suggestion of mikade's - delete old mines if the collision array shows signs of filling up. This is kind of an edge case, esp now that array is up to 1024, but should prevent (easiest) way to crash by collision array overflow (endless mines/minestrikes).
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2009 Kristian Lehmann <email@thexception.net>
* Copyright (c) 2009-2011 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program 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 2 of the License
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#ifndef BGWIDGET_H
#define BGWIDGET_H
#include <QWidget>
//#include <QGLWidget>
#include <QPainter>
#include <QTimer>
#include <QPaintEvent>
#include <QTime>
#include <QPoint>
#define SPRITE_MAX 12
#define ANIMATION_INTERVAL 40
class SpritePosition
{
public:
SpritePosition(QWidget * parent, int sh);
~SpritePosition();
private:
float fX;
float fY;
float fXMov;
float fYMov;
int iAngle;
QWidget * wParent;
int iSpriteHeight;
public:
void move();
void reset();
QPoint pos();
int getAngle();
void init();
};
class BGWidget : public QWidget
{
Q_OBJECT
public:
BGWidget(QWidget * parent);
~BGWidget();
void startAnimation();
void stopAnimation();
void init();
private:
QImage sprite;
QTimer * timerAnimation;
SpritePosition * spritePositions[SPRITE_MAX];
QImage * rotatedSprites[360];
protected:
void paintEvent(QPaintEvent * event);
private slots:
void animate();
};
#endif // BGWIDGET_H