Qt::Key_D): {
model->getPLayer()->setVelocity(QVector2D(1, model->getPLayer()->getVelocity().y()));
break;
}
case (Qt::Key_A): {
model->getPLayer()->setVelocity(QVector2D(-1, model->getPLayer()->getVelocity().y()));
break;
}
case (Qt::Key_W): {
if (model->getPLayer()->getJump()) {
model->getPLayer()->setVelocity(QVector2D(model->getPLayer()->getVelocity().x(), -5));
model->getPLayer()->setJump(false);
}
break;
}
case (Qt::Key_Right): {
model->getPLayer()->getWeapon()->setVisible(true);
break;
}
case (Qt::Key_Up): {
model->getPLayer()->getVerticalWeapon()->setVisible(true);
break;
}
case (Qt::Key_Left): {
model->getPLayer()->getRightWeapon()->setVisible(true);
break;
}
case (Qt::Key_Z): {
spawnWalk(QPointF(100, 100), 1);
break;
}
case (Qt::Key_X): {
spawnJump(QPointF(100, 100));
break;
}
case (Qt::Key_C): {
spawnFlying(QPointF(500, 100), 1);
break;
}
}
}
void Controller::keyReleaseEvent(QKeyEvent *event) {
switch (event->key()) {
case (Qt::Key_D):
case (Qt::Key_A): {
model->getPLayer()->setVelocity(QVector2D(0, 0));
model->getPLayer()->reposition();
qDebug() << "stop";
break;
}
}
}
void Controller::reposition() {
model->getPLayer()->getWeapon()->advance();
model->getPLayer()->getVerticalWeapon()->advance();
model->getPLayer()->getRightWeapon()->advance();
model->getPLayer()->reposition();
manager->checkCollisions(view->scene(), model->getPLayer());
//model->getPLayer()->reposition();
for (auto &enemy: model->getEnemies()) {
enemy->reposition();
manager->checkEnemyCollisions(view->scene(), enemy);
}
}
void Controller::setLocation(Location *loc) {
model->setLocation(loc);
view->setLocation(loc);
view->scene()->addItem(model->getPLayer());
view->scene()->addItem(model->getPLayer()->getWeapon());
view->scene()->addItem(model->getPLayer()->getVerticalWeapon());
view->scene()->addItem(model->getPLayer()->getRightWeapon());
}
void Controller::setView(View *v) {
view = v;
connect(model->getPLayer(), SIGNAL(playerDeath()), v->parent(), SLOT(gameLoss()));
}
void Controller::remove(Enemy *enemy) {
view->scene()->removeItem(enemy);
model->remove(enemy);
//delete enemy;
}
void Controller::spawnJump(const QPointF &point) {
EnemyJumping *jumpy = new EnemyJumping(point);
view->scene()->addItem(jumpy);
model->getEnemies().push_back(jumpy);
connect(jumpy, SIGNAL(enemyDeath(Enemy * )), this, SLOT(remove(Enemy * )));
}
void Controller::spawnFlying(const QPointF &point, int dir) {
EnemyFlying *jumpy = new EnemyFlying(point, dir);
view->scene()->addItem(jumpy);
model->getEnemies().push_back(jumpy);
connect(jumpy, SIGNAL(enemyDeath(Enemy * )), this, SLOT(remove(Enemy * )));
}
void Controller::spawnWalk(const QPointF &point, int dir) {
EnemyWalk *jumpy = new EnemyWalk(point, dir);
view->scene()->addItem(jumpy);
model->getEnemies().push_back(jumpy);
connect(jumpy, SIGNAL(enemyDeath(Enemy * )), this, SLOT(remove(Enemy * )));
}