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2 Commits
master ... E5

Author SHA1 Message Date
4e7fcd8705 Add move constructor/operator= 2024-09-11 17:29:35 +02:00
dd61f06a18 Abstract Unit class 2024-09-11 17:18:54 +02:00
6 changed files with 53 additions and 28 deletions

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@ -31,6 +31,39 @@ void GameState::clearUnits(){
units.clear(); units.clear();
} }
GameState &GameState::operator=(const GameState &other) {
if (this == &other)
return *this;
clearUnits();
for (const Unit *const unit : other.units)
units.push_back(unit->clone());
hero = other.hero;
return *this;
}
GameState::GameState(const GameState &other) : hero(other.hero) {
clearUnits();
for (const Unit *const unit : other.units)
units.push_back(unit->clone());
}
GameState &GameState::operator=(GameState &&other) noexcept {
if (this == &other)
return *this;
clearUnits();
hero = std::move(other.hero);
units = std::move(other.units);
other.units.clear();
return *this;
}
GameState::GameState(GameState &&other) noexcept : units(std::move(other.units)), hero(std::move(other.hero)) {
other.units.clear();
}
void GameState::draw(QGraphicsScene *scene) const { void GameState::draw(QGraphicsScene *scene) const {
scene->clear(); scene->clear();
hero.draw(scene); hero.draw(scene);
@ -67,23 +100,6 @@ void GameState::updateCrashes() {
} }
} }
GameState &GameState::operator=(const GameState &other) {
if (this == &other)
return *this;
clearUnits();
for (const Unit *const unit : other.units)
units.push_back(unit->clone());
hero = other.hero;
return *this;
}
GameState::GameState(const GameState &other) : hero(other.hero) {
clearUnits();
for (const Unit *const unit : other.units)
units.push_back(unit->clone());
}
int GameState::countToBeJunked() const { int GameState::countToBeJunked() const {
int numberDestroyed = 0; int numberDestroyed = 0;
for (const Unit *const unit: units) for (const Unit *const unit: units)

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@ -27,8 +27,14 @@ public:
~GameState(); ~GameState();
// Copy
GameState &operator=(const GameState &other); GameState &operator=(const GameState &other);
GameState(const GameState &other); GameState(const GameState &other);
// Move
GameState &operator=(GameState &&other) noexcept;
GameState(GameState &&other) noexcept;
/* /*
* Clear and redraw entire playing field * Clear and redraw entire playing field
*/ */

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@ -17,3 +17,7 @@ void Hero::draw(QGraphicsScene *scene) const {
Unit *Hero::clone() const { Unit *Hero::clone() const {
return new Hero(*this); return new Hero(*this);
} }
bool Hero::isAlive() const { return true; }
bool Hero::isToBeJunked() const { return false; }
void Hero::doCrash() {}

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@ -15,10 +15,12 @@ public:
Unit *clone() const override; Unit *clone() const override;
/* /*
* Draws this hero onto the given QGraphicsScene. * Draws this hero onto the given QGraphicsScene.
*/ */
void draw(QGraphicsScene *scene) const override; void draw(QGraphicsScene *scene) const override;
bool isAlive() const override;
bool isToBeJunked() const override;
void doCrash() override;
}; };
#endif // HERO_H #endif // HERO_H

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@ -59,7 +59,4 @@ void Unit::checkBounds() {
} }
// Default implementation // Default implementation
bool Unit::isAlive() const { return true; }
bool Unit::isToBeJunked() const { return false; }
void Unit::doCrash() {}
void Unit::draw(QGraphicsScene *) const {}

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@ -57,10 +57,10 @@ public:
*/ */
double distanceTo(const Unit& u) const; double distanceTo(const Unit& u) const;
virtual bool isAlive() const; virtual bool isAlive() const = 0;
virtual bool isToBeJunked() const; virtual bool isToBeJunked() const = 0;
virtual void doCrash(); virtual void doCrash() = 0;
virtual void draw(QGraphicsScene *scene) const; virtual void draw(QGraphicsScene *scene) const = 0;
private: private:
int x; // x position of this unit int x; // x position of this unit
int y; // y position of this unit int y; // y position of this unit