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authorEskil Abrahamsen Blomfeldt <eblomfel@trolltech.com>2009-05-05 12:50:56 (GMT)
committerEskil Abrahamsen Blomfeldt <eblomfel@trolltech.com>2009-05-05 12:50:56 (GMT)
commit6de0b13042f39b7570588eb5615cc1e16a71eced (patch)
tree237d819e02bf394b7ee00f4c9c356f1f254a2814 /examples/statemachine
parent8b4daee4bd6c6dd3da7b7e71b6c468059cf53ea0 (diff)
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Set collidedLine for the implicit walls around the scene to allow for collision
response.
Diffstat (limited to 'examples/statemachine')
-rw-r--r--examples/statemachine/errorstate/gameitem.cpp25
1 files changed, 21 insertions, 4 deletions
diff --git a/examples/statemachine/errorstate/gameitem.cpp b/examples/statemachine/errorstate/gameitem.cpp
index d286df4..1a2af71 100644
--- a/examples/statemachine/errorstate/gameitem.cpp
+++ b/examples/statemachine/errorstate/gameitem.cpp
@@ -1,6 +1,7 @@
#include "gameitem.h"
#include <QGraphicsScene>
+#include <QDebug>
GameItem::GameItem(QObject *parent) : QObject(parent)
{
@@ -56,15 +57,31 @@ QPointF GameItem::tryMove(const QPointF &requestedPosition, QLineF *collidedLine
}
}
+
// Don't go outside of map
- if (nextPoint.x() < sceneRect.left())
+ if (nextPoint.x() < sceneRect.left()) {
nextPoint.rx() = sceneRect.left();
- if (nextPoint.x() > sceneRect.right())
+ if (collidedLine != 0)
+ *collidedLine = QLineF(scene()->sceneRect().topLeft(), scene()->sceneRect().bottomLeft());
+ }
+
+ if (nextPoint.x() > sceneRect.right()) {
nextPoint.rx() = sceneRect.right();
- if (nextPoint.y() < sceneRect.top())
+ if (collidedLine != 0)
+ *collidedLine = QLineF(scene()->sceneRect().topRight(), scene()->sceneRect().bottomRight());
+ }
+
+ if (nextPoint.y() < sceneRect.top()) {
nextPoint.ry() = sceneRect.top();
- if (nextPoint.y() > sceneRect.bottom())
+ if (collidedLine != 0)
+ *collidedLine = QLineF(scene()->sceneRect().topLeft(), scene()->sceneRect().topRight());
+ }
+
+ if (nextPoint.y() > sceneRect.bottom()) {
nextPoint.ry() = sceneRect.bottom();
+ if (collidedLine != 0)
+ *collidedLine = QLineF(scene()->sceneRect().bottomLeft(), scene()->sceneRect().bottomRight());
+ }
return nextPoint;
}