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bullet.cpp
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#include "bullet.h"
#include "itemsonscene.h"
#include "player.h"
#include "bot.h"
#include "global_consts.h"
Bullet::Bullet(Hero *owner, int damage, double dx, double dy)
: QGraphicsRectItem(0, 0, 4, 2), mainScene(owner->getScene()), dx(dx), dy(dy), damage(damage), owner(owner)
{
dx = 5*qCos(qDegreesToRadians(owner->lineAngle()));
dy = -5*qSin(qDegreesToRadians(owner->lineAngle()));
setTransformOriginPoint(2, 1);
setRotation(-1 * owner->lineAngle());
connect(&moveTimer, SIGNAL(timeout()), this, SLOT(move()));
moveTimer.start(10);
}
void Bullet::move()
{
setPos(x() + dx, y() + dy);
ItemsOnScene * corner0 = dynamic_cast<ItemsOnScene*>(mainScene->itemAt(pos(), QTransform()));
ItemsOnScene * corner1 = dynamic_cast<ItemsOnScene*>(mainScene->itemAt(pos().x() + 5, pos().y(), QTransform()));
ItemsOnScene * corner2 = dynamic_cast<ItemsOnScene*>(mainScene->itemAt(pos().x(), pos().y() + 5, QTransform()));
ItemsOnScene * corner3 = dynamic_cast<ItemsOnScene*>(mainScene->itemAt(pos().x() + 5, pos().y() + 5, QTransform()));
if (corner0 && corner0 != owner)
{
if (dynamic_cast<Hero *>(corner0))
corner0->attackItem(damage, owner);
delete this;
}
else if (corner1 && corner1 != owner)
{
if (dynamic_cast<Hero *>(corner1))
corner1->attackItem(damage, owner);
delete this;
}
else if (corner2 && corner2 != owner)
{
if (dynamic_cast<Hero *>(corner2))
corner2->attackItem(damage, owner);
delete this;
}
else if (corner3 && corner3 != owner)
{
if (dynamic_cast<Hero *>(corner3))
corner3->attackItem(damage, owner);
delete this;
}
if (x() < 0 || x() > MAP_SIZE_X_FULL || y() < 0 || y() > MAP_SIZE_Y_FULL)
delete this;
}