承接上篇:
http://blog.csdn.net/hao_zong_yin/article/details/74540652
补充包:
#ifndef SUPPLY_H
#define SUPPLY_H
#include "flyer.h"
class Supply : public Flyer
{
public:
Supply(qreal w, qreal h, qreal speed, const QPixmaps &pixs, QGraphicsScene *scene, QGraphicsItem *parent = 0)
:Flyer(w, h, speed, pixs, scene, parent) {
}
~Supply() {
}
QRectF boundingRect() const {
return m_pixs.at(0).rect();
}
QPainterPath shape() const {
QPainterPath path;
path.addRect(boundingRect());
return path;
}
void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget) {
Q_UNUSED(option);
Q_UNUSED(widget);
painter->drawPixmap(0, 0, m_pixs.at(0));
}
void advance(int) {
if (!checkPos(DOWN)) {
posLost();
return;
}
QPointF pos = scenePos();
pos.ry() += m_speed;
setPos(pos);
}
void posLost() {
setVisible(false);
deleteLater();
}
void doCollide() {
}
void fall() {
setVisible(false);
deleteLater();
}
};
#endif // SUPPLY_H
补充包——血包
#ifndef BLOODSUPPLY_H
#define BLOODSUPPLY_H
#include "supply.h"
class BloodSupply : public Supply
{
public:
BloodSupply(qreal w, qreal h, qreal speed, const QPixmaps &pixs, QGraphicsScene *scene, QGraphicsItem *parent = 0);
~BloodSupply();
int name() const;
};
#endif // BLOODSUPPLY_H
#include "bloodsupply.h"
BloodSupply::BloodSupply(qreal w, qreal h, qreal speed, const QPixmaps &pixs, QGraphicsScene *scene, QGraphicsItem *parent)
:Supply(w, h, speed, pixs, scene, parent) {
}
BloodSupply::~BloodSupply() {
}
int BloodSupply::name() const
{
return BLOODSUPPLYNAME;
}
#ifndef BOMBSUPPLY_H
#define BOMBSUPPLY_H
#include "supply.h"
class BombSupply : public Supply
{
public:
BombSupply(qreal w, qreal h, qreal speed, const QPixmaps &pixs, QGraphicsScene *scene, QGraphicsItem *parent = 0);
~BombSupply();
int name() const;
};
#endif // BOMBSUPPLY_H
#include "bombsupply.h"
BombSupply::BombSupply(qreal w, qreal h, qreal speed, const QPixmaps &pixs, QGraphicsScene *scene, QGraphicsItem *parent):
Supply(w, h, speed, pixs, scene, parent) {
}
BombSupply::~BombSupply() {
}
int BombSupply::name() const {
return BOMBSUPPLYNAME;
}
#ifndef BULLETSUPPLY_H
#define BULLETSUPPLY_H
#include "supply.h"
class BulletSupply : public Supply
{
public:
BulletSupply(qreal w, qreal h, qreal speed, const QPixmaps &pixs, QGraphicsScene *scene, QGraphicsItem *parent = 0);
~BulletSupply();
int name() const;
};
#endif // BULLETSUPPLY_H
#include "bulletsupply.h"
BulletSupply::BulletSupply(qreal w, qreal h, qreal speed, const QPixmaps &pixs, QGraphicsScene *scene, QGraphicsItem *parent):
Supply(w, h, speed, pixs, scene, parent) {
}
BulletSupply::~BulletSupply() {
}
int BulletSupply::name() const {
return BULLETSUPPLYNAME;
}
炸弹:
#ifndef PLAYERBOMB_H
#define PLAYERBOMB_H
#include "bullet.h"
#include "enemybullet.h"
class Bomb : public Bullet
{
public:
Bomb(qreal angel, qreal w, qreal h, qreal speed, const QPixmaps &pixs, QGraphicsScene *scene, QGraphicsItem *parent = 0);
~Bomb();
QPainterPath shape() const;
QRectF boundingRect() const;
