Don't reward digging close w/ drill rocket. Doesn't offer much benefit. Reduce final bonus slightly to avoid using drill like bazooka. Better would be AI doing this for all weps based on count. Make main drill loop a little more efficient.
#include <QPainter>
#include <QPen>
#include "pixlabel.h"
PixLabel::PixLabel()
: QLabel(0)
{
}
void PixLabel::paintEvent(QPaintEvent * event)
{
QLabel::paintEvent(event);
QPainter p(this);
p.fillRect(QRect(0, 0, 1024, 512), QBrush(Qt::black));
if (rects.size())
{
p.setPen(QPen(Qt::lightGray));
QVector<QPoint> centers;
for(QList<QRect>::const_iterator it = rects.begin(); it != rects.end(); ++it)
centers.push_back((*it).center());
p.drawPolyline(QPolygon(centers));
p.setPen(QPen(Qt::white));
p.drawRects(rects.toVector());
p.setPen(QPen(Qt::yellow));
p.drawRect(rects.last());
}
}
void PixLabel::mousePressEvent(QMouseEvent * e)
{
if (!rects.empty())
{
if (e->button() == Qt::LeftButton)
rects[rects.size() - 1].moveTopLeft(QPoint(e->x(), e->y()));
else
if (e->button() == Qt::RightButton)
rects[rects.size() - 1].setBottomRight(QPoint(e->x(), e->y()));
repaint();
}
}
void PixLabel::AddRect()
{
rects.push_back(QRect(0, 0, 1, 1));
repaint();
}