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main_game_window.cpp
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main_game_window.cpp
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#include <QDebug>
#include <QSound>
#include <QAction>
#include <QMessageBox>
#include <QPainter>
#include <QLine>
#include "main_game_window.h"
#include "ui_main_game_window.h"
// --------- 全局变量 --------- //
const int kIconSize = 36;
const int kTopMargin = 70;
const int kLeftMargin = 50;
const QString kIconReleasedStyle = "";
const QString kIconClickedStyle = "background-color: rgba(255, 255, 12, 161)";
const QString kIconHintStyle = "background-color: rgba(255, 0, 0, 255)";
const int kGameTimeTotal = 5 * 60 * 1000; // 总时间
const int kGameTimerInterval = 300;
const int kLinkTimerDelay = 700;
// -------------------------- //
// 游戏主界面
MainGameWindow::MainGameWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainGameWindow),
preIcon(NULL),
curIcon(NULL)
{
ui->setupUi(this);
// 重载eventfilter安装到当前window(其实如果不适用ui文件的话直接可以在window的paintevent里面画)
ui->centralWidget->installEventFilter(this);
// setFixedSize(kLeftMargin * 2 + (kIconMargin + kIconSize) * MAX_COL, kTopMargin + (kIconMargin + kIconSize) * MAX_ROW);
// 选关信号槽
connect(ui->actionBasic, SIGNAL(triggered(bool)), this, SLOT(createGameWithLevel()));
connect(ui->actionMedium, SIGNAL(triggered(bool)), this, SLOT(createGameWithLevel()));
connect(ui->actionHard, SIGNAL(triggered(bool)), this, SLOT(createGameWithLevel()));
// 初始化游戏
initGame(BASIC);
}
MainGameWindow::~MainGameWindow()
{
if (game)
delete game;
delete ui;
}
void MainGameWindow::initGame(GameLevel level)
{
// 启动游戏
game = new GameModel;
game->startGame(level);
// 添加button
for(int i = 0; i < MAX_ROW * MAX_COL; i++)
{
imageButton[i] = new IconButton(this);
imageButton[i]->setGeometry(kLeftMargin + (i % MAX_COL) * kIconSize, kTopMargin + (i / MAX_COL) * kIconSize, kIconSize, kIconSize);
// 设置索引
imageButton[i]->xID = i % MAX_COL;
imageButton[i]->yID = i / MAX_COL;
imageButton[i]->show();
if (game->getGameMap()[i])
{
// 有方块就设置图片
QPixmap iconPix;
QString fileString;
fileString.sprintf(":/res/image/%d.png", game->getGameMap()[i]);
iconPix.load(fileString);
QIcon icon(iconPix);
imageButton[i]->setIcon(icon);
imageButton[i]->setIconSize(QSize(kIconSize, kIconSize));
// 添加按下的信号槽
connect(imageButton[i], SIGNAL(pressed()), this, SLOT(onIconButtonPressed()));
}
else
imageButton[i]->hide();
}
// 进度条
ui->timeBar->setMaximum(kGameTimeTotal);
ui->timeBar->setMinimum(0);
ui->timeBar->setValue(kGameTimeTotal);
// 游戏计时器
gameTimer = new QTimer(this);
connect(gameTimer, SIGNAL(timeout()), this, SLOT(gameTimerEvent()));
gameTimer->start(kGameTimerInterval);
// 连接状态值
isLinking = false;
// 播放背景音乐(QMediaPlayer只能播放绝对路径文件),确保res文件在程序执行文件目录里而不是开发目录
audioPlayer = new QMediaPlayer(this);
QString curDir = QCoreApplication::applicationDirPath(); // 这个api获取路径在不同系统下不一样,mac 下需要截取路径
QStringList sections = curDir.split(QRegExp("[/]"));
QString musicPath;
