Fix bee targeting fail across wrap world edge
Previously, the bee always aimed for the light area, no matter where you actually put the target. It also got confused whenever it flew across the wrap world edge.
How the bee works now:
1) The placed bee target is *not* recalculated when it was placed in the "gray" part of the wrap world edge. This allows for more fine-tuning.
1a) Place target in light area: bee aims for target light area
1b) Place target in gray area: bee aims for target, but flies to gray area first
2) Bee target is recalculated whenever bee passes the wrap world edge.
#ifndef GAMEVIEW_H
#define GAMEVIEW_H
#include <QQuickItem>
#include <QPointer>
#include <QScopedPointer>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/QOpenGLShaderProgram>
#include "engine_instance.h"
class GameViewRenderer : public QObject, protected QOpenGLFunctions {
Q_OBJECT
public:
GameViewRenderer();
~GameViewRenderer();
void tick(quint32 delta);
void setViewportSize(const QSize& size);
void setEngineInstance(EngineInstance* engineInstance);
public slots:
void paint();
private:
quint32 m_delta;
QPointer<EngineInstance> m_engineInstance;
};
class GameView : public QQuickItem {
Q_OBJECT
Q_PROPERTY(EngineInstance* engineInstance READ engineInstance WRITE
setEngineInstance NOTIFY engineInstanceChanged)
public:
GameView();
Q_INVOKABLE void tick(quint32 delta);
EngineInstance* engineInstance() const;
signals:
void engineInstanceChanged(EngineInstance* engineInstance);
public slots:
void sync();
void cleanup();
void setEngineInstance(EngineInstance* engineInstance);
private slots:
void handleWindowChanged(QQuickWindow* win);
private:
quint32 m_delta;
QScopedPointer<GameViewRenderer> m_renderer;
bool m_windowChanged;
qint32 m_centerX;
qint32 m_centerY;
QPointer<EngineInstance> m_engineInstance;
};
#endif // GAMEVIEW_H