/*
 *  Copyright 2006-2009  Parker Coates <coates@kde.org>
 *
 *  This file is part of Killbots.
 *
 *  Killbots 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, either version 2 of the License, or
 *  (at your option) any later version.
 *
 *  Killbots 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 Killbots. If not, see <http://www.gnu.org/licenses/>.
 */

#include "sprite.h"

#include "renderer.h"

#include <QtGui/QPainter>


Killbots::Sprite::Sprite()
  : KGameRenderedItem( Renderer::self(), QString() )
{
	setShapeMode( QGraphicsPixmapItem::BoundingRectShape );
	setTransformationMode( Qt::FastTransformation );
}


Killbots::Sprite::~Sprite()
{
}


Killbots::SpriteType Killbots::Sprite::spriteType() const
{
	return m_type;
}


void Killbots::Sprite::setSpriteType( Killbots::SpriteType type )
{
	Q_ASSERT( type != NoSprite );

	m_type = type;

	switch ( m_type )
	{
	case Hero :
		setSpriteKey( "hero" );
		break;
	case Robot :
		setSpriteKey( "enemy" );
		break;
	case Fastbot :
		setSpriteKey( "fastenemy" );
		break;
	case Junkheap :
		setSpriteKey( "junkheap" );
		break;
	default :
		break;
	}
}


void Killbots::Sprite::enqueueGridPos( QPoint position )
{
	m_gridPositions << position;
}


QPoint Killbots::Sprite::currentGridPos() const
{
	return m_gridPositions.first();
}


QPoint Killbots::Sprite::nextGridPos() const
{
	Q_ASSERT( m_gridPositions.size() > 1 );
	return m_gridPositions.at( 1 );
}


QPoint Killbots::Sprite::gridPos() const
{
	return m_gridPositions.last();
}


void Killbots::Sprite::advanceGridPosQueue()
{
	if ( m_gridPositions.size() > 1 )
		m_gridPositions.removeFirst();
}


int Killbots::Sprite::type() const
{
	return Type;
}


void Killbots::Sprite::receivePixmap( const QPixmap & pixmap )
{
	KGameRenderedItem::receivePixmap( pixmap );
	setOffset( -0.5 * QPointF( pixmap.width(), pixmap.height() ) );
}