void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget);
int name() const;
void advance(int);
void posLost();
void doCollide();
void fall();
};
#endif // BOMB_H
#include "bomb.h"
Bomb::Bomb(qreal angel, qreal w, qreal h, qreal speed, const QPixmaps &pixs, QGraphicsScene *scene, QGraphicsItem *parent)
:Bullet(angel, w, h, speed, pixs, scene, parent) {
}
Bomb::~Bomb() {
}
QRectF Bomb::boundingRect() const {
return m_pixs.at(m_pixpos).rect();
}
QPainterPath Bomb::shape() const
{
QPainterPath path;
path.addRect(boundingRect());
return path;
}
void Bomb::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget)
{
Q_UNUSED(option);
Q_UNUSED(widget);
painter->drawPixmap(0, 0, m_pixs.at(m_pixpos));
}
int Bomb::name() const
{
return BOMBNAME;
}
void Bomb::advance(int)
{
if (!checkPos(UP) || !checkPos(DOWN) || !checkPos(LEFT) || !checkPos(RIGHT)) {
posLost();
return;
}
m_step++;
if (m_step == BOMBPIXSTEP) {
m_step = 0;
m_pixpos++;
if (m_pixpos == 2) m_pixpos = 0;
}
QPointF pos = scenePos();
pos.rx() -= xSpeed;
pos.ry() -= ySpeed;
setPos(pos);
doCollide();
}
void Bomb::posLost() {
setVisible(false);
deleteLater();
}
void Bomb::doCollide()
{
foreach (QGraphicsItem *t, collidingItems()) {
if (t->type() != UnFlyer::TYPE) {
Flyer *flyer = static_cast(t);
switch (flyer->name()) {
case ENEMYBULLETNAME:
flyer->fall();
break;
}
}
}
}
void Bomb::fall() {
setVisible(false);
deleteLater();
}
#ifndef RANDOMIZER_H
#define RANDOMIZER_H
#include
class Randomizer : public QObject
{
Q_OBJECT
public:
static int creat(int x);
static int creat(int x, int y);
private:
explicit Randomizer(QObject *parent = 0);
};
#endif // RANDOMIZER_H
#include "randomizer.h"
Randomizer::Randomizer(QObject *parent) : QObject(parent) {}
int Randomizer::creat(int x)
{
return qrand() % x;
}
int Randomizer::creat(int x, int y)
{
return qrand() % (y - x) + x;
}
#ifndef MENUWIDGET_H
#define MENUWIDGET_H
#include
#include
#include
#include
class MenuWidget : public QDialog
{
Q_OBJECT
public:
explicit MenuWidget(bool isRunning, QWidget *parent = 0);
signals:
void sig_newGame();
void sig_quit();
protected slots:
void slt_quit();
void slt_newGame();
private:
QPushButton *m_new;
QPushButton *m_back;
QPushButton *m_quit;
bool states;
void initUI();
};
#endif // MENUWIDGET_H
#include "menuwidget.h"
MenuWidget::MenuWidget(bool isRunning, QWidget *parent) : QDialog(parent), states(isRunning) {
setWindowFlags(Qt::FramelessWindowHint);
initUI();
setMinimumSize(150,300);
setMaximumSize(150,300);
move(parent->rect().center() - QPoint(150/2,300/2));
connect(m_new, SIGNAL(clicked()), this, SLOT(slt_newGame()));
connect(m_quit, SIGNAL(clicked()), this ,SLOT(slt_quit()));
connect(m_back, SIGNAL(clicked()), this, SLOT(close()));
}
void MenuWidget::initUI()
{
m_new = new QPushButton("New Game");
m_back = new QPushButton("Back");
m_quit = new QPushButton("Quit");
QVBoxLayout *mainLayout = new QVBoxLayout;
mainLayout->addStretch();
mainLayout->addWidget(m_new);
mainLayout->addWidget(m_back);
