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widget.cpp
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widget.cpp
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#include "widget.h"
#include "ui_widget.h"
#include "player.h"
#include "menu.h"
using namespace std;
extern Player* player1, * player2;
// 字体格式
QString strStyle = "QLabel{"
"font-family: \"Microsoft YaHei\";"
"font-size: 24px;"
"color: black;"
"}";
//
// Widget的构造函数,继承自QWidget类,mod,total,wid,len,num,timeP,ui界面为参数
// 变量分别代表:模式,时间上限,地图宽,长,方块种类数,道具掉落时间间隔
//
Widget::Widget(QWidget* parent, int mod, int total, int wid, int len, int num, int timeP)
: QWidget(parent)
, mode(mod), totalTime(total), width(wid), length(len), numBox(num), timeProp(timeP), ui(new Ui::Widget)
{
ui->setupUi(this);
newGame();
}
//
// Widget的析构函数
//
Widget::~Widget()
{
delete ui;
for (int i = 0; i < width + roadWidth * 2; i++) {
delete map[i];
delete mapProp[i];
delete icons[i];
}
delete timer;
delete timerTime;
delete timerDrop;
delete achieve;
delete play;
}
//
// newGame开启新游戏
//
void Widget::newGame()
{
// 初始化(各参数含义见.h文件)
boxLength = 80;
roadWidth = 2;
restTime = totalTime;
numProp = timerHint = timerFlash = layer = typeChallege = typeHelp = 0;
hinting = changeHint = flashing = pausing = changeFlag = winning = false;
hint1 = hint2 = QPoint(0, 0);
player1->pace = boxLength / 2;
player1->roleLength = boxLength / 2;
suitForScreen();
player1->number = 1;
// 不知道为什么播放器第一次播放时会有延迟,所以在初始化的时候就先播放一次
play = new QMediaPlayer;
play->setMedia(QUrl::fromEncoded("qrc:/music/link.mp3"));
play->setVolume(0);
play->play();
if (mode == 2) {
player2->pace = player1->pace;
player2->roleLength = player1->roleLength;
player2->number = 2;
// 双人模式,玩家1在左,玩家2在右
player2->x = boxLength * (length + roadWidth * 2);
player1->y = (rand() % (width + roadWidth * 2) * 2) * (boxLength / 2);
player2->y = (rand() % (width + roadWidth * 2) * 2) * (boxLength / 2);
} else {
// 单人模式,随机玩家位置
srand(time(NULL));
player1->x = (rand() % (length + roadWidth * 2) * 2) * (boxLength / 2);
}
createTimer();
createMap();
createWidget();
readAchieve();
}
//
// createTimer创建与设置计时器
//
void Widget::createTimer()
{
timer = new QTimer(this);
timer->setTimerType(Qt::PreciseTimer);
timerTime = new QTimer(this);
timerTime->setTimerType(Qt::PreciseTimer);
timerDrop = new QTimer(this);
timerDrop->setTimerType(Qt::PreciseTimer);
connect(timer, &QTimer::timeout, this, QOverload<>::of(&Widget::update));
connect(timerTime, SIGNAL(timeout()), this, SLOT(showTime()));
connect(timerTime, SIGNAL(timeout()), this, SLOT(judgeDead()));
connect(timer, SIGNAL(timeout()), this, SLOT(showScore()));
connect(timerDrop, SIGNAL(timeout()), this, SLOT(dropProp()));
connect(timer, SIGNAL(timeout()), this, SLOT(hint()));
connect(ui->pauseButton, SIGNAL(clicked()), this, SLOT(pause()));
connect(ui->returnButton, SIGNAL(clicked()), this, SLOT(returnToMenu()));
connect(ui->restartButton, SIGNAL(clicked()), this, SLOT(restart()));
timer->start(50);
timerTime->start(1000);
timerDrop->start(timeProp);
}
//
// createMap创造地图
//
void Widget::createMap()
{
// map方块地图,值为0表示没有方块
map = new int* [width + roadWidth * 2];
for (int i = 0; i < width + roadWidth * 2; i++) {
map[i] = new int[length + roadWidth * 2];
for (int j = 0; j < length + roadWidth * 2; j++)
map[i][j] = 0;
}
// 随机生成地图,先顺序生成每个方块种类,存入preMap,再打乱
srand(time(NULL));
int* preMap = new int[width * length];
int i;
for (i = 0; i < width * length; i += 2)
preMap[i] = preMap[i + 1] = rand() % numBox;
random_shuffle(preMap, preMap + width * length);
//将preMap中数据存入map
for (i = 0; i < width * length; i++) {
