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gameplay.cpp
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gameplay.cpp
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#include "gameplay.h"
int Gameplay::sumOfSelected() const {
int ret = 0;
for (Number n : numbers) {
if (n.isSelected()) {
ret += n.getValue();
}
}
return ret;
}
int Gameplay::findCorrectSum() {
if (sumOfNumbers == 0) {
return -1;
}
for (int i = sumOfNumbers / 2 + 1; ; i++) {
if (reachable[i]) {
return i;
}
}
}
void Gameplay::pushNumber(const Number &n, bool pushToVec = true) {
if (pushToVec) {
numbers.push_back(n);
}
for (int i = sumOfNumbers; i >= 0; i--)
if (reachable[i]) {
reachable[i + n.getValue()] = true;
}
sumOfNumbers += n.getValue();
correctSum = findCorrectSum();
}
void Gameplay::initializeNumbers() {
std::fill(reachable, reachable + MAX_SUM, false);
reachable[0] = true;
sumOfNumbers = 0;
for (Number n : numbers) {
pushNumber(n, false);
}
}
void Gameplay::deleteSelectedNumbers() {
QVector <Number> new_numbers;
for (Number n : numbers) {
if (!n.isSelected()) {
new_numbers.push_back(n);
}
}
numbers = new_numbers;
initializeNumbers();
}
void Gameplay::setNextNumberTimer() {
nextNumberTimer.stop();
int interval = currentLevel->timeTillNextNumber();
if (interval != -1) {
nextNumberTimer.setSingleShot(true);
nextNumberTimer.start(interval);
}
}
void Gameplay::setLevelCountdownTimer() {
levelCountdownTimer.stop();
if (currentLevel->isTimed()) {
levelCountdownTimer.start(currentLevel->getTime());
}
}
void Gameplay::addNumber() {
pushNumber(currentLevel->nextNumber());
setNextNumberTimer();
}
void Gameplay::update() {
/* Ma na celu aktualizowanie stanu gry
* (np. czy poziom został ukończony).
* Ew. czy skończył nam się czas. */
if (sumOfSelected() == correctSum) {
deleteSelectedNumbers();
}
if (currentLevel->completed() ||
currentLevel->completed(numbers.size())) {
iterateLevel();
}
}
void Gameplay::prepare() {
sumOfNumbers = 0;
correctSum = -1;
std::fill(reachable, reachable + MAX_SUM, false);
reachable[0] = true;
numbers = QVector<Number>();
setNextNumberTimer();
setLevelCountdownTimer();
}
void Gameplay::iterateLevel() {
switch (currentLevel->getLevelNumber()) {
case 1:
currentLevel = new Level2();
break;
case 2:
currentLevel = new Level3();
break;
case 3:
currentLevel = new Level1();
break;
};
prepare();
}
void Gameplay::initialize() {
reachable = new bool[MAX_SUM];
currentLevel = new Level1();
disconnect(&nextNumberTimer, SIGNAL(timeout()), this, SLOT(addNumber()));
disconnect(&levelCountdownTimer, SIGNAL(timeout()), this, SLOT(lose()));
connect(&nextNumberTimer, SIGNAL(timeout()), this, SLOT(addNumber()));
connect(&levelCountdownTimer, SIGNAL(timeout()), this, SLOT(lose()));
prepare();
}
Gameplay::Gameplay() {
initialize();
}
void Gameplay::lose() {
initialize();
}
Gameplay::~Gameplay() {
delete[] reachable;
delete currentLevel;
}
int Gameplay::getNumbersCount() const {
return numbers.size();
}
bool Gameplay::isTimed() const {
return currentLevel->isTimed();
}
int Gameplay::getStartTime() const {
return currentLevel->getTime();
}
int Gameplay::getTimeLeft() const {
return levelCountdownTimer.remainingTime();
}
Number Gameplay::getNthNumber(int n) const {
return numbers[n];
}
#define distance(A,B) sqrt(((A).x()-(B).x())*((A).x()-(B).x())\
+((A).y()-(B).y())*((A).y()-(B).y()))
void Gameplay::handleUserClick(const QPointF &pos, const qreal CLICK_RADIUS) {
for (Number &n : numbers) {
if (distance(n.getPosition(), pos) < CLICK_RADIUS) {
/* TODO: ładniejsze wykrywanie kliknięcia
* w numerek */
n.toggleSelected();
}
}
update();
}