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board.h
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* *
* Copyright (C) 2015 Simon Stuerz <[email protected]> *
* *
* This file is part of Monster Wars. *
* *
* Monster Wars is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, version 3 of the License. *
* *
* Monster Wars is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with Monster Wars. If not, see <http://www.gnu.org/licenses/>. *
* *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
#ifndef BOARD_H
#define BOARD_H
#include <QObject>
#include <QQmlListProperty>
#include <QDebug>
#include <QHash>
#include <QGenericMatrix>
#include "monstermodel.h"
class GameEngine;
class Level;
class Player;
class Monster;
class Attack;
class Board : public QObject
{
Q_OBJECT
Q_PROPERTY(int columns READ columns CONSTANT)
Q_PROPERTY(int rows READ rows CONSTANT)
Q_PROPERTY(int monsterCount READ monsterCount NOTIFY monstersChanged)
Q_PROPERTY(int levelId READ levelId NOTIFY levelIdChanged)
Q_PROPERTY(MonsterModel *monsters READ monsters NOTIFY monstersChanged)
Q_PROPERTY(QQmlListProperty<Player> players READ players NOTIFY playersChanged)
public:
explicit Board(GameEngine *engine);
void setLevel(Level *level);
Level *level() const;
int levelId() const;
QList<Node *> nodes();
int rows() const;
int columns() const;
QTime gameTime() const;
QQmlListProperty<Player> players();
MonsterModel *monsters();
QList<Player *> playersList();
QList<Monster *> monstersList();
QList<Monster *> myMonsters(Player *player);
QList<Monster *> enemyMonsters(Player *player);
QList<Monster *> freeMonsters();
int monsterCount() const;
Q_INVOKABLE Monster *monster(int id) const;
Q_INVOKABLE Player *player(int id) const;
Q_INVOKABLE void evaluateReleased(const int &monsterId);
Q_INVOKABLE void evaluateHovered(const bool &hovering, const int &monsterId);
Q_INVOKABLE void resetSelections();
void resetBoard();
void tick();
signals:
void boardChanged();
void monstersChanged();
void playersChanged();
void gameTimeChanged();
void levelIdChanged();
void startAttack(Attack *attack);
private:
Level *m_level;
GameEngine *m_engine;
MonsterModel *m_monsters;
QList<Player *> m_players;
Attack *m_attack;
Monster *createMonster(QVariantMap monsterJson);
Player *createPlayer(QVariantMap playerJson);
int m_levelId;
private slots:
void attackFinished();
};
#endif // BOARD_H