int x = i / length + roadWidth;
int y = i % length + roadWidth;
map[x][y] = preMap[i] + 1;
}
// mapProp方块地图
mapProp = new int* [width + roadWidth * 2];
for (int i = 0; i < width + roadWidth * 2; i++) {
mapProp[i] = new int[length + roadWidth * 2];
for (int j = 0; j < length + roadWidth * 2; j++)
mapProp[i][j] = 0;
}
// 图片的显示
icons = new QPixmap* [width + roadWidth * 2];
for (int i = 0; i < width + roadWidth * 2; i++) {
icons[i] = new QPixmap[length + roadWidth * 2];
for (int j = 0; j < length + roadWidth * 2; j++)
if (map[i][j] > 0 && map[i][j] <= numBox)
icons[i][j].load(QString::asprintf(":/images/element%d.png", map[i][j]));
}
}
//
// suitForScreen调整窗口大小
//
void Widget::suitForScreen()
{
QScreen* screen = QApplication::primaryScreen();
QRect rect = screen->geometry();
// 使窗口大小不超出屏幕大小
if(boxLength * (length + roadWidth * 2 + 6) + player1->roleLength > rect.width()) {
boxLength = rect.width() / (length + roadWidth * 2 + 7);
// 因为步伐pace不是1,boxLength最好能整除4,不然可能穿模
while(boxLength % 4 != 0) {
boxLength -= 1;
}
player1->pace = boxLength / 2;
player1->roleLength = boxLength / 2;
}
if(boxLength * (width + roadWidth * 2 + 2) + player1->roleLength > rect.height()) {
boxLength = rect.height() / (width + roadWidth * 2 + 3);
while(boxLength % 4 != 0) {
boxLength -= 1;
}
player1->pace = boxLength / 2;
player1->roleLength = boxLength / 2;
}
setFixedSize(boxLength * (length + roadWidth * 2 + 6) + player1->roleLength, boxLength * (width + roadWidth * 2 + 2) + player1->roleLength);
this->move((rect.width() - this->geometry().width()) / 2, (rect.height() - this->geometry().height()) / 2);
}
//
// createWidget初始化窗口,包括label,按钮,进度条的设置
//
void Widget::createWidget()
{
setWindowTitle(tr("Star Rail Link"));
setFixedSize(boxLength * (length + roadWidth * 2 + 6) + player1->roleLength, boxLength * (width + roadWidth * 2 + 2) + player1->roleLength);
int x0 = boxLength * (length + roadWidth * 2 + 2) + player1->roleLength;
ui->labelName->setGeometry(x0, boxLength, boxLength * 3, boxLength / 2);
ui->labelScore->setGeometry(x0, boxLength * 3 / 2, boxLength, boxLength);
ui->labelTime->setGeometry(x0, boxLength * 5 / 2, boxLength, boxLength);
ui->timeBar->setGeometry(boxLength / 2 + x0, boxLength * 7 / 2, boxLength * 2, boxLength / 4);
ui->numScore->setGeometry(boxLength + x0, boxLength * 3 / 2, boxLength * 2, boxLength);
ui->numTime->setGeometry(boxLength + x0, boxLength * 5 / 2, boxLength * 2, boxLength);
ui->pauseButton->setGeometry(boxLength * 2 + x0, boxLength / 4, boxLength / 2, boxLength / 2);
ui->returnButton->setGeometry(boxLength * 3 / 2 + x0, boxLength / 4, boxLength / 2, boxLength / 2);
ui->restartButton->setGeometry(boxLength + x0, boxLength / 4, boxLength / 2, boxLength / 2);
setForTime();
ui->pauseButton->setIcon(QPixmap(tr(":/images/pause.png")));
// 取消按钮的焦点
ui->pauseButton->setFocusPolicy(Qt::NoFocus);
ui->returnButton->setIcon(QPixmap(tr(":/images/return.png")));
ui->returnButton->setFocusPolicy(Qt::NoFocus);
ui->restartButton->setIcon(QPixmap(tr(":/images/restart.png")));
ui->restartButton->setFocusPolicy(Qt::NoFocus);
ui->labelLayer->setVisible(false);
setLabelStyle();
// 模式不同,label的显示和位置不同
if (mode != 2) {
ui->labelName2->setVisible(false);
ui->labelScore2->setVisible(false);
ui->numScore2->setVisible(false);
ui->labelProp5->setVisible(false);
ui->labelProp4->setText("瞬移");
ui->labelProp1->setGeometry(boxLength * 3 / 2 + x0, boxLength * 4, boxLength, boxLength);
ui->labelProp2->setGeometry(boxLength * 3 / 2 + x0, boxLength * 5, boxLength, boxLength);
ui->labelProp3->setGeometry(boxLength * 3 / 2 + x0, boxLength * 6, boxLength, boxLength);
ui->labelProp4->setGeometry(boxLength * 3 / 2 + x0, boxLength * 7, boxLength, boxLength);
} else {
ui->labelProp1->setGeometry(boxLength + x0, boxLength * 4, boxLength, boxLength);
ui->labelProp2->setGeometry(boxLength + x0, boxLength * 5, boxLength, boxLength);
ui->labelProp3->setGeometry(boxLength + x0, boxLength * 6, boxLength, boxLength);
ui->labelProp4->setGeometry(boxLength + x0, boxLength * 7, boxLength, boxLength);
ui->labelProp5->setGeometry(boxLength + x0, boxLength * 8, boxLength, boxLength);
ui->labelName2->setGeometry(x0, boxLength * 9, boxLength * 3, boxLength / 2);
ui->labelScore2->setGeometry(x0, boxLength * 19 / 2, boxLength, boxLength);
ui->numScore2->setGeometry(boxLength + x0, boxLength * 19 / 2, boxLength * 2, boxLength);
}
background.load(":/images/pure.png");
}
//
// setForTime设置进度条与倒计时
//
void Widget::setForTime()
{
ui->timeBar->setMaximum(totalTime);
ui->timeBar->setValue(totalTime);
ui->timeBar->setStyleSheet("QProgressBar::chunk{background:green}");
ui->numTime->setText(QString::number(totalTime / 1000));
}
//
// setLabelStyle设置字体格式
//
void Widget::setLabelStyle()
{
ui->labelName->setStyleSheet(strStyle);
ui->labelTime->setStyleSheet(strStyle);
ui->labelScore->setStyleSheet(strStyle);
ui->numTime->setStyleSheet(strStyle);
ui->numScore->setStyleSheet(strStyle);
ui->labelProp1->setStyleSheet(strStyle);
ui->labelProp2->setStyleSheet(strStyle);
ui->labelProp3->setStyleSheet(strStyle);
ui->labelProp4->setStyleSheet(strStyle);
ui->labelName2->setStyleSheet(strStyle);
ui->labelScore2->setStyleSheet(strStyle);
ui->numScore2->setStyleSheet(strStyle);
ui->labelProp5->setStyleSheet(strStyle);
ui->labelLayer->setStyleSheet(strStyle);
}
//
// showTime显示时间
//
void Widget::showTime()
{
// 调整剩余时间,倒计时与进度条
restTime -= 1000;
ui->numTime->setText(QString::number(restTime / 1000));
ui->timeBar->setValue(restTime);
// 第6项debuff
if (restTime % 10000 == 0 && typeChallege == 3)
shuffle();
// 时间到结束游戏,时间较少时进度条变色
if (restTime != 0) {
if (ui->timeBar->value() <= totalTime / 5)
ui->timeBar->setStyleSheet("QProgressBar::chunk{background:red}");
else
ui->timeBar->setStyleSheet("QProgressBar::chunk{background:green}");
} else endGame();
}
//
// showScore显示分数
//
void Widget::showScore()
{
ui->numScore->setText(QString::number(player1->totalLink));
if (mode == 2)
ui->numScore2->setText(QString::number(player2->totalLink));
// 第6项成就(因为这个函数调用频率高所以就加在这里了)
if ((player1->freezing && player2->freezing) || (player1->dizzying && player2->dizzying))
achieve[5] = true;
}
//
// readAchieve从achieve.txt文件中导入已有成就
//
void Widget::readAchieve()
{
achieve = new bool[8];
for (int i = 0; i < 8; i++)
achieve[i] = false;
QFile file("achieve.txt");
if (file.open(QIODevice::ReadOnly)) {
QDataStream in(&file);
for (int i = 0; i < 8; i++)
in >> achieve[i];
}
}
//
// endGame结束游戏,并弹出QMessageBox让玩家决定接下来的操作
//
void Widget::endGame()
{
update();
showScore();
allTimerStop();
QString s;
if (restTime == 0) {
if (mode != 2)
s = QString::asprintf("当前得分:%d\n是否再来一局?", player1->totalLink);
else {
if (whoWin())
s = QString::asprintf("当前得分:\n玩家1:%d\n玩家2:%d\n玩家%d赢了\n\n是否再来一局?",
player1->totalLink, player2->totalLink, whoWin());
else
s = QString::asprintf("当前得分:\n玩家1:%d\n玩家2:%d\n打平了\n\n是否再来一局?",
player1->totalLink, player2->totalLink);
}
} else {
// 判断是完全消除还是无解
winning = true;
for (int i = 0; i < width + roadWidth * 2; i++)
for (int j = 0; j < length + roadWidth * 2; j++)
if (map[i][j] != 0)
winning = false;
if (winning) {
achieve[0] = true;
getAchieve();
if (mode != 2)
s = QString::asprintf("恭喜你,全部消除!\n\n当前得分:%d\n剩余时间:%ds\n\n是否再来一局?"
, player1->totalLink, restTime / 1000);
else {
if (whoWin())
s = QString::asprintf("恭喜你们,全部消除!\n\n当前得分:\n玩家1:%d\n玩家2:%d\n玩家%d赢了\n\n是否再来一局?",
player1->totalLink, player2->totalLink, whoWin());
else {
s = QString::asprintf("恭喜你们,全部消除!\n\n当前得分:\n玩家1:%d\n玩家2:%d\n打平了\n\n是否再来一局?",
player1->totalLink, player2->totalLink);
}
}
} else
s = "无解了!\n是否再来一局?";
}
QMessageBox mess(QMessageBox::Question, "游戏结束", s, QMessageBox::Yes | QMessageBox::No);
mess.setStyleSheet(
"QPushButton{font: bold 24px; min-width: 10em; min-height: 5em;}"
"QLabel{font: bold 24px;}");
int result = mess.exec();
endResult(result);
}
//
// allTimerStop让所有计时器停止
//
void Widget::allTimerStop()
{
timer->stop();
timerTime->stop();
timerDrop->stop();
}
//
// whoWin判断并返回谁赢了(1即玩家1,2即玩家2,0为打平)
//
int Widget::whoWin()
{
int winner = 0;
if (player1->totalLink > player2->totalLink)
winner = 1;
if (player1->totalLink < player2->totalLink)
winner = 2;
return winner;
}
//
// getAchieve在游戏胜利时判断是否取得一些成就(详见achieve.ui)
//
void Widget::getAchieve()
{
if (totalTime - restTime < 10000)
achieve[1] = true;
if ((player1->numProp() > 15 || player2->numProp() > 15) && restTime > totalTime / 2)
achieve[2] = true;
if (mode == 2 && restTime > totalTime / 2 && player1->useAddSec == false
&& player2->useAddSec == false)
achieve[4] = true;
if (mode == 3 && layer == 5)
achieve[6] = true;
if (mode == 3 && layer == 2 && player1->useAddSec == false)
achieve[7] = true;
}
//
// endResult在游戏结束时根据玩家的选择进行操作,以玩家在QMessageBox选择的按键(yes or no)为参数
//
void Widget::endResult(int result)
{
saveAchieve();
// 选no返回主菜单
if (result == QMessageBox::No) {
Menu* m = new Menu;
this->close();
m->show();
}
if (result == QMessageBox::Yes) {
player1 = new Player;
player2 = new Player;
// 单人或双人模式中,layer = 0,重开时总时间不变
// “深渊”模式中,难度随所在层数layer增加。通关后选择再来一局,会进入下一层,而失败则会重新挑战这一层
if(mode == 3 && winning) {
srand(time(NULL));
int debuff = rand() % 4;
if(debuff == 0) {
totalTime -= 30000;
} else if(debuff == 1) {
length += 2;
} else if(debuff == 2) {
width += 2;
} else if(debuff == 3) {
timeProp += 4000;
}
layer += 1;
}
Widget* w = new Widget(nullptr, mode, totalTime, width, length, numBox, timeProp);
w->layer = layer;
player1->w = w;
player2->w = w;
this->close();
w->show();
}
}
//
// saveAchieve导出已完成成就到achieve.txt
//
void Widget::saveAchieve()
{
QFile file("achieve.txt");
if (file.open(QIODevice::WriteOnly)) {
QDataStream out(&file);
for (int i = 0; i < 8; i++)
out << achieve[i];
}
}
//
// swap是一个平凡的交换函数,它以a,b的引用为参数
//
void swap(int& a, int& b)
{
int tmp = a;
a = b;
b = tmp;
}
//
// 重载paintEvent函数,接受绘图事件QPaintEvent类为参数,画出游戏窗口,每次update时调用
//
void Widget::paintEvent(QPaintEvent*)
{
// 谨防神奇操作(例如,在双人模式中暂停,载入单人模式的存档)
if(changeFlag)
doIfModeChange();
QPainter painter(this);
QPainter* p = &painter;
painter.setRenderHint(QPainter::Antialiasing);
// 坐标轴平移,使地图左上角为坐标系原点,便于绘制地图
painter.translate(boxLength, boxLength);
p->setPen(QPen(Qt::blue, 4, Qt::SolidLine));
drawMap(p);
drawChoose(p);
// 谨防玩家利用暂停时间“作弊”思考如何连接,暂停时会将地图遮住
if (pausing)
p->drawPixmap(-boxLength, -boxLength, this->geometry().width(), this->height(), background);
drawSide(p);
}
//
// drawMap接受绘图类painter为参数,绘制地图
//
void Widget::drawMap(QPainter* painter)
{
painter->drawPixmap(0, 0, boxLength * (length + roadWidth * 2) + player1->roleLength,
boxLength * (width + roadWidth * 2) + player1->roleLength, background);
// 假如处于hint中,高亮方块
if (hinting) {
if (map[hint1.y() / boxLength][hint1.x() / boxLength] != 0
&& map[hint2.y() / boxLength][hint2.x() / boxLength] != 0) {
QPainterPath path;
path.addRoundedRect(hint1.x(), hint1.y(), boxLength, boxLength, BOXRAD, BOXRAD);
path.addRoundedRect(hint2.x(), hint2.y(), boxLength, boxLength, BOXRAD, BOXRAD);
painter->fillPath(path, Qt::black);
painter->drawPath(path);
} else
// 如果hint中但是高亮方块已被消除,需要高亮下一对
changeHint = true;
}
for (int i = 0; i < width + roadWidth * 2; i++)
for (int j = 0; j < length + roadWidth * 2; j++) {
// 画出每个icon
if (map[i][j] > 0 && map[i][j] <= numBox)
painter->drawRoundedRect(boxLength * j, boxLength * i, boxLength, boxLength, BOXRAD, BOXRAD);
painter->drawPixmap(boxLength * j, boxLength * i, boxLength, boxLength, icons[i][j]);
}
painter->setPen(QPen(Qt::black, 4, Qt::SolidLine));
for (int i = 0; i < width + roadWidth * 2; i++)
for (int j = 0; j < length + roadWidth * 2; j++)
if (mapProp[i][j] > 0 && mapProp[i][j] <= 5)
painter->drawRoundedRect(boxLength * j, boxLength * i, boxLength, boxLength, BOXRAD, BOXRAD);
painter->setPen(QPen(Qt::blue, 4, Qt::SolidLine));
// 画角色
player1->drawRole(painter);
if (mode == 2)
player2->drawRole(painter);
}
//
// drawChoose接受绘图类painter为参数,绘出玩家的连接折线与激活方块
//
void Widget::drawChoose(QPainter* painter)
{
player1->drawLink(painter);
player1->drawChoose(painter);
if (mode == 2) {
player2->drawLink(painter);
player2->drawChoose(painter);
}
}
//
// drawSide接受绘图类painter为参数,绘制旁边的得分框,倒计时框以及道具框
//
void Widget::drawSide(QPainter* painter)
{
painter->setPen(QPen(Qt::blue, 4, Qt::SolidLine));
int x0 = boxLength * (length + roadWidth * 2 + 1) + player1->roleLength;
// 由于玩家得分框与其他框填充颜色可能不同(详见drawEffect),需要用不同路径画
QPainterPath path, path1, path2;
// 三个按钮
path.addRoundedRect(boxLength * 2 + x0, - boxLength * 3 / 4, boxLength / 2, boxLength / 2, BUTTONRAD, BUTTONRAD);
path.addRoundedRect(boxLength * 3 / 2 + x0, - boxLength * 3 / 4, boxLength / 2, boxLength / 2, BUTTONRAD, BUTTONRAD);
path.addRoundedRect(boxLength + x0, - boxLength * 3 / 4, boxLength / 2, boxLength / 2, BUTTONRAD, BUTTONRAD);
path1.addRoundedRect(x0, 0, boxLength * 3, boxLength * 3 / 2, UIRAD, UIRAD);
player1->drawEffect(painter, &path1);
path.addRoundedRect(x0, boxLength * 3 / 2, boxLength * 3, boxLength * 3 / 2, UIRAD, UIRAD);
// “深渊”模式的层数框
if (layer != 0) {
ui->labelLayer->setVisible(true);
ui->labelLayer->setGeometry(boxLength * 2 + x0, boxLength * 8, boxLength, boxLength);
ui->labelLayer->setText(QString::asprintf("第%d层", layer));
path.addRoundedRect(x0, boxLength * 7, boxLength * 3, boxLength, UIRAD, UIRAD);
}
// 不同模式道具框大小不同
if (mode != 2) {
path.addRoundedRect(x0, boxLength * 3, boxLength * 3, boxLength * 4, UIRAD, UIRAD);
painter->fillPath(path, Qt::yellow);
painter->drawPath(path);
player1->drawOwnProp1(painter, x0);
} else {
path.addRoundedRect(x0, boxLength * 3, boxLength * 3, boxLength * 5, UIRAD, UIRAD);
painter->fillPath(path, Qt::yellow);
painter->drawPath(path);
path2.addRoundedRect(x0, boxLength * 8, boxLength * 3, boxLength * 3 / 2, UIRAD, UIRAD);
player2->drawEffect(painter, &path2);
player1->drawOwnProp2(painter, x0);
player2->drawOwnProp2(painter, x0);
}
}
//
// deleteBox接受x1,x2,y1,y2为参数,删除map[x1][y1]与map[x1][y1]的方块
//
void Widget::deleteBox(int x1, int x2, int y1, int y2)
{
// 假如有buff和debuff,做处理
if (typeHelp != 0 || typeChallege != 0)
faceChallege(x1, y1);
// 清除两个方块(在存储中和在图片显示中)
map[x1][y1] = 0;
map[x2][y2] = 0;
QPixmap clearPix = QPixmap();
icons[x1][y1] = clearPix;
icons[x2][y2] = clearPix;
// 播放消除音
play->setMedia(QUrl::fromEncoded("qrc:/music/link.mp3"));
play->setVolume(50);
play->play();
}
//
// deleteProp接受x,y为参数,删除mapProp[x][y]处的方块
//
void Widget::deleteProp(int x, int y)
{
// 对于“任意门”成就的判断
if (mode != 2 && flashing && mapProp[x][y] == 4)
achieve[3] = true;
// 清空该道具(在存储中和在图片显示中),全场道具总数减一
mapProp[x][y] = 0;
QPixmap clearPix = QPixmap();
icons[x][y] = clearPix;
numProp -= 1;
// 播放消除音
play->setMedia(QUrl::fromEncoded("qrc:/music/prop.mp3"));
play->setVolume(50);
play->play();
}
//
// 重载keyPressEvent函数,以按键事件event为参数,处理按键
//
void Widget::keyPressEvent(QKeyEvent* event)
{
if (!pausing) {
player1->keyMove(event);
// 单人模式下,按1、2、3、4键,使用+1s,shuffle,hint,flash道具
// 双人模式下,玩家1按1、2、3、4、5键,使用+1s,shuffle,hint,freeze,dizzy道具。玩家2则是按6、7、8、9、0键
if (mode == 2) {
player2->keyMove(event);
if (event->key() == Qt::Key_4 && player1->prop[3]) {
freeze(2);
} else if (event->key() == Qt::Key_5 && player1->prop[4]) {
dizzy(2);
} else if (event->key() == Qt::Key_6 && player2->prop[0]) {
addOneSec(2);
} else if (event->key() == Qt::Key_7 && player2->prop[1]) {
shuffle();
player2->prop[1] -= 1;
} else if (event->key() == Qt::Key_8 && player2->prop[2]) {
hint(2);
} else if (event->key() == Qt::Key_9 && player2->prop[3]) {
freeze(1);
} else if (event->key() == Qt::Key_0 && player2->prop[4]) {
dizzy(1);
}
} else if (event->key() == Qt::Key_4 && player1->prop[3]) {
timerFlash = startTimer(5000);
flashing = true;
player1->prop[3] -= 1;
}
if (event->key() == Qt::Key_1 && player1->prop[0]) {
addOneSec(1);
} else if (event->key() == Qt::Key_2 && player1->prop[1]) {
shuffle();
player1->prop[1] -= 1;
} else if (event->key() == Qt::Key_3 && player1->prop[2]) {
hint(1);
}
}
}
//
// addOneSec接受玩家编号num为参数,实现+1s道具
//
void Widget::addOneSec(int num)
{
if (restTime + 30000 >= totalTime)
// 加到满时间上限
restTime = totalTime;
else
restTime += 30000;
if (num == 1) {
player1->prop[0] -= 1;
player1->useAddSec = true;
} else if(num == 2) {
player2->prop[0] -= 1;
player2->useAddSec = true;
}
}
//
// shuffle实现shuffle道具
//
void Widget::shuffle()
{
// 特效
for (int i = 0; i < width + roadWidth * 2; i++)
for (int j = 0; j < length + roadWidth * 2; j++) {
if (map[i][j] > 0 && map[i][j] <= numBox)
icons[i][j].load(":/images/prop2.png");
}
repaint();
// 统计场上剩余方块,将剩余方块种类输入box
int* box;
int numRestBox = width * length - player1->totalLink * 2 - player2->totalLink * 2;
box = new int [numRestBox];
int num = 0;
for (int i = 0; i < width + roadWidth * 2; i++)
for (int j = 0; j < length + roadWidth * 2; j++) {
if (map[i][j] > 0 && map[i][j] <= numBox) {
box[num] = map[i][j];
num++;
}
}
// 打乱box
random_shuffle(box, box + numRestBox);
// 重新分发方块
num = 0;
for (int i = 0; i < width + roadWidth * 2; i++)
for (int j = 0; j < length + roadWidth * 2; j++) {
if (map[i][j] > 0 && map[i][j] <= numBox) {
map[i][j] = box[num];
icons[i][j].load(QString::asprintf(":/images/element%d.png", map[i][j]));
num++;
}
}
// 重排会清空玩家的已激活方块,使提示失效
if (player1->choosing)
player1->choosing = 0;
if (mode == 2 && player2->choosing)
player2->choosing = 0;
if (hinting)
hinting = false;
}
//
// hint(int)接受玩家编号num为参数,实现hint道具
//
void Widget::hint(int num)
{
timerHint = startTimer(10000);
hinting = changeHint = true;
if (num == 1)
player1->prop[2] -= 1;
else if (num == 2)
player2->prop[2] -= 1;
}
//
// hint在需要的时候,找到一对可连接方块
//
void Widget::hint()
{
if (hinting && changeHint) {
bool flag = false;
for (int i = roadWidth; i < roadWidth + width; i++) {
for (int j = roadWidth; j < roadWidth + length; j++) {
if (map[i][j] > 0 && map[i][j] <= numBox && canMoveTo(i, j)) {
for (int m = i; m < roadWidth + width; m++) {
for (int n = roadWidth; n < roadWidth + length; n++) {
// 要求:能连接且能移动到附近
if (map[m][n] > 0 && map[m][n] <= numBox
&& judgeLink(i, m, j, n)[0] != QPoint(0, 0) && canMoveTo(m, n)) {
// 赋值hint的两个方块的坐标
hint1 = QPoint(boxLength * j, boxLength * i);
hint2 = QPoint(boxLength * n, boxLength * m);
flag = true;
break;
}
}
if (flag) break;
}
if (flag) break;
}
if (flag) break;
}
if (flag) break;
}
changeHint = false;
}
}
//
// canMoveTo接受“坐标”x,y为参数,判断玩家能否移动到map[x][y]处,返回能or不能
//
bool Widget::canMoveTo(int x, int y)
{
if (map[x - 1][y] == 0 || map[x + 1][y] == 0 || map[x][y - 1] == 0 || map[x][y + 1] == 0)
return true;
return false;
}
//
// moveToNear接受“坐标”x,y为参数,使玩家移动到map[x][y]处的方块附近
// 返回“玩家以何种姿态移动到该处”,1-4分别代表玩家向上、下、左、右靠近
//
int Widget::moveToNear(int x, int y)
{
if (map[x - 1][y] == 0) {
// map[x][y]处方块的下方没有方块,玩家移动到方块下方,并向上靠近方块。以下类似
player1->x = y * boxLength;
player1->y = x * boxLength;
return 2;
} else if (map[x + 1][y] == 0) {
player1->x = y * boxLength;
player1->y = (x + 1) * boxLength - player1->pace;
return 1;
} else if (map[x][y - 1] == 0) {
player1->x = y * boxLength;
player1->y = x * boxLength;
return 4;
} else if (map[x][y + 1] == 0) {
player1->x = (y + 1) * boxLength - player1->pace;
player1->y = x * boxLength;
}
return 3;
}
//
// freeze接受玩家编号num为参数,实现freeze道具
//
void Widget::freeze(int num)
{
if(num == 1) {
player1->freezing = true;
player1->timerFreeze = startTimer(3000);
player2->prop[3] -= 1;
} else if(num == 2) {
player2->freezing = true;
player2->timerFreeze = startTimer(3000);
player1->prop[3] -= 1;
}
}
//
// dizzy接受玩家编号num为参数,实现dizzy道具
//
void Widget::dizzy(int num)
{
if(num == 1) {
player1->dizzying = true;
player1->timerDizzy = startTimer(10000);
player2->prop[4] -= 1;
} else if(num == 2) {
player2->dizzying = true;
player2->timerDizzy = startTimer(10000);
player1->prop[4] -= 1;
}
}
//
// 重载mousePressEvent函数,以鼠标点击事件event为参数,处理flash作用下鼠标的点击效果
//
void Widget::mousePressEvent(QMouseEvent* event)
{
if (flashing && event->button() == Qt::LeftButton) {
// 鼠标点击处坐标对应map[x][y]处
int y = event->x() / boxLength - 1;
int x = event->y() / boxLength - 1;
if (x >= 0 && x < roadWidth * 2 + width && y >= 0 && y < roadWidth * 2 + length) {
if (map[x][y] == 0) {
// 无方块,移动至空地
player1->x = (event->x() - boxLength) / player1->pace * player1->pace;
player1->y = (event->y() - boxLength) / player1->pace * player1->pace;
