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Field.hpp
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Field.hpp
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#ifndef FIELD_HPP
#define FIELD_HPP
#include <QObject>
#include <QDebug>
class Checker;
class Vector2D;
class Field : public QObject
{
Q_OBJECT
Q_PROPERTY(int size READ size NOTIFY sizeChanged)
Q_PROPERTY(int chekersCount READ getChekersCount NOTIFY chekersCountChanged)
Q_PROPERTY(bool fieldReady READ isFieldReady NOTIFY fieldReadyChanged)
Q_PROPERTY(bool whiteTeamTurn READ whiteTeamTurn NOTIFY whiteTeamTurnChanged)
Q_PROPERTY(GameState gameState READ gameState NOTIFY gameStateChanged)
public:
enum GameState {
InGame,
WhiteWin,
BlackWin
};
Q_ENUM(GameState)
explicit Field(QObject *parent = 0);
int size() const { return m_h; }
int getChekersCount(){ return m_checkers.count(); }
bool isFieldReady() const { return m_fieldReady; }
bool whiteTeamTurn() const { return m_whiteTeamTurn; }
GameState gameState() const { return m_gameState; }
Q_INVOKABLE Checker* getChecker(int index){ return m_checkers[index]; }
protected:
Checker* checkerAt(int x, int y);
Checker* checkerAt(Vector2D vector);
void destroyChecker(Checker* ch);
void setGameState(GameState st);
void setWhiteTeamTurn(bool st);
signals:
void sizeChanged(int newSize);
void chekersCountChanged(int newCheckersCount);
void fieldReadyChanged(bool newState);
void whiteTeamTurnChanged(bool newState);
void gameStateChanged(GameState newGameState);
public slots:
bool isOnTurn();
void setActiveChecker(Checker *checker);
void makeTurn(int x, int y);
void dropSelection();
void changeCurrentSide();
void placeCheckers();
private slots:
void checkWin();
private:
int m_w;
int m_h;
bool m_fieldReady;
bool m_whiteTeamTurn;
bool m_cutMode;
QList<Checker*> m_checkers;
Checker *m_activeChecker;
GameState m_gameState;
};
#endif // FIELD_HPP