KGameComputerIO Class Reference
#include <kgameio.h>
Inheritance diagram for KGameComputerIO:

Detailed Description
KGameIO variant for real-time games.The KGameComputerIO class. It is used to create a LOCAL computer player and communicate transparently with it. Question: Is this needed or is it overwritten anyway for a real game?
You most probably don't want to use this if you want to design a turn based game/player. You'll rather use KGameIO directly, i.e. subclass it yourself. You just need to use KGameIO::signalPrepareTurn and/or KGameIO::notifyTurn there.
This is rather meant to be of use in real time games.
Definition at line 477 of file kgameio.h.
Public Slots | |
virtual void | advance () |
Signals | |
void | signalReaction () |
Public Member Functions | |
KGameComputerIO () | |
KGameComputerIO (KPlayer *player) | |
~KGameComputerIO () | |
int | rtti () const |
void | setReactionPeriod (int advanceCalls) |
int | reactionPeriod () const |
void | setAdvancePeriod (int ms) |
void | stopAdvancePeriod () |
void | pause (int calls=-1) |
void | unpause () |
Protected Member Functions | |
virtual void | reaction () |
Constructor & Destructor Documentation
KGameComputerIO::KGameComputerIO | ( | ) |
Member Function Documentation
int KGameComputerIO::rtti | ( | ) | const [virtual] |
Run time idendification.
Predefined values are from IOMode You MUST overwrite this in derived classes!
- Returns:
- rtti value
Implements KGameIO.
Definition at line 473 of file kgameio.cpp.
void KGameComputerIO::setReactionPeriod | ( | int | advanceCalls | ) |
The number of advance calls until the player (or rather: the IO) does something (default: 1).
Definition at line 478 of file kgameio.cpp.
void KGameComputerIO::setAdvancePeriod | ( | int | ms | ) |
Start a QTimer which calls advance every ms
milli seconds.
Definition at line 488 of file kgameio.cpp.
void KGameComputerIO::pause | ( | int | calls = -1 |
) |
Ignore calls number of advance calls.
if calls is -1 then all following advance calls are ignored until unpause is called.
This simply prevents the internal advance counter to be increased.
You may want to use this to emulate a "thinking" computer player. Note that this means if you increase the advance period (see setAdvancePeriod), i.e. if you change the speed of your game, your computer player thinks "faster".
- Parameters:
-
calls Number of advance calls to be ignored
Definition at line 505 of file kgameio.cpp.
void KGameComputerIO::unpause | ( | ) |
Equivalent to pause(0).
Immediately continue to increase the internal advance counter.
Definition at line 510 of file kgameio.cpp.
void KGameComputerIO::advance | ( | ) | [virtual, slot] |
Works kind of similar to QCanvas::advance.
Increase the internal advance counter. If reactionPeriod
is reached the counter is set back to 0 and signalReaction is emitted. This is when the player is meant to do something (move its units or so).
This is very useful if you use QCanvas as you can use this in your QCanvas::advance call. The advantage is that if you change the speed of the game (i.e. change QCanvas::setAdvancePeriod) the computer player gets slower as well.
If you don't use QCanvas you can use setAdvancePeriod to get the same result. Alternatively you can just use a QTimer.
Definition at line 515 of file kgameio.cpp.
void KGameComputerIO::signalReaction | ( | ) | [signal] |
This signal is emitted when your computer player is meant to do something, or better is meant to be allowed to do something.
void KGameComputerIO::reaction | ( | ) | [protected, virtual] |
The documentation for this class was generated from the following files: