由于一个小比赛,写了一个c++的飞机大战,不过个人感觉不太满意
第一是对于Qt的学习还很初步,第二个对于c++的继承的思想没有很好的
理解,第三点便是命名规范不太好。
所以这次的程序仅供参考。
代码如下
工程文件
#-------------------------------------------------
#
# Project created by QtCreator 2019-06-02T11:17:26
#
#-------------------------------------------------
QT += core gui
QT +=multimedia
greaterThan(QT_MAJOR_VERSION, 4): QT += widgets
TARGET = projectplany01
TEMPLATE = app
# The following define makes your compiler emit warnings if you use
# any feature of Qt which has been marked as deprecated (the exact warnings
# depend on your compiler). Please consult the documentation of the
# deprecated API in order to know how to port your code away from it.
DEFINES += QT_DEPRECATED_WARNINGS
# You can also make your code fail to compile if you use deprecated APIs.
# In order to do so, uncomment the following line.
# You can also select to disable deprecated APIs only up to a certain version of Qt.
#DEFINES += QT_DISABLE_DEPRECATED_BEFORE=0x060000 # disables all the APIs deprecated before Qt 6.0.0
CONFIG += c++11
SOURCES += \
background.cpp \
bossplany.cpp \
eneumplany.cpp \
gameover.cpp \
main.cpp \
myplany.cpp \
name.cpp \
playbuttle.cpp \
playwindow.cpp \
srengine.cpp \
widget.cpp
HEADERS += \
background.h \
bossplany.h \
eneumplany.h \
gameover.h \
myplany.h \
name.h \
playbuttle.h \
playwindow.h \
srengine.h \
widget.h
FORMS += \
widget.ui
# Default rules for deployment.
qnx: target.path = /tmp/$${TARGET}/bin
else: unix:!android: target.path = /opt/$${TARGET}/bin
!isEmpty(target.path): INSTALLS += target
RESOURCES += \
image.qrc
RC_ICONS=a.ico
main.cpp
#include "widget.h"
#include
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
Widget w;
w.show();
return a.exec();
}
初始界面widget
#ifndef WIDGET_H
#define WIDGET_H
#include
#include
#include
#include
#include
#include
#include"name.h"
#include
#include"srengine.h"
namespace Ui {
class Widget;
}
//开始界面
class Widget : public QWidget
{
Q_OBJECT
public:
explicit Widget(QWidget *parent = nullptr);
void paintEvent(QPaintEvent *e);
~Widget();
private slots:
void change();
void help();
void leardboardslots();
private:
Ui::Widget *ui;
playwindow *play_window;
QLabel *label;
name *play_name;
QWidget *leard_widget;
SREngine *srengine;
};
#endif // WIDGET_H
#include "widget.h"
#include "ui_widget.h"
//初始界面cha
Widget::Widget(QWidget *parent) :
QWidget(parent),
ui(new Ui::Widget)
{
play_window=new playwindow;
play_name= new name;
play_name->setWindowFlag(Qt::WindowStaysOnTopHint);
play_name->show();
ui->setupUi(this);
this->resize(800,600);
this->setWindowFlag(Qt::FramelessWindowHint);//去掉边框加置顶
ui->pushButton->resize(140,50);
ui->pushButton->setFlat(true);
ui->pushButton_2->setFlat(true);
ui->pushButton_2->resize(140,50);
ui->pushButton_3->setFlat(true);
ui->pushButton_3->resize(140,50);
ui->pushButton_4->resize(140,50);
ui->pushButton_4->setFlat(true);
connect(ui->pushButton_2,&QPushButton::clicked,this,&QWidget::close);
connect(ui->pushButton,&QPushButton::clicked,this,&Widget::change);
connect(ui->pushButton_3,&QPushButton::clicked,this,&Widget::help);
connect(ui->pushButton_4,&QPushButton::clicked,this,&Widget::leardboardslots);
//srengine = new SREngine;
}
//背景图
void Widget::paintEvent(QPaintEvent *e)
{
QPainter p(this);
p.drawPixmap(0,0,width(),height(),QPixmap(":/new/prefix1/Image/68396.jpg"));
}
void Widget::help()
{
label= new QLabel;
label->resize(450,400);
label->setWindowFlag(Qt::WindowStaysOnTopHint,true);
label->setWindowTitle(QStringLiteral("帮助"));
label->setText(QStringLiteral(" 欢迎来到飞机大战1.0版本\n 进入游戏后,鼠标点击界面解锁你的飞机\n w a s d对应飞机上下左右"
"空格发射子弹 z可以消除boss子弹\n 由于空间原因 您的子弹可以陷入空间乱流请注意"));
label->show();
}
//排行榜
void Widget::leardboardslots()
{
leard_widget= new QWidget;
leard_widget->setWindowTitle(QStringLiteral("排行榜"));
leard_widget->resize(400,400);
QFile *f= new QFile("D:/1.txt");
int x=140;
int y=100;
QString s;
if(!f->open(QIODevice::ReadWrite|QIODevice::Text))
{
qDebug()<<"not open file";
}
while(!f->atEnd())
{
QByteArray line = f->read(1);
if(QString(line)!='\n')
s.push_back(line);
}
qDebug()<close();
delete f;
leard_widget->show();
}
Widget::~Widget()
{
delete ui;
}
//显示游戏界面
void Widget::change()
{
this->hide();
play_window->show();
}
游戏界面代码:
#include "playwindow.h"
#include
#include
playwindow::playwindow()
{
game_over= new class gameover;
this->resize(WINDOWWIDTH,WINDOWLONG);//界面大小
back_ground=new background;//析构
this->setScene(back_ground);
setWindowTitle(QStringLiteral("飞机大战"));
setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);//去除滑动轮
setVerticalScrollBarPolicy( Qt::ScrollBarAlwaysOff );
connect(back_ground,&background::plant_shape,this,&playwindow::gameover);
}
//游戏结束
void playwindow::gameover()
{
back_ground->addItem(game_over);
this->setEnabled(false);
}
playwindow::~playwindow()
{
delete back_ground;
}
#ifndef PLAYWINDOW_H
#define PLAYWINDOW_H
#include
#include"background.h"
#include"gameover.h"
//游戏界面
const int WINDOWWIDTH=1800;//场景的宽
const int WINDOWLONG=1000;//场景的长
class playwindow:public QGraphicsView
{
Q_OBJECT
public:
~playwindow();
playwindow();
private:
background *back_ground;//背景照片
class gameover *game_over;
public slots:
void gameover();
};
#endif // PLAYWINDOW_H
游戏背景及一些逻辑
#ifndef BACKGROUND_H
#define BACKGROUND_H
#include
#include
#include"myplany.h"
#include"eneumplany.h"
#include
#include
#include
#include"bossplany.h"
//背景类
struct grade{
int left;
int right;
int leve;
};
class background:public QGraphicsScene
{
Q_OBJECT
public:
background();
~background();
myplany *my_plany;//玩家飞机
QVector eneum_plany;//敌机
grade leave;
private:
void drawBackground(QPainter *painter, const QRectF &rect);
void timerEvent(QTimerEvent *event);
void produce_eneumplany();
bool plany_impact();
void eneum_shape();
void myplany_shape(eneumplany &eneum_plany);
void boss_initia();
signals:
void plant_shape();
private:
bool judge_eneumplany();
bool judge_eneumplany_init;
void delete_eneum_plany();
void delete_shape_buttle();
int n;
int boss_n;
QMediaPlayer *music;
bossplany *boss_plany;
bool boss_judge;
};
#endif // BACKGROUND_H
#include "background.h"
#include
#include
background::background()
{
leave.left=1;
leave.right=10;
leave.leve=1;
my_plany=new myplany;//析构
judge_eneumplany_init=true;
addItem(my_plany);
startTimer(50);
produce_eneumplany();
n=startTimer(10);
music= new QMediaPlayer(this);
connect(music,SIGNAL(positionChanged(qint64)),this,SLOT(postitionChanged(qint64)));
music->setMedia(QUrl::fromLocalFile("D:\\music\\1111.mp3"));
music->setVolume(60);
music->play();
boss_n=0;
boss_judge=false;
}
background::~background()
{
delete music;
delete my_plany;
delete boss_plany;
}
//画背景图
void background::drawBackground(QPainter *painter, const QRectF &rect)
{
painter->drawPixmap(0,0,1800,1000,QPixmap(":/new/prefix1/Image/background.png"));
}
//判断碰撞事件
void background::timerEvent(QTimerEvent *event)
{
//判断我方飞机是否撞到敌机上
plany_impact();
//判断是否生成敌机
if(judge_eneumplany()&&judge_eneumplany_init&&boss_judge==false)
{
produce_eneumplany();
}
boss_initia();
//判断玩家飞机是否死亡
if(my_plany->blood==0&&my_plany->life)
{
my_plany->image=":/new/prefix1/Image/bigairplane3.png";//爆炸图片
judge_eneumplany_init=false;
//死后保存分数
QFile *f=new QFile("D:/1.txt");
if(!f->open(QIODevice::ReadWrite | QIODevice::Text|QIODevice::Append)) {
qDebug()<<"Can't open the file!"<mark<close();
delete f;
my_plany->life=false;
plant_shape();
}
//判断是否打中敌机
eneum_shape();
//判断敌机子弹是否击中玩家的飞机
for(auto be=eneum_plany.begin();be!=eneum_plany.end();be++)
{
myplany_shape(**be);
}
//判断子弹是否击中子弹
if(event->timerId()==n)
delete_shape_buttle();
}
//生成战机
void background::produce_eneumplany()
{
srand((unsigned)time(NULL));
int value=0;//随机生成敌机
value=rand()%leave.right+leave.left;
for(int i=0;imark+=10*value;//分数
}
//判断碰撞
bool background::plany_impact()
{
for(auto a:eneum_plany)
{
if(my_plany->plany_x>=a->plany_x+10&&my_plany->plany_x<=a->plany_x+50&&my_plany->plany_y<=a->plany_y+70
&&my_plany->plany_y>=a->plany_y+10)
{
my_plany->blood--;
a->blood--;
}
}
return false;
}
//判断子弹是否击中敌机
void background::eneum_shape()
{
bool break_judge=false;
for(auto a=my_plany->play_buttle.begin();a!=my_plany->play_buttle.end();a++)
{
for(auto b=eneum_plany.begin();b!=eneum_plany.end();b++)
{
if(a->buttle_x>=(*b)->plany_x&&a->buttle_x<=(*b)->plany_x+60&&
a->buttle_y<=(*b)->plany_y+80&&a->buttle_y>=(*b)->plany_y)
{
if((*b)->blood==0)
{
(*b)->life=false;
(*b)->image=":/new/prefix1/Image/bigairplane3.png";
(*b)->eneum_buttle.clear();
eneum_plany.erase(b);//删除敌机
break_judge=true;
my_plany->mark+=20;//分数加20
break;
}
(*b)->blood--;
my_plany->play_buttle.erase(a);//删除敌机子弹
break_judge=true;
break;
}
}
if(break_judge)
{
break;
}
}
}
//判断是否需要生成敌机
bool background::judge_eneumplany()
{
qDebug()<life))
continue;
else
{
return false;
}
}
boss_n++;
eneum_plany.clear();
return true;
}
//判断子弹是否碰撞
void background::delete_shape_buttle()
{
for(auto a:eneum_plany)
{
for(auto be=a->eneum_buttle.begin();be!=a->eneum_buttle.end();be++)
{
for(auto be1=my_plany->play_buttle.begin();be1!=my_plany->play_buttle.end();be1++)
{
if(be->buttle_x>=be1->buttle_x-40&&be->buttle_x<=be1->buttle_x+40&&
be->buttle_y>=be1->buttle_y+20)
{
my_plany->play_buttle.erase(be1);
a->eneum_buttle.erase(be);
break;
}
}
break;
}
}
}
//判断子弹是否打中玩家飞机
void background::myplany_shape(eneumplany &eneum_plany)
{
for(auto be1=(eneum_plany).eneum_buttle.begin();be1!=(eneum_plany).eneum_buttle.end();be1++)
{
if(be1->buttle_x>=my_plany->plany_x&&be1->buttle_x<=my_plany->plany_x+60&&
