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Copy pathcollectable.cpp
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collectable.cpp
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#include "collectable.h"
Collectable::Collectable(QPoint p){
moveBy(p.x(),p.y());
}
void Collectable::remove(){
deleteLater();
}
void Collectable::setupRemove(){
m_bRemove = true;
}
Gold::Gold(QPoint p):Collectable(p){
QPixmap pixmap(":/Pictures/ConsumablePictures/ConsumablePictures/Coin/Coin_0.png");
pixmap = pixmap.scaled(40,40,Qt::KeepAspectRatio);
setPixmap(pixmap);
frameTimer.setInterval(50);
frameTimer.start();
connect(&frameTimer, &QTimer::timeout, this, &Gold::nextFrame);
}
void Gold::nextFrame(){
if (m_bRemove){
return;
}
currentCount++;
currentCount%=16;
QPixmap pixmap(":/Pictures/ConsumablePictures/ConsumablePictures/Coin/Coin_"+
QString::number(currentCount)+".png");
pixmap = pixmap.scaled(40,40,Qt::KeepAspectRatio);
setPixmap(pixmap);
}
void Gold::collected(Player *player){
// Used by player when collided
player->score++;
setupRemove();
}
Potion::Potion(QPoint p):Collectable(p){
QPixmap pixmap(":/Pictures/ConsumablePictures/ConsumablePictures/Potion/Potion.png");
pixmap = pixmap.scaled(40,40,Qt::KeepAspectRatio);
setPixmap(pixmap);
frameTimer.setInterval(50);
frameTimer.start();
connect(&frameTimer, &QTimer::timeout, this, &Potion::nextFrame);
}
void Potion::nextFrame(){
if (m_bRemove){
return;
}
if (0 <= direction){
if (direction <= 10){
direction++;
moveBy(0,direction*0.2);
}else{
direction = -1;
}
}else{
if (direction >= -10){
direction--;
moveBy(0,direction*0.2);
}else{
direction = 1;
}
}
}
void Potion::collected(Player *player){
// Used by player when collided
player->health++;
setupRemove();
}
BulletCollect::BulletCollect(QPoint p):Collectable(p){
QPixmap pixmap(":/Pictures/ConsumablePictures/ConsumablePictures/Bullet/Bullet.png");
pixmap = pixmap.scaled(40,40,Qt::KeepAspectRatio);
setPixmap(pixmap);
frameTimer.setInterval(50);
frameTimer.start();
connect(&frameTimer, &QTimer::timeout, this, &BulletCollect::nextFrame);
}
void BulletCollect::nextFrame(){
if (m_bRemove){
return;
}
if (0 <= direction){
if (direction <= 10){
direction++;
moveBy(0,direction*0.2);
}else{
direction = -1;
}
}else{
if (direction >= -10){
direction--;
moveBy(0,direction*0.2);
}else{
direction = 1;
}
}
}
void BulletCollect::collected(Player *player){
// Used by player when collided
player->bulletCount++;
setupRemove();
}