for (int i = 0; i < sections.size() - 3; i++)
musicPath += sections[i] + "/";
audioPlayer->setMedia(QUrl::fromLocalFile(musicPath + "res/sound/backgrand.mp3"));
audioPlayer->play();
}
void MainGameWindow::onIconButtonPressed()
{
// 如果当前有方块在连接,不能点击方块
// 因为涉及到多线,可能还要维护队列,有点复杂,就先这么简单处理一下
if (isLinking)
{
// 播放音效
QSound::play(":/res/sound/release.wav");
return;
}
// 记录当前点击的icon
curIcon = dynamic_cast<IconButton *>(sender());
if(!preIcon)
{
// 播放音效
QSound::play(":/res/sound/select.wav");
// 如果单击一个icon
curIcon->setStyleSheet(kIconClickedStyle);
preIcon = curIcon;
}
else
{
if(curIcon != preIcon)
{
// 如果不是同一个button就都标记,尝试连接
curIcon->setStyleSheet(kIconClickedStyle);
if(game->linkTwoTiles(preIcon->xID, preIcon->yID, curIcon->xID, curIcon->yID))
{
// 锁住当前状态
isLinking = true;
// 播放音效
QSound::play(":/res/sound/pair.wav");
// 重绘
update();
// 延迟后实现连接效果
QTimer::singleShot(kLinkTimerDelay, this, SLOT(handleLinkEffect()));
// 每次检查一下是否僵局
if (game->isFrozen())
QMessageBox::information(this, "oops", "dead game");
// 检查是否胜利
if (game->isWin())
QMessageBox::information(this, "great", "you win");
int *hints = game->getHint();
}
else
{
// 播放音效
QSound::play(":/res/sound/release.wav");
// 消除失败,恢复
preIcon->setStyleSheet(kIconReleasedStyle);
curIcon->setStyleSheet(kIconReleasedStyle);
// 指针置空,用于下次点击判断
preIcon = NULL;
curIcon = NULL;
}
}
else if(curIcon == preIcon)
{
// 播放音效
QSound::play(":/res/sound/release.wav");
preIcon->setStyleSheet(kIconReleasedStyle);
curIcon->setStyleSheet(kIconReleasedStyle);
preIcon = NULL;
curIcon = NULL;
}
}
}
void MainGameWindow::handleLinkEffect()
{
// 消除成功,隐藏掉,并析构
game->paintPoints.clear();
preIcon->hide();
curIcon->hide();
preIcon = NULL;
curIcon = NULL;
// 重绘
update();
// 恢复状态
isLinking = false;
}
bool MainGameWindow::eventFilter(QObject *watched, QEvent *event)
{
// 重绘时会调用,可以手动调用
if (event->type() == QEvent::Paint)
{
QPainter painter(ui->centralWidget);
QPen pen;
QColor color(rand() % 256, rand() % 256, rand() % 256);
pen.setColor(color);
pen.setWidth(5);
painter.setPen(pen);
QString str;
for (int i = 0; i < game->paintPoints.size(); i++)
{
PaintPoint p = game->paintPoints[i];
str += "x:" + QString::number(p.x) + "y:" + QString::number(p.y) + "->";
}
// qDebug() << str;
// 连接各点画线(注,qt中用标砖vector的size好像有点问题,需要类型转换,否则溢出)
for (int i = 0; i < int(game->paintPoints.size()) - 1; i++)
{
PaintPoint p1 = game->paintPoints[i];
PaintPoint p2 = game->paintPoints[i + 1];
// 拿到各button的坐标,注意边缘点坐标
QPoint btn_pos1;
QPoint btn_pos2;
// p1
if (p1.x == -1)
{
btn_pos1 = imageButton[p1.y * MAX_COL + 0]->pos();
btn_pos1 = QPoint(btn_pos1.x() - kIconSize, btn_pos1.y());
}
else if (p1.x == MAX_COL)
{
btn_pos1 = imageButton[p1.y * MAX_COL + MAX_COL - 1]->pos();
btn_pos1 = QPoint(btn_pos1.x() + kIconSize, btn_pos1.y());
}
else if (p1.y == -1)
{
btn_pos1 = imageButton[0 + p1.x]->pos();
btn_pos1 = QPoint(btn_pos1.x(), btn_pos1.y() - kIconSize);
}
else if (p1.y == MAX_ROW)
{
btn_pos1 = imageButton[(MAX_ROW - 1) * MAX_COL + p1.x]->pos();
