Пример #1
0
    Impl() : gstate(),
	     gv(0),
	     tree(0),
	     paw(new PieceAppearanceWidget),
	     sidebar(0)
    {
	QDir pdir = qboard::persistenceDir( persistanceClass );
	QString fn = pdir.canonicalPath() + "/" + fileName;
	try
	{
	    if( ! paw->s11nLoad(fn) )
	    {
		paw->setupDefaultTemplates();
	    }
	}
	catch(...)
	{
	    paw->setupDefaultTemplates();
	}
	gstate.board().loadPixmap(":/QBoard/images/SplashScreen.jpg");
    }
Пример #2
0
void BonusManager::update(GameState& state)
{
    static unsigned int step1 = 0;
    if (step1++ < steps_delay) {
        return;
    }
    step1 = 0;
    
    auto get_pos = [this] {
        return Vec2(position_picker(generator), position_picker(generator));
    };
    
    auto check_player = [&](const Vec2 & where) {
        bool hit = false;
        for (auto & player : state.players()) {
            hit = hit || player->pos == where;
        }
        return hit;
    };
    
    auto& board = state.board();
    
    if (target_checkpoints > checkpoints.size()) {
        auto pos = get_pos();
        bool flag = true;
        
        while (flag){
            
            while (board[pos].pBonus || check_player(pos)) {
                pos = get_pos();
            }
            
            bool isInside = false;
            for (auto& checkpoint : checkpoints) {
                if (abs(checkpoint->cell.x - pos.x) < 2 && abs(checkpoint->cell.y - pos.y) < 2){
                    isInside = true;
                    pos = get_pos();
                    break;
                }
            }
            if (!isInside){
                flag = false;
            }
        }
        checkpoints.push_back(BonusPtr(new Checkpoint(board[pos])));
        board[pos].pBonus = checkpoints.back().get();
    }
    
    static unsigned int step2 = 0;
    if (step2++ < steps_delay) {
        return;
    }
    step2 = 0;
    
    
    if (max_bonuses > bonuses.size()) {
        auto pos = get_pos();
        while (board[pos].pBonus || check_player(pos)) {
            pos = get_pos();
        }
        
        Bonus * bonus = nullptr;
        switch (bonus_picker(generator))
        {
            case 0:
            case 1:
            case 2:
                bonus = new Arrow(board[pos]);
                break;
        }
        
        bonuses.push_back(BonusPtr(bonus));
        board[pos].pBonus = bonus;
    }
}