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gameitem.cpp
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#include "gameitem.h"
#include "gamestock.h"
#include "scaler.h"
QMap<int,int> GameItem::itemsCount;
GameItem::GameItem(quint8 id) :
myId(id),
myState(IdleState),
myXoff(0), myYoff(0),
myDx(0), myDy(0),
myOpacity(1)
{
itemsCount[id] = itemsCount[id]+1;
}
GameItem::~GameItem()
{
if (itemsCount[myId] > 0)
itemsCount[myId] = itemsCount[myId]-1;
}
void GameItem::idle()
{
myState = IdleState;
setOpacity(1);
myXoff = myYoff = 0;
myDx = myDy = 0;
}
void GameItem::die()
{
myState = DyingState;
setOpacity(1);
myCount = 0;
}
void GameItem::scheduleDeath()
{
myState = NotAliveState;
}
void GameItem::born()
{
myState = BornState;
setOpacity(0);
myCount = 5;
}
void GameItem::fall(int dx, int dy)
{
myState = FallingState;
setOpacity(1);
myDx = dx;
myDy = dy;
myXoff = myYoff = 0;
myCount = 5;
}
void GameItem::select()
{
myState = SelectedState;
setOpacity(1);
myCount = 10;
}
void GameItem::advance()
{
switch (myState)
{
case DyingState:
myOpacity -= 0.2;
break;
case FallingState:
if (!--myCount)
idle();
else
{
myXoff = DX(-11)*myDx*myCount;
myYoff = DY(-11)*myDy*myCount;
}
break;
case BornState:
myOpacity += 0.2;
if (!--myCount)
idle();
break;
case SelectedState:
myOpacity -= 0.05;
if (!--myCount)
{
myOpacity = 1;
myCount = 10;
}
break;
default: ;
}
}
const QPixmap& GameItem::itemPixmap(int id)
{
switch (id)
{
case ITEM_JOCKER:
return gameStock->ItemJocker;
case ITEM_FALLER:
return gameStock->ItemFaller;
default:;
}
return gameStock->Items.at(id);
}
void GameItem::draw(QPainter &p, int x, int y)
{
p.setOpacity(myOpacity);
p.drawPixmap(x + myXoff, y + myYoff, itemPixmap(myId));
}