be1->buttle_y>=my_plany->plany_y&&be1->buttle_y<=my_plany->plany_y+80)
{
my_plany->blood--;
(eneum_plany).eneum_buttle.erase(be1);
break;
}
}
}
//boss初始化
void background::boss_initia()
{
if(boss_n==10)
{
my_plany->blood=10;
boss_plany =new bossplany(*(my_plany));//需要析构
this->addItem(boss_plany);
boss_n++;
boss_plany->life=true;
boss_judge=true;
}
else {
if(boss_n>=1&&boss_judge==true)
{
if(boss_plany->blood==0)
{
delete boss_plany;
boss_judge=false;
my_plany->mark+=5000;
}
}
}
}
玩家飞机
#ifndef MYPLANY_H
#define MYPLANY_H
#include//继承为Qobject
#include
#include
#include
#include
#include"playbuttle.h"
#include
//玩家飞机类
class myplany:public QGraphicsObject
{
Q_OBJECT
public:
myplany();
//飞机的当前坐标
//血量
int blood;
QString image;
int plany_x;
int plany_y;
QList play_buttle;//析构
int mark;//分数
bool life;
int skill;
private:
QRectF
boundingRect() const;
void keyPressEvent(QKeyEvent *event);
void keyReleaseEvent(QKeyEvent* event);
void paint(QPainter *painter,const QStyleOptionGraphicsItem *option, QWidget *widget = nullptr);
void timerEvent(QTimerEvent *event);
//判断飞机的飞行方向
bool w_judge;
bool s_judge;
bool a_judge;
bool d_judge;
bool space_judge;
bool z_judge;
void produce_eneumplany();
private:
int time1;
int time2;
static const int buttle_speed=35;
int speed;
signals:
void skill_z();
};
#endif // MYPLANY_H
#include "myplany.h"
#include
#include
const int PLANYBOUNDARY_X=1750;
const int PLANYBOUNDARY_Y=930;
myplany::myplany()
{
plany_x=900;
plany_y=900;
w_judge=false;
s_judge=false;
a_judge=false;
d_judge=false;
z_judge=false;
space_judge=false;
speed=29;
blood=10;
skill=10;
time1=startTimer(20);//启动计时器
setFlag(QGraphicsItem::ItemIsFocusable);//注意获得焦点
image=":/new/prefix1/Image/myplane.png";
mark=0;
life =true;
}
QRectF myplany::boundingRect() const
{
qreal penwidth=1;
return QRectF(0,0,1800,1000);
}
//每次重新绘制飞机
void myplany::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget)
{
painter->drawPixmap(plany_x,plany_y,60,80,QPixmap(image));
//子弹
for(auto be=play_buttle.begin();be!=play_buttle.end();be++)
{
painter->drawPixmap(be->buttle_x,be->buttle_y,20,20,QPixmap(":/new/prefix1/Image/Bomb4.png"));
}
//分数
painter->setPen(Qt::blue);
QFont font;
font.setPixelSize(50);
painter->setFont(font);
painter->drawText(1530,800,QStringLiteral("分数: "));
painter->drawText(1650,800,QString::number(mark));
update();
//蓝条
painter->setPen(Qt::white);
painter->drawRect(1500,900,10*20,20);
painter->setBrush(QBrush(Qt::blue));
if(skill>0)
painter->drawRect(1500,950,this->skill*20,20);
//血条
painter->setBrush(Qt::white);
painter->setPen(Qt::white);
painter->drawRect(1500,900,10*20,20);
painter->setBrush(QBrush(Qt::red));
painter->drawRect(1500,900,this->blood*20,20);
update();
}
//控制飞机方向
void myplany::keyPressEvent(QKeyEvent *event)
{
switch(event->key())
{case Qt::Key_W:
w_judge=true;
break;
case Qt::Key_S:
s_judge=true;
break;
case Qt::Key_A:
a_judge=true;
break;
case Qt::Key_D:
d_judge=true;
break;
case Qt::Key_Space:
space_judge=true;
break;
case Qt::Key_Z:
z_judge=true;
break;
}
}
void myplany::keyReleaseEvent(QKeyEvent *event)
{
switch(event->key())
{case Qt::Key_W:
w_judge=false;
break;
case Qt::Key_S:
s_judge=false;
break;
case Qt::Key_A:
a_judge=false;
break;
case Qt::Key_D:
d_judge=false;
break;
case Qt::Key_Space:
space_judge=false;
break;
}
}
//定时器事件
void myplany::timerEvent(QTimerEvent *event)
{
//玩家子弹的移动
for(auto be=play_buttle.begin();be!=play_buttle.end();be++)
{
be->buttle_y-=buttle_speed;//移动
if(be->buttle_y<0)
{
play_buttle.erase(be);
break;
}
}
//判断是否发射子弹
if(space_judge)
{
PlayButtle playbuttle(plany_x+25,plany_y);
play_buttle.push_back(playbuttle);
}
mark+=10;//存活0.1秒加10分
if(w_judge)
{
plany_y-=speed;
if(plany_y<0)
plany_y=0;
}
if(s_judge)
{
plany_y+=speed;
if(plany_y>PLANYBOUNDARY_Y)
{
plany_y=PLANYBOUNDARY_Y;
}
}
if(a_judge)
{
plany_x-=speed;
if(plany_x<0)
plany_x=0;
}
if(d_judge)
{
plany_x+=speed;
if(plany_x>PLANYBOUNDARY_X)
plany_x=PLANYBOUNDARY_X;
}
if(z_judge)
{
skill-=2;
emit skill_z();
z_judge=false;
}
}
玩家子弹
#ifndef PLAYBUTTLE_H
#define PLAYBUTTLE_H
#include
#include
class PlayButtle:public QGraphicsRectItem
{
public:
PlayButtle(int a,int b);
PlayButtle(const PlayButtle&a);
~PlayButtle();
PlayButtle& operator=(PlayButtle &a);
int buttle_x;
int buttle_y;
QPainterPath shape()const;
static const int speed =10;
};
#endif // PLAYBUTTLE_H
#include "playbuttle.h"
#include
PlayButtle::PlayButtle(int a,int b)
{
buttle_x=a;
buttle_y=b;
}
PlayButtle::PlayButtle(const PlayButtle &a)
{
buttle_x=a.buttle_x;
buttle_y=a.buttle_y;
}
PlayButtle::~PlayButtle()
{
}
PlayButtle &PlayButtle::operator=(PlayButtle &a)
{
buttle_x=a.buttle_x;
buttle_y=a.buttle_y;
return *this;
}
QPainterPath PlayButtle::shape() const
{
QPainterPath p;
p.addRect(buttle_x,buttle_y,20,20);
return p;
}
敌机
#ifndef ENEUMPLANY_H
#define ENEUMPLANY_H
#include
#include
#include"playbuttle.h"
#include
#include
#include
#include
class eneumplany:public QGraphicsObject
{
public:
eneumplany(int x=0,int y=0,int c=0);
eneumplany(const eneumplany&);//拷贝构造函数
~eneumplany();
void operator=(const eneumplany &);//=重载函数
public:
QRectF boundingRect()const;
void paint(QPainter *painter,const QStyleOptionGraphicsItem *option, QWidget *widget = nullptr);
void timerEvent(QTimerEvent *event);
QPainterPath shape() const;
int plany_x;
int plany_y;
QString image;
int blood;//血量
bool life;//飞机的状态
QList eneum_buttle;//子弹析构
int speed;
private:
int x_speed;
int val_random;//使每一架飞机的随机数种子不一样
int explode_judge;//用来使爆炸照片停留的时间
};
#endif // ENEUMPLANY_H
#include "eneumplany.h"
#include
#include
eneumplany::eneumplany(int x,int y,int c)
{
plany_x=x;
plany_y=y;
val_random=c;
startTimer(300);
srand(val_random);
this->speed=rand()%10+30;
blood=5;
life=true;
explode_judge=0;
image=":/new/prefix1/Image/enemyplane.png";
}
//拷贝构造函数
eneumplany::eneumplany(const eneumplany &a)
{
this->plany_x=a.plany_x;
this->plany_y=a.plany_y;
}
eneumplany::~eneumplany()
{
}
//重载=运算符
void eneumplany::operator=(const eneumplany &a)
{
this->plany_x=a.plany_x;
this->plany_y=a.plany_y;
}
//飞机的飞行范围
QRectF eneumplany::boundingRect() const
{
return QRectF(0,0,1800,1000);
}
//画敌机和子弹
void eneumplany::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget)
{
//飞机
if(life)
{painter->drawPixmap(plany_x,plany_y,60,80,QPixmap(image));
}
//敌机死后爆炸照片
if(!life&&explode_judge!=50)
{
painter->drawPixmap(plany_x,plany_y,60,80,QPixmap(image));
explode_judge++;
}
//子弹
if(life)
for(auto be=eneum_buttle.begin();be!=eneum_buttle.end();be++)
{
painter->drawPixmap(be->buttle_x,be->buttle_y,20,30,QPixmap(":/new/prefix1/Image/mybullet.png"));
be->buttle_y+=be->speed;//子弹往下移动
}
update();
}
//发射子弹
void eneumplany::timerEvent(QTimerEvent *event)
{
//飞机本身
if(life)
{srand(val_random);
x_speed=rand()%60-40;
plany_x+=x_speed;
plany_y+=speed;}
if(plany_x<=0)
{
plany_x=0;
}
if(plany_x>=1740)
{
plany_x=1740;
}
//如果超出边界,则认为飞机以死
if(plany_y>=1000)
{
life=false;
blood=0;
}
// 子弹的移动
PlayButtle buttle(plany_x+20,plany_y+80);
for(auto be=eneum_buttle.begin();be!=eneum_buttle.end();be++)
{
be->buttle_y+=be->speed;
}
eneum_buttle.push_back(buttle);
if(eneum_buttle.front().buttle_y>1800)//判断子弹是否超出边界
{
eneum_buttle.pop_front();
}
}
QPainterPath eneumplany::shape() const
{
QPainterPath p;
p.addRect(plany_x,plany_y,60,80);
return p;
}
死亡画面
#ifndef GAMEOVER_H
#define GAMEOVER_H
#include
#include
#include
#include
class gameover:public QGraphicsObject
{
Q_OBJECT
public:
gameover();
QRectF boundingRect()const;
void paint(QPainter *painter,const QStyleOptionGraphicsItem *option, QWidget *widget = nullptr);
void timerEvent(QTimerEvent *event);
private:
signals:
void show_mainwindow();
};
#endif // GAMEOVER_H
#include "gameover.h"
gameover::gameover()
{
startTimer(5000);
}
QRectF gameover::boundingRect() const
{
return QRectF(0,0,1800,1000);
}
void gameover::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget)
{
painter->drawPixmap(0,0,1800,1000,QPixmap(":/new/prefix1/Image/425d4c0c0f16c401db1f1[1].jpg"));
}
void gameover::timerEvent(QTimerEvent *event)
{
emit show_mainwindow();
}
boss飞机
#ifndef BOSSPLANY_H
#define BOSSPLANY_H
#include"eneumplany.h"
#include"myplany.h"
class bossplany:public eneumplany
{
Q_OBJECT
public:
bossplany(myplany &c);
QRectF boundingRect()const;
void paint(QPainter *painter,const QStyleOptionGraphicsItem *option, QWidget *widget = nullptr);
void timerEvent(QTimerEvent *event);
bool life;
QList boss_buttle_1;
QList boss_buttle_2;
QList boss_buttle_3;
private:
int buttly_y_1;//第一种子弹的y
myplany &my_plany;
int time1;
int time2;
int time3;
void boss_myplany(QList &boss_buttle);
void mybuttle_boss();
void buttle_shape(QList &boss_buttle);
int x_speed;
int speed;
public slots:
void buttle_skill();
};
#endif // BOSSPLANY_H
#include "bossplany.h"
bossplany::bossplany(myplany &c):my_plany(c)
{
image=":/new/prefix1/Image/boss9.png";
blood=250;
plany_x=500;
plany_y=0;
life=false;
time1=startTimer(200);
time2=startTimer(1000);
time3=startTimer(5000);
x_speed=100;
speed=50;
}
QRectF bossplany::boundingRect() const
{
return QRectF(0,0,1800,1000);
}
void bossplany::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget)
{
if(blood==0)//如果boss死亡
{
life=false;
image=":/new/prefix1/Image/bigairplane3.png";
}
if(life)
{painter->drawPixmap(plany_x,plany_y,400,400,QPixmap(image));
for(auto b:boss_buttle_1)
{
painter->drawPixmap(b.buttle_x-60,b.buttle_y+100,40,40,QPixmap(":/new/prefix1/Image/Bomb4.png"));