}
if (map[x][y] > 0 && map[x][y] <= numBox && canMoveTo(x, y)) {
// 有方块,移动并选中方块
int num = moveToNear(x, y);
player1->choose(x, y, num);
}
if (mapProp[x][y] != 0)
// 有道具,收集道具
player1->collectProp(x, y);
}
}
}
//
// 重载timerEvent函数,以计时器事件event为参数,处理在各类道具计时器结束时,清除道具效果
//
void Widget::timerEvent(QTimerEvent* event)
{
if (hinting && event->timerId() == timerHint)
hinting = false;
if (flashing && event->timerId() == timerFlash)
flashing = false;
if (player1->freezing && event->timerId() == player1->timerFreeze)
player1->freezing = false;
if (player2->freezing && event->timerId() == player2->timerFreeze)
player2->freezing = false;
if (player1->dizzying && event->timerId() == player1->timerDizzy)
player1->dizzying = false;
if (player2->dizzying && event->timerId() == player2->timerDizzy)
player2->dizzying = false;
}
//
// judgeLink接受坐标x1,x2,y1,y2为参数,判断map[x1][y1]和map[x2][y2]能否消除
// 返回消除的连接折线上的四个点
//
QPoint* Widget::judgeLink(int x1, int x2, int y1, int y2)
{
QPoint* linkPoint;
if (map[x1][y1] != map[x2][y2]) {
linkPoint = new QPoint[4];
// 当不能消除时,返回的四个点都是(0,0)
for (int i = 0; i < 4; i++)
linkPoint[i] = QPoint(0, 0);
return linkPoint;
}
// 三种情况都考虑一下
linkPoint = turnZero(x1, x2, y1, y2);
if (linkPoint != nullptr)
return linkPoint;
linkPoint = turnOnce(x1, x2, y1, y2);
if (linkPoint != nullptr)
return linkPoint;
linkPoint = turnTwice(x1, x2, y1, y2);
if (linkPoint != nullptr)
return linkPoint;
linkPoint = new QPoint[4];
for (int i = 0; i < 4; i++)
linkPoint[i] = QPoint(0, 0);
return linkPoint;
}
//
// turnZero接受坐标x1,x2,y1,y2为参数,判断map[x1][y1]和map[x2][y2]用一条线能否连接
// 返回消除的连接折线上的四个点(会画出来一条线)
//
QPoint* Widget::turnZero(int x1, int x2, int y1, int y2)
{
if ((x1 != x2 && y1 != y2) || (x1 == x2 && y1 == y2))
// 不能则返回nullptr
return nullptr;
// 横线或竖线
if (x1 == x2) {
if (!noBoxOnYLine(y1, y2, x1))
return nullptr;
} else if (!noBoxOnXLine(x1, x2, y1))
return nullptr;
QPoint* linkPoint = new QPoint [4];
// 返回的前两个点是前一个方块的中心点,后两个点是后一个方块的中心点
QPoint p1(boxLength * y1 + boxLength / 2, boxLength * x1 + boxLength / 2);
QPoint p2(boxLength * y2 + boxLength / 2, boxLength * x2 + boxLength / 2);
linkPoint[0] = linkPoint[1] = p1;
linkPoint[2] = linkPoint[3] = p2;
return linkPoint;
}
//
// turnOnce接受坐标x1,x2,y1,y2为参数,判断map[x1][y1]和map[x2][y2]用只折一次的直线能否连接
// 返回消除的连接折线上的四个点(会画出来折一次的线)
//
QPoint* Widget::turnOnce(int x1, int x2, int y1, int y2)
{
QPoint* linkPoint = new QPoint [4];
// 折点只有两种情况
if (map[x1][y2] == 0 && noBoxOnXLine(x1, x2, y2) && noBoxOnYLine(y1, y2, x1)) {
// 返回的前两个点是前一个方块的中心点,第三个点是折点,第四个点是后一个方块的中心点
QPoint p1(boxLength * y1 + boxLength / 2, boxLength * x1 + boxLength / 2);
QPoint p2(boxLength * y2 + boxLength / 2, boxLength * x1 + boxLength / 2);
QPoint p3(boxLength * y2 + boxLength / 2, boxLength * x2 + boxLength / 2);
linkPoint[0] = linkPoint[1] = p1;
linkPoint[2] = p2;
linkPoint[3] = p3;
return linkPoint;
}
if (map[x2][y1] == 0 && noBoxOnXLine(x1, x2, y1) && noBoxOnYLine(y1, y2, x2)) {
QPoint p1(boxLength * y1 + boxLength / 2, boxLength * x1 + boxLength / 2);
QPoint p2(boxLength * y1 + boxLength / 2, boxLength * x2 + boxLength / 2);
QPoint p3(boxLength * y2 + boxLength / 2, boxLength * x2 + boxLength / 2);
linkPoint[0] = linkPoint[1] = p1;