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mapviewpage.cpp
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#include "mapviewpage.h"
#include <QDebug>
#include <QDialogButtonBox>
#include <QGraphicsItemAnimation>
#include <QPoint>
#include <QPointF>
#include <QRandomGenerator>
#include <QTimeLine>
#include <iostream>
#include "UI/itemframe.h"
#include "GameCharacter/enemy.h"
#include "ui_mapviewpage.h"
using namespace std;
MapViewPage::MapViewPage(const QString& mapImgPath,
const QString& mapConfigPath, int numMelee, int numRanged, int bulletSpeed, QWidget* parent)
: QDialog(parent), ui(new Ui::MapViewPage) {
this->numMelee = numMelee;
this->numRanged = numRanged;
this->bulletSpeed = bulletSpeed;
setWindowFlags(Qt::Dialog | Qt::FramelessWindowHint | Qt::WindowTitleHint);
ui->setupUi(this);
ui->gameCanvas->createMap(mapImgPath, mapConfigPath);
characterController = new Character::Controller;
cameraController = new Camera{ui->gameCanvas};
initializeManager();
characterManager->set_map(ui->gameCanvas->gameLayers()->mapLayer());
mainCharacter = characterManager->generate_random_character();
ui->gameCanvas->setMainCharacter(mainCharacter);
mainCharacter->setGridPos(generateRandomMapPos());
initializeItemFrame(mainCharacter);
qDebug() << "Random Debuggin sentence";
qDebug() << "Debuggin number of melee" << this->numMelee;
qDebug() << "Debugging number of ranged" << this->numRanged;
Map& map = *(ui->gameCanvas->gameLayers()->mapLayer());
QPoint random_pos;
// Putting melee weapons on the map : )
for (int i =0; i < numMelee; i++) {
random_pos = generateRandomMapPos();
while(map[random_pos].isWeaponOnGround()) {
random_pos = generateRandomMapPos();
}
putWeapon(weaponManager->GenerateRandomWeapon(QString("Melee")), random_pos.y(), random_pos.x());
}
// Putting ranged weapons on the map : )
for (int i =0; i < numRanged; i++) {
random_pos = generateRandomMapPos();
while(map[random_pos].isWeaponOnGround()) {
random_pos = generateRandomMapPos();
}
putWeapon(weaponManager->GenerateRandomWeapon(QString("Ranged")), random_pos.y(), random_pos.x());
}
// TODO: Set the bullet speed :(
cameraController->subscribe(mainCharacter, &Character::isMoving);
cameraController->updateFocus(mainCharacter->pos());
characterController->control(mainCharacter);
timer.setInterval(50);
timer.start();
connect(&timer, &QTimer::timeout, this,
[&]() { characterController->updateKeyHoldingControl(); });
connect(mainCharacter, &Character::deadSignal, this, [&]() {
characterController->unControl();
cameraController->unsubscribe();
ui->generateEnemyButton->setDisabled(true);
});
}
void MapViewPage::putWeapon(Weapon* weapon, int x, int y) {
Map& currentMap = *(ui->gameCanvas->gameLayers()->mapLayer());
currentMap[y][x].putWeapon(weapon);
}
void MapViewPage::initializeItemFrame(Character* c) {
const QPoint BOTTOM_RIGHT_CORNER{250, 250};
ItemFrame* itemFrame = ui->gameCanvas->gameLayers()->getItemFrame();
itemFrame->characterSingalSetup(c);
itemFrame->setPos(BOTTOM_RIGHT_CORNER);
}
void MapViewPage::keyPressEvent(QKeyEvent* e) {
characterController->setState(e->key(), Character::Controller::PRESSED);
}
void MapViewPage::keyReleaseEvent(QKeyEvent* e) {
characterController->setState(e->key(), Character::Controller::RELEASED);
}
CharacterManager* MapViewPage::get_character_manager() {
return characterManager;
}
MapViewPage::~MapViewPage() {
delete ui;
delete characterManager;
delete weaponManager;
delete characterController;
delete cameraController;
}
void MapViewPage::initializeManager() {
weaponManager = WeaponManager::getInstance();
characterManager = CharacterManager::getInstance();
}
Enemy* MapViewPage::generateEnemy() const {
Enemy* new_enemy = characterManager->generate_random_enemy();
new_enemy->equipWeapon(weaponManager->GenerateRandomWeapon(QString("Ranged")));
return new_enemy;
}
void MapViewPage::on_generateEnemyButton_clicked() {
if (!mainCharacter->is_alive()) return;
Enemy* enemy = generateEnemy();
enemy->setGridPos(generateRandomMapPos());
}
void MapViewPage::setMapPath(QString inputPath) { mapPath = inputPath; }
QPoint MapViewPage::generateRandomMapPos() const {
const unsigned width =
unsigned(ui->gameCanvas->gameLayers()->mapLayer()->getWidth(
Map::UNIT::GRID)) -
2;
const unsigned height =
unsigned(ui->gameCanvas->gameLayers()->mapLayer()->getHeight(
Map::UNIT::GRID)) -
2;
unsigned int x = QRandomGenerator::global()->bounded(2u, width);
unsigned int y = QRandomGenerator::global()->bounded(2u, height);
const Map& map = *(ui->gameCanvas->gameLayers()->mapLayer());
while (map[y][x].getHeight() != 0) {
x = QRandomGenerator::global()->bounded(2u, width);
y = QRandomGenerator::global()->bounded(2u, height);
}
return QPoint{int(x), int(y)};
}
void MapViewPage::on_closeButton_clicked() { delete this; }