}
for(auto b:boss_buttle_2)
{
painter->drawPixmap(b.buttle_x+50,b.buttle_y+100,40,40,QPixmap(":/new/prefix1/Image/Bomb4.png"));
}
for(auto b:boss_buttle_3)
{
painter->drawPixmap(b.buttle_x,b.buttle_y+100,40,80,QPixmap(":/new/prefix1/Image/bossbullet (2).png"));
}
//画boss的血条
QFont font;
font.setPixelSize(25);
painter->setFont(font);
painter->setPen(Qt::blue);
painter->drawText(0,40,QStringLiteral("Great old one"));
painter->drawRect(170,20,700,20);
painter->setBrush(Qt::red);
painter->drawRect(170,20,7*blood/5,20);
update();}
}
void bossplany::timerEvent(QTimerEvent *event)
{
if(time1==event->timerId()&&life)
{ //boss的变化
plany_x+=speed;
if(plany_x<=0)
{
plany_x=0;
speed=-speed;
}
if(plany_x>=1400)
{
plany_x=1400;
speed=-speed;
}
//子弹的生成
PlayButtle buttle(plany_x+200,plany_y);
boss_buttle_1.push_back(buttle);
boss_buttle_2.push_back(buttle);
for(auto be=boss_buttle_1.begin();be!=boss_buttle_1.end();be++)
{
be->buttle_y+=70;
srand(my_plany.plany_x);
be->buttle_x+=x_speed;
if(be->buttle_y>=1000||be->buttle_x<=0||be->buttle_x>=1800)
{
boss_buttle_1.erase(be);
break;
}
}
for(auto be=boss_buttle_2.begin();be!=boss_buttle_2.end();be++)
{
be->buttle_y+=70;
srand(my_plany.plany_x);
be->buttle_x-=x_speed;
if(be->buttle_y>=1000||be->buttle_x<=0||be->buttle_x>=1800)
{
boss_buttle_2.erase(be);
break;
}
x_speed+=20;
if(x_speed>=150)
{
x_speed=0;
}
}
boss_myplany(boss_buttle_1);
boss_myplany(boss_buttle_2);
boss_myplany(boss_buttle_3);
buttle_shape(boss_buttle_1);
buttle_shape(boss_buttle_2);
buttle_shape(boss_buttle_3);
mybuttle_boss();
connect(&my_plany,&myplany::skill_z,this,&bossplany::buttle_skill);
}
//生成第二种子弹
for(auto be=boss_buttle_3.begin();be!=boss_buttle_3.end();be++)
{
be->buttle_y+=80;
srand(my_plany.plany_x);
if(be->buttle_y>=1000||be->buttle_x<=0||be->buttle_x>=1800)
{
boss_buttle_3.erase(be);
break;
}
}
if(time2==event->timerId()&&life)
{ PlayButtle buttle(plany_x+200,plany_y);
boss_buttle_3.push_back(buttle);
}
if(time3==event->timerId())
{
if(my_plany.skill<10)
my_plany.skill++;
}
}
//boss飞机击中玩家
void bossplany::boss_myplany(QList &boss_buttle)
{
for(auto be=boss_buttle.begin();be!=boss_buttle.end();be++)
{
if(be->buttle_x>=my_plany.plany_x&&be->buttle_x<=my_plany.plany_x+60&&
be->buttle_y>=my_plany.plany_y&&be->buttle_y<=my_plany.plany_y+80)
{
my_plany.blood--;
boss_buttle.erase(be);
break;
}
}
}
//玩家子弹击中飞机
void bossplany::mybuttle_boss()
{
for(auto be=my_plany.play_buttle.begin();be!=my_plany.play_buttle.end();be++)
{
if(be->buttle_x>plany_x&&be->buttle_xbuttle_y<=400)
{
this->blood--;
my_plany.play_buttle.erase(be);
break;
}
}
}
//子弹碰撞
void bossplany::buttle_shape(QList &boss_buttle)
{
for(auto be=boss_buttle.begin();be!=boss_buttle.end();be++)
{
for(auto be1=my_plany.play_buttle.begin();be1!=my_plany.play_buttle.end();be1++)
{
if(be->buttle_x>=be1->buttle_x&&be->buttle_x<=be1->buttle_x+40&&
be->buttle_y>=be1->buttle_y+20)
{
my_plany.play_buttle.erase(be1);
boss_buttle.erase(be);
break;
}
}
break;
}
}
void bossplany::buttle_skill()
{
boss_buttle_1.clear();
boss_buttle_2.clear();
boss_buttle_3.clear();
}
注意最好是参考一下,然后自己写,里面有很多东西可以去做。