📄 bullet.cpp
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/************************************************************************ Copyright (C) 2000-2005 Trolltech AS. All rights reserved.**** This file is part of the Qtopia Environment.** ** This program 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; either version 2 of the License, or (at your** option) any later version.** ** A copy of the GNU GPL license version 2 is included in this package as ** LICENSE.GPL.**** This program 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.**** In addition, as a special exception Trolltech gives permission to link** the code of this program with Qtopia applications copyrighted, developed** and distributed by Trolltech under the terms of the Qtopia Personal Use** License Agreement. You must comply with the GNU General Public License** in all respects for all of the code used other than the applications** licensed under the Qtopia Personal Use License Agreement. If you modify** this file, you may extend this exception to your version of the file,** but you are not obligated to do so. If you do not wish to do so, delete** this exception statement from your version.** ** See http://www.trolltech.com/gpl/ for GPL licensing information.**** Contact info@trolltech.com if any conditions of this licensing are** not clear to you.************************************************************************/#include "codes.h" #include "bullet.h"#include "man.h"#include "helicopter.h"#include <qtopia/resource.h>#include <qtopia/qmath.h>int limit;int shotcount;int nobullets;Bullet::Bullet(QCanvas* canvas, double angle, int cannonx, int cannony) : QCanvasSprite(0, canvas), bang("collide01") // No tr{ QCanvasPixmapArray* bulletarray = new QCanvasPixmapArray(Resource::findPixmap("parashoot/bullet")); setSequence(bulletarray); if (nobullets < limit) { nobullets++; move(cannonx, cannony); dy = 0; dx = 0; show(); setXY(angle); setVelocity(-dx, -dy); bang.play(); } else return;}void Bullet::setXY(double angle){ double ang = angle; if ( (y() < 0) || (x() < 0) || (y() > canvas()->height()) || (x() > canvas()->width()) ) delete this; else { double radians = 0; radians = ang * 3.14159265/180; dx = (qCos(radians)) *7; dy = (qSin(radians)) *7; }}void Bullet::setLimit(int amount){ limit = amount;}void Bullet::setNobullets(int amount){ nobullets = amount;}void Bullet::checkCollision(){ QCanvasItem* item; QCanvasItemList l=collisions(FALSE); for (QCanvasItemList::Iterator it=l.begin(); it!=l.end(); ++it) { item = *it; if ( (item->rtti()== 1500) && (item->collidesWith(this)) ) { Man* deadman = (Man*)item; if (deadman->frame() != 5) return; deadman->done(); emit score(10); setShotCount(shotcount+1); setAnimated(false); nobullets--; delete this; return; } else if ( (item->rtti()==1900) && (item->collidesWith(this)) ) { Helicopter* deadchopper = (Helicopter*) item; deadchopper->done(); emit score(50); setAnimated(false); nobullets--; delete this; return; } } //check shot is not out of bounds if ( (y() < 0) || (x() < 0) || (y() > canvas()->height()) || ( x() > canvas()->width())) { setAnimated(false); nobullets--; delete this; return; }}void Bullet::advance(int phase){ QCanvasSprite::advance(phase); if (phase == 0) checkCollision();}int Bullet::getShotCount(){ return shotcount;} void Bullet::setShotCount(int amount){ shotcount = amount;}Bullet::~Bullet(){}int Bullet::rtti() const{ return bullet_rtti;}
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