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#include "gameitem.h"
#include <QGraphicsScene>
GameItem::GameItem(QObject *parent) : QObject(parent)
{
}
QPointF GameItem::tryMove(const QPointF &requestedPosition, QLineF *collidedLine,
QGraphicsItem **collidedItem) const
{
QLineF movementPath(pos(), requestedPosition);
qreal cannonLength = 0.0;
{
QPointF p1 = boundingRect().center();
QPointF p2 = QPointF(boundingRect().right() + 10.0, p1.y());
cannonLength = QLineF(mapToScene(p1), mapToScene(p2)).length();
}
movementPath.setLength(movementPath.length() + cannonLength);
QRectF boundingRectPath(QPointF(qMin(movementPath.x1(), movementPath.x2()), qMin(movementPath.y1(), movementPath.y2())),
QPointF(qMax(movementPath.x1(), movementPath.x2()), qMax(movementPath.y1(), movementPath.y2())));
QList<QGraphicsItem *> itemsInRect = scene()->items(boundingRectPath, Qt::IntersectsItemBoundingRect);
QPointF nextPoint = requestedPosition;
QRectF sceneRect = scene()->sceneRect();
foreach (QGraphicsItem *item, itemsInRect) {
if (item == static_cast<const QGraphicsItem *>(this))
continue;
QPolygonF mappedBoundingRect = item->mapToScene(item->boundingRect());
for (int i=0; i<mappedBoundingRect.size(); ++i) {
QPointF p1 = mappedBoundingRect.at(i == 0 ? mappedBoundingRect.size()-1 : i-1);
QPointF p2 = mappedBoundingRect.at(i);
QLineF rectLine(p1, p2);
QPointF intersectionPoint;
QLineF::IntersectType intersectType = movementPath.intersect(rectLine, &intersectionPoint);
if (intersectType == QLineF::BoundedIntersection) {
movementPath.setP2(intersectionPoint);
movementPath.setLength(movementPath.length() - cannonLength);
nextPoint = movementPath.p2();
if (collidedLine != 0)
*collidedLine = rectLine;
if (collidedItem != 0)
*collidedItem = item;
}
}
}
// Don't go outside of map
if (nextPoint.x() < sceneRect.left())
nextPoint.rx() = sceneRect.left();
if (nextPoint.x() > sceneRect.right())
nextPoint.rx() = sceneRect.right();
if (nextPoint.y() < sceneRect.top())
nextPoint.ry() = sceneRect.top();
if (nextPoint.y() > sceneRect.bottom())
nextPoint.ry() = sceneRect.bottom();
return nextPoint;
}
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