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monster.h
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* *
* Copyright (C) 2015 Simon Stuerz <stuerz.simon@gmail.com> *
* *
* This file is part of Monster Wars. *
* *
* Monster Wars 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, version 3 of the License. *
* *
* Monster Wars 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. *
* *
* You should have received a copy of the GNU General Public License *
* along with Monster Wars. If not, see <http://www.gnu.org/licenses/>. *
* *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
#ifndef MONSTER_H
#define MONSTER_H
#include <QObject>
#include <QDebug>
#include <QPoint>
#include <QColor>
#include "attackpillow.h"
class GameEngine;
class Player;
class Node;
class Monster : public QObject
{
Q_OBJECT
Q_PROPERTY(int id READ id CONSTANT)
Q_PROPERTY(QString colorString READ colorString NOTIFY colorStringChanged)
Q_PROPERTY(QString monsterTypeString READ monsterTypeString CONSTANT)
Q_PROPERTY(int size READ size NOTIFY sizeChanged)
Q_PROPERTY(int value READ value NOTIFY valueChanged)
Q_PROPERTY(QPoint position READ position WRITE setPosition NOTIFY positionChanged)
Q_PROPERTY(bool selected READ selected NOTIFY selectedChanged)
public:
enum MonsterType{
MonsterTypeNormal,
MonsterTypeStrength,
MonsterTypeReproduction,
MonsterTypeDefense,
MonsterTypeSpeed
};
explicit Monster(GameEngine *engine,
MonsterType monsterType = MonsterTypeNormal,
int id = -1,
int startValue = 0,
QPoint position = QPoint(),
QString colorString = "white",
QObject *parent = 0);
Monster(GameEngine* engine, int startValue);
void setMonsterType(const MonsterType &monsterType);
bool setMonsterType(const QString &monsterType);
MonsterType monsterType() const;
QString monsterTypeString() const;
void setPlayer(Player* player);
Player *player() const;
void setId(const int &id);
int id() const;
int value() const;
int size() const;
void setSize(const int &size);
void setPosition(const QPoint &position);
QPoint position() const;
void setColorString(const QString &colorString);
QString colorString() const;
void select(const bool &selected);
bool selected() const;
int split();
void impact(AttackPillow *attackPillow);
private:
GameEngine *m_engine;
MonsterType m_monsterType;
QString m_monsterTypeString;
int m_id;
int m_value;
int m_size;
int m_maxValue;
QPoint m_position;
QString m_colorString;
Player *m_player;
bool m_selected;
int m_tickCounter;
QString monsterTypeToString(MonsterType monsterType);
signals:
void valueChanged();
void sizeChanged();
void positionChanged();
void colorStringChanged();
void selectedChanged();
void playerChanged();
void impact();
public slots:
void tick();
};
#endif // MONSTER_H