Qt with Cascades UI Examples Documentation

Player.cpp Example File

scriptgame/src/Player.cpp
    /****************************************************************************
     **
     ** Portions Copyright (C) 2012 Research In Motion Limited.
     ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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    #include "Player.hpp"

    #include "Board.hpp"

    #include <bb/cascades/AbsoluteLayoutProperties>

    using namespace bb::cascades;

    const static int s_tileSize = 50;

    Player::Player(Board *board, QObject *parent)
        : QObject(parent)
        , m_board(board)
        , m_playerTile(new ImageView)
        , m_currentDirection(Down)
        , m_currentPosition(0, 0)
    {
        // Initialize the player tile and add it to the board container
        m_playerTile->setPreferredWidth(s_tileSize);
        m_playerTile->setPreferredHeight(s_tileSize);
        m_playerTile->setImage(Image(QUrl("asset:///images/player.png")));
        m_board->board()->add(m_playerTile);

        /**
         * Ensure that x/y position is really 0, otherwise using the translationX/translationY properties
         * does not work as expected.
         */
        AbsoluteLayoutProperties *properties = qobject_cast<AbsoluteLayoutProperties*>(m_playerTile->layoutProperties());
        if (properties) {
            properties->setPositionX(0);
            properties->setPositionY(0);
        }
    }

    Player::~Player()
    {
        // Remove the tile from the UI when this player is deleted
        m_board->board()->remove(m_playerTile);
        delete m_playerTile;
    }

    void Player::reset()
    {
        // Reset the current direction
        m_currentDirection = Down;
        m_playerTile->setRotationZ(0);

        // Reset the current position
        m_currentPosition = QPoint(0, 0);
        m_playerTile->setTranslationX(0);
        m_playerTile->setTranslationY(0);
    }

    void Player::turnLeft()
    {
        // Just rotate the tile, in a later version we can use different images for each direction
        m_playerTile->setRotationZ(m_playerTile->rotationZ() - 90);

        // Update the direction depending on the current direction
        switch (m_currentDirection) {
            case Up:
                m_currentDirection = Left;
                break;
            case Right:
                m_currentDirection = Up;
                break;
            case Down:
                m_currentDirection = Right;
                break;
            case Left:
                m_currentDirection = Down;
                break;
        }
    }

    void Player::turnRight()
    {
        // Just rotate the tile, in a later version we can use different images for each direction
        m_playerTile->setRotationZ(m_playerTile->rotationZ() + 90);

        // Update the direction depending on the current direction
        switch (m_currentDirection) {
            case Up:
                m_currentDirection = Right;
                break;
            case Right:
                m_currentDirection = Down;
                break;
            case Down:
                m_currentDirection = Left;
                break;
            case Left:
                m_currentDirection = Up;
                break;
        }
    }

    void Player::go()
    {
        // Update the current position of the player depending on the current direction
        switch (m_currentDirection) {
            case Up:
                if (m_board->canMoveTo(m_currentPosition.x(), m_currentPosition.y() - 1)) {
                    m_currentPosition.setY(m_currentPosition.y() - 1);
                }
                break;
            case Right:
                if (m_board->canMoveTo(m_currentPosition.x() + 1, m_currentPosition.y())) {
                    m_currentPosition.setX(m_currentPosition.x() + 1);
                }
                break;
            case Down:
                if (m_board->canMoveTo(m_currentPosition.x(), m_currentPosition.y() + 1)) {
                    m_currentPosition.setY(m_currentPosition.y() + 1);
                }
                break;
            case Left:
                if (m_board->canMoveTo(m_currentPosition.x() - 1, m_currentPosition.y())) {
                    m_currentPosition.setX(m_currentPosition.x() - 1);
                }
                break;
        }

        // Update the position of the player tile on screen
        m_playerTile->setTranslationX(m_currentPosition.x() * s_tileSize);
        m_playerTile->setTranslationY(m_currentPosition.y() * s_tileSize);
    }