mainLayout->addWidget(m_quit);
mainLayout->addStretch();
setLayout(mainLayout);
if (states) {
m_new->setDisabled(true);
} else {
m_back->setDisabled(true);
}
}
void MenuWidget::slt_quit()
{
emit sig_quit();
close();
}
void MenuWidget::slt_newGame()
{
emit sig_newGame();
close();
}
控制台(游戏逻辑, 注释的代码崩了)
#ifndef SPACE_H
#define SPACE_H
#include "planefactory.h"
#include "playerPlane.h"
#include "bloodsupply.h"
#include "bombsupply.h"
#include "bulletsupply.h"
#include "randomizer.h"
#include "menuwidget.h"
class Space : public QGraphicsView
{
Q_OBJECT
public:
Space(QWidget *parent = 0);
void init();
void bloodsupply();
void bombsupply();
void bulletsupply();
void enemys();
protected:
void mouseDoubleClickEvent(QMouseEvent *event);
private:
//QGraphicsTextItem *scoretext, *bloodtext, *bombtext;
QGraphicsScene *m_scene;
QTimer *m_timer;
PlayerPlane *m_player;
uint m_scores, m_bloods, m_bombs, m_level, m_step;
bool boss;//boss战标识
bool isRunning;
signals:
void sig_menu();
protected slots:
void slt_newGame();
void slt_playerDead();
void slt_startGame();
void slt_pauseGame();
void slt_updata();
void slt_addscore(int);
void slt_menu();
//void slt_updateScore(int);
//void slt_updateBlood(int);
//void slt_updateBomb(int);
};
#endif // SPACE_H
#include "space.h"
Space::Space(QWidget *parent) : QGraphicsView(parent), boss(false), isRunning(false) {
m_scene = new QGraphicsScene;
m_scene->setSceneRect(0, 0, SCENEWIDTH, SCENEHEIGHT);
setScene(m_scene);
setWindowFlags(Qt::FramelessWindowHint);
setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
setCacheMode(QGraphicsView::CacheBackground);
setViewportUpdateMode(QGraphicsView::BoundingRectViewportUpdate);
setOptimizationFlags(QGraphicsView::DontClipPainter | QGraphicsView::DontSavePainterState);
setRenderHint(QPainter::Antialiasing);
QPixmap pix(SCENEWIDTH, SCENEHEIGHT);
pix.load(background);
QPixmap temp = pix.scaled(SCENEWIDTH, SCENEHEIGHT, Qt::KeepAspectRatioByExpanding);
setBackgroundBrush(temp);
m_timer = new QTimer;
connect(m_timer, SIGNAL(timeout()), this, SLOT(slt_updata()));
connect(this, SIGNAL(sig_menu()), this, SLOT(slt_menu()));
init();
}
void Space::init() {
// scoretext = new QGraphicsTextItem("0");
// scoretext->setPos(0, 0);
// m_scene->addItem(scoretext);
// bloodtext = new QGraphicsTextItem("0");
// bloodtext->setPos(0, 10);
// m_scene->addItem(bloodtext);
// bombtext = new QGraphicsTextItem("0");
// bombtext->setPos(0, 20);
// m_scene->addItem(bombtext);
m_scores = 0, m_bloods = PLAYERPLANEBLOOD, m_bombs = 0, m_level = 1, m_step = 0;
QPixmaps t;
t.append(QPixmap(playerplane0));
t.append(QPixmap(playerplane1));
t.append(QPixmap(playerplane2));
t.append(QPixmap(playerplane3));
m_player = new PlayerPlane(PLAYERPLANEBLOOD, PLAYERPLANESIZE, PLAYERPLANESIZE, PLAYERPLANESPEED, t, m_scene);
m_player->setFocus();
connect(m_player, SIGNAL(sig_fall()), this, SLOT(slt_playerDead()));
//connect(m_player, SIGNAL(sig_score(int)), this, SLOT(slt