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GameModel.cpp
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208 lines (172 loc) · 4.34 KB
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#include "GameModel.h"
#include <stdio.h>
#include "PathMissile.h"
#include "TypeDefEngine.h"
GameModel::GameModel(DIRECTION a_direction,
int a_position,
int a_grid_dimension,
std::string a_domain,
std::string a_missileDomain)
{
this->m_direction = a_direction;
this->m_position = a_position;
this->m_grid_dimension = a_grid_dimension;
this->m_vitesse = 1;
this->m_domain = a_domain;
this->m_missileDomain = a_missileDomain;
}
void GameModel::changeDirection(DIRECTION direction)
{
this->m_direction = direction;
}
void GameModel::changePosition(int position)
{
this->m_position = position;
}
void GameModel::changeVitesse(int vitesse)
{
this->m_vitesse = vitesse;
}
int GameModel::nextPosition()
{
/* m_grid_dimension = 3 */
/*
| 01 | 04 | 07 |
| 02 | 05 | 08 |
| 03 | 06 | 09 |
*/
switch(this->m_direction)
{
case DOWN:
// Patch to solve the event queue problem.
// The event queue is not empty at the beginning even if no keys
// are pressed.
if(m_position > (1 * m_vitesse) ) {
m_position = m_position - (1 * m_vitesse );
}
break;
case DOWN_RIGHT:
m_position = m_position + ((m_grid_dimension - 1) * m_vitesse );
break;
case RIGHT:
m_position = m_position + (m_grid_dimension * m_vitesse );
break;
case RIGHT_UP:
m_position = m_position + ((m_grid_dimension + 1) * m_vitesse);
//printf("POSITION ---> %i\n", m_position);
break;
case UP:
m_position = m_position + (1 * m_vitesse );
break;
case LEFT_UP:
m_position = m_position - ((m_grid_dimension - 1) * m_vitesse );
//printf("POSITION ---> %i\n", m_position);
break;
case LEFT:
m_position = m_position - ( m_grid_dimension * m_vitesse );
break;
case LEFT_DOWN:
m_position = m_position - ((m_grid_dimension + 1) * m_vitesse );
break;
default:
break;
}
this->m_direction = IDLE;
// Mettre à jour les missiles
updateMissilePosition();
return m_position;
}
void GameModel::updateMissilePosition()
{
PathMissilePtr pathMissileElement;
IPathMissile* missile = NULL;
// Parcourir la liste de tous les missiles
for(int i = 0; i < m_pathMissileList.size(); i++)
{
pathMissileElement = m_pathMissileList[i];
// Mettre à jour les coordonnées du missile
nextMissilePosition(pathMissileElement);
missile = pathMissileElement.get();
// Vérifier si le missile est à la fin de sa trajectoire
if(missile->getPosition() >= missile->getEndPosition())
{
// Détruire le missile
m_pathMissileList.erase( m_pathMissileList.begin() + i );
}
}
}
void GameModel::nextMissilePosition(PathMissilePtr a_missilePtr)
{
IPathMissile* missile = a_missilePtr.get();
int pos = missile->getPosition();
switch(missile->getDirection())
{
case DOWN:
missile->setPosition(pos - 1);
//m_position = m_position - (1 * m_vitesse );
break;
case DOWN_RIGHT:
//m_position = m_position + ((m_grid_dimension - 1) * m_vitesse );
break;
case RIGHT:
missile->setPosition(pos + m_grid_dimension);
//m_position = m_position + (m_grid_dimension * m_vitesse );
break;
case RIGHT_UP:
//m_position = m_position + ((m_grid_dimension + 1) * m_vitesse);
break;
case UP:
missile->setPosition(pos + 4);
//m_position = m_position + (1 * m_vitesse );
break;
case LEFT_UP:
//m_position = m_position - ((m_grid_dimension - 1) * m_vitesse );
break;
case LEFT:
missile->setPosition(pos - m_grid_dimension);
//m_position = m_position - ( m_grid_dimension * m_vitesse );
break;
case LEFT_DOWN:
//m_position = m_position - ((m_grid_dimension + 1) * m_vitesse );
break;
default:
break;
}
}
void GameModel::lanceMissile()
{
PathMissile* pathMissile;
if(m_pathMissileList.size() == 0)
{
printf("lance missile %i\n", m_position);
/*
PathMissilePtr ptr(new PathMissile(m_position,
m_position,
m_position + 120, UP));
*/
PathMissilePtr ptr(new PathMissile(1,
1,
120, UP));
m_pathMissileList.push_back(ptr);
}
}
DIRECTION GameModel::getDirection()
{
return this->m_direction;
}
int GameModel::getPosition()
{
return this->m_position;
}
std::string GameModel::getDomain()
{
return this->m_domain;
}
std::string GameModel::getMissileDomain()
{
return this->m_missileDomain;
}
std::vector<PathMissilePtr> GameModel::GetPathMissileList()
{
return this->m_pathMissileList;
}