Qt with Cascades UI Examples Documentation

Board.cpp Example File

scriptgame/src/Board.cpp
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    #include "Board.hpp"

    #include <bb/cascades/ImageView>
    #include <bb/cascades/Color>

    using namespace bb::cascades;

    const static int s_boardDimension = 9;
    const static int s_tileSize = 50;

    Board::Board(bb::cascades::Container *boardContainer, QObject *parent)
        : QObject(parent)
        , m_board(boardContainer)
        , m_staticBlockDistribution(true)
    {
        // Initialize the random number generator so that we can use it for dynamic block distribution
        qsrand(QDateTime::currentDateTime().toMSecsSinceEpoch());

        // Initialize the block map with 'false' for all cells -> no block available
        for (int x = 0; x < s_boardDimension; ++x) {
            m_blockMap << QVector<bool>();
            for (int y = 0; y < s_boardDimension; ++y) {
                m_blockMap[x] << false;
            }
        }
    }

    bool Board::staticBlockDistribution() const
    {
        return m_staticBlockDistribution;
    }

    void Board::setStaticBlockDistribution(bool value)
    {
        if (m_staticBlockDistribution != value) {
            m_staticBlockDistribution = value;
            emit staticBlockDistributionChanged();
        }
    }

    bb::cascades::Container *Board::board() const
    {
        return m_board;
    }

    bool Board::canMoveTo(int x, int y) const
    {
        // We can't move beyond the borders of the board
        if (x < 0 || x >= s_boardDimension || y < 0 || y >= s_boardDimension)
            return false;

        // We can't move to a coordinate where a block is located
        return (m_blockMap[x][y] == false);
    }

    void Board::reset()
    {
        // Remove all block controls from the board...
        foreach(Control *block, m_blocks) {
            m_board->remove(block);
        }

        // ... and delete them
        qDeleteAll(m_blocks);
        m_blocks.clear();

        // Clear our internal block map
        for (int x = 0; x < s_boardDimension; ++x) {
            for (int y = 0; y < s_boardDimension; ++y) {
                m_blockMap[x][y] = false;
            }
        }

        QVector<QPoint> blockCoordinates;

        if (m_staticBlockDistribution) {
            // For static block distribution we use hard-coded coordinates
            blockCoordinates << QPoint(2, 8) << QPoint(5, 5) << QPoint(5, 0) << QPoint(7, 0)
                            << QPoint(7, 7) << QPoint(2, 7) << QPoint(1, 4) << QPoint(0, 5)
                            << QPoint(1, 8) << QPoint(4, 0) << QPoint(6, 3) << QPoint(6, 4)
                            << QPoint(2, 0) << QPoint(4, 5);
        } else {
            // For dynamic block distribution we use random coordinates
            for (int i = 0; i < 20; ++i) {
                const QPoint newPoint(qrand() % s_boardDimension, qrand() % s_boardDimension);

                if (blockCoordinates.contains(newPoint)) // contains a block already
                    continue;

                if (newPoint == QPoint(0, 0)) // that's the starting place for the player
                    continue;

                blockCoordinates << newPoint;
            }
        }

        // Generate the new blocks
        foreach (const QPoint position, blockCoordinates) {
            // Mark as occupied in blockMap
            m_blockMap[position.x()][position.y()] = true;

            // Create block tile
            ImageView *block = new ImageView();
            block->setPreferredWidth(50);
            block->setPreferredHeight(50);
            block->setImage(Image(QUrl("asset:///images/block.png")));
            block->setTranslationX(position.x() * s_tileSize);
            block->setTranslationY(position.y() * s_tileSize);

            // Add the block tile to the board container...
            m_board->add(block);

            // ... and store the object in our internal list, so that we can clean it up later on
            m_blocks << block;
        }
    }