btn_pos1 = QPoint(btn_pos1.x(), btn_pos1.y() + kIconSize);
}
else
btn_pos1 = imageButton[p1.y * MAX_COL + p1.x]->pos();
// p2
if (p2.x == -1)
{
btn_pos2 = imageButton[p2.y * MAX_COL + 0]->pos();
btn_pos2 = QPoint(btn_pos2.x() - kIconSize, btn_pos2.y());
}
else if (p2.x == MAX_COL)
{
btn_pos2 = imageButton[p2.y * MAX_COL + MAX_COL - 1]->pos();
btn_pos2 = QPoint(btn_pos2.x() + kIconSize, btn_pos2.y());
}
else if (p2.y == -1)
{
btn_pos2 = imageButton[0 + p2.x]->pos();
btn_pos2 = QPoint(btn_pos2.x(), btn_pos2.y() - kIconSize);
}
else if (p2.y == MAX_ROW)
{
btn_pos2 = imageButton[(MAX_ROW - 1) * MAX_COL + p2.x]->pos();
btn_pos2 = QPoint(btn_pos2.x(), btn_pos2.y() + kIconSize);
}
else
btn_pos2 = imageButton[p2.y * MAX_COL + p2.x]->pos();
// 中心点
QPoint pos1(btn_pos1.x() + kIconSize / 2, btn_pos1.y() + kIconSize / 2);
QPoint pos2(btn_pos2.x() + kIconSize / 2, btn_pos2.y() + kIconSize / 2);
painter.drawLine(pos1, pos2);
}
return true;
}
else
return QMainWindow::eventFilter(watched, event);
}
void MainGameWindow::gameTimerEvent()
{
// 进度条计时效果
if(ui->timeBar->value() == 0)
{
gameTimer->stop();
QMessageBox::information(this, "game over", "play again>_<");
}
else
{
ui->timeBar->setValue(ui->timeBar->value() - kGameTimerInterval);
}
}
// 提示
void MainGameWindow::on_hintBtn_clicked()
{
// 初始时不能获得提示
for (int i = 0; i < 4;i++)
if (game->getHint()[i] == -1)
return;
int srcX = game->getHint()[0];
int srcY = game->getHint()[1];
int dstX = game->getHint()[2];
int dstY = game->getHint()[3];
IconButton *srcIcon = imageButton[srcY * MAX_COL + srcX];
IconButton *dstIcon = imageButton[dstY * MAX_COL + dstX];
srcIcon->setStyleSheet(kIconHintStyle);
dstIcon->setStyleSheet(kIconHintStyle);
}
void MainGameWindow::on_robot_btn_clicked()
{
// 初始时不能自动玩
for (int i = 0; i < 4;i++)
if (game->getHint()[i] == -1)
return;
while (game->gameStatus == PLAYING)
{
// 连接生成提示
int srcX = game->getHint()[0];
int srcY = game->getHint()[1];
int dstX = game->getHint()[2];
int dstY = game->getHint()[3];
if(game->linkTwoTiles(srcX, srcY, dstX, dstY))
{
// 播放音效
// QSound::play(":/res/sound/pair.wav");
// 消除成功,隐藏掉
IconButton *icon1 = imageButton[srcY * MAX_COL + srcX];
IconButton *icon2 = imageButton[dstY * MAX_COL + dstX];
icon1->hide();
icon2->hide();
game->paintPoints.clear();
// 重绘
update();
// 检查是否胜利
if (game->isWin())
QMessageBox::information(this, "great", "you win");
// 每次检查一下是否僵局
if (game->isFrozen() && game->gameStatus == PLAYING)
QMessageBox::information(this, "oops", "dead game");
int *hints = game->getHint();
}
}
}
void MainGameWindow::createGameWithLevel()
{
// 先析构之前的
if (game)
{
delete game;
for (int i = 0;i < MAX_ROW * MAX_COL; i++)
{
if (imageButton[i])
delete imageButton[i];
}
}
// 停止音乐
audioPlayer->stop();
// 重绘
update();
QAction *actionSender = (QAction *)dynamic_cast<QAction *>(sender());
if (actionSender == ui->actionBasic)
{
initGame(BASIC);
}
else if (actionSender == ui->actionMedium)
{
initGame(MEDIUM);
}
else if (actionSender == ui->actionHard)
{
initGame(HARD);
}
}