/**************************************************************************** ** ** Portions Copyright (C) 2012 Research In Motion Limited. ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Research In Motion Ltd. (http://www.rim.com/company/contact/) ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the examples of the BB10 Platform and is derived ** from a similar file that is part of the Qt Toolkit. ** ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Research In Motion, nor the name of Nokia ** Corporation and its Subsidiary(-ies), nor the names of its ** contributors may be used to endorse or promote products ** derived from this software without specific prior written ** permission. ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ****************************************************************************/ #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); }