author | nemo |
Mon, 01 Aug 2011 13:29:01 -0400 | |
changeset 5489 | f7ec6e5ad054 |
parent 5113 | d92b58d100ae |
permissions | -rw-r--r-- |
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/* |
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* Hedgewars, a free turn based strategy game |
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* Copyright (c) 2009 Kristian Lehmann <email@thexception.net> |
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* Copyright (c) 2009-2011 Andrey Korotaev <unC0Rr@gmail.com> |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; version 2 of the License |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
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*/ |
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#include "bgwidget.h" |
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SpritePosition::SpritePosition(QWidget * parent, int sh) |
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{ |
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wParent = parent; |
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iSpriteHeight = sh; |
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reset(); |
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} |
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SpritePosition::~SpritePosition() |
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{ |
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} |
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void SpritePosition::move() |
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{ |
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fX += fXMov; |
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fY += fYMov; |
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iAngle += 4; |
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if (iAngle >= 360) iAngle = 0; |
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if (fY > wParent->height()) reset(); |
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} |
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void SpritePosition::reset() |
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{ |
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fY = -1 * iSpriteHeight; |
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fX = (qrand() % ((int)(wParent->width() * 1.5))) - wParent->width()/2; |
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fYMov = ((qrand() % 400)+300) / 100.0f; |
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background stars won't go all in the same direction anymore
Jonathan@Jonathan-PC.fritz.box
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fXMov = fYMov * 0.2f+((qrand()%100)/100.0f * 0.6f); //so between 0.2 and 0.6, or 0.5 +/- 0.3 |
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iAngle = qrand() % 360; |
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} |
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QPoint SpritePosition::pos() |
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{ |
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return QPoint((int)fX,(int)fY); |
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} |
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int SpritePosition::getAngle() |
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{ |
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return iAngle; |
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} |
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void SpritePosition::init() |
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{ |
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fY = qrand() % (wParent->height() + 1); |
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fX = qrand() % (wParent->width() + 1); |
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} |
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BGWidget::BGWidget(QWidget * parent) : QWidget(parent) |
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{ |
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Still trying to improve perf of stars - this seems to help a little bit
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setAttribute(Qt::WA_NoSystemBackground, true); |
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sprite.load(":/res/Star.png"); |
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setAutoFillBackground(false); |
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for (int i = 0; i < SPRITE_MAX; i++) spritePositions[i] = new SpritePosition(this, sprite.height()); |
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for (int i = 0; i < 360; i++) |
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{ |
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rotatedSprites[i] = new QImage(sprite.width(), sprite.height(), QImage::Format_ARGB32); |
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rotatedSprites[i]->fill(0); |
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QPoint translate(sprite.width()/2, sprite.height()/2); |
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QPainter p; |
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p.begin(rotatedSprites[i]); |
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// p.setRenderHint(QPainter::Antialiasing); |
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p.setRenderHint(QPainter::SmoothPixmapTransform); |
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p.translate(translate.x(), translate.y()); |
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p.rotate(i); |
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p.translate(-1*translate.x(), -1*translate.y()); |
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p.drawImage(0, 0, sprite); |
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} |
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timerAnimation = new QTimer(); |
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connect(timerAnimation, SIGNAL(timeout()), this, SLOT(animate())); |
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timerAnimation->setInterval(ANIMATION_INTERVAL); |
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} |
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BGWidget::~BGWidget() |
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{ |
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for (int i = 0; i < SPRITE_MAX; i++) delete spritePositions[i]; |
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for (int i = 0; i < 360; i++) delete rotatedSprites[i]; |
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delete timerAnimation; |
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} |
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void BGWidget::paintEvent(QPaintEvent *event) |
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{ |
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Q_UNUSED(event); |
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QPainter p; |
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p.begin(this); |
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//p.setRenderHint(QPainter::Antialiasing); |
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for (int i = 0; i < SPRITE_MAX; i++) |
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{ |
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QPoint point = spritePositions[i]->pos(); |
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p.drawImage(point.x(), point.y(), *rotatedSprites[spritePositions[i]->getAngle()]); |
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} |
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p.end(); |
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} |
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void BGWidget::animate() |
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{ |
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for (int i = 0; i < SPRITE_MAX; i++) |
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{ |
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update only the stars - cuts CPU useage in half on my machine
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// bottom edge of star *seems* clipped, but in fact, if I switch to just plain old repaint()/update() it is still clipped - artifact of transform? As for 5, is arbitrary number. 4 was noticeably clipping, 5 seemed same as update() - I assume extra room is due to rotation and value really should be calculated proportional to width/height |
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update(spritePositions[i]->pos().x(),spritePositions[i]->pos().y(), sprite.width()+5, sprite.height()+5); |
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spritePositions[i]->move(); |
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} |
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} |
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void BGWidget::startAnimation() |
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{ |
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timerAnimation->start(); |
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} |
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void BGWidget::stopAnimation() |
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{ |
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timerAnimation->stop(); |
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} |
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void BGWidget::init() |
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{ |
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for (int i = 0; i < SPRITE_MAX; i++) spritePositions[i]->init(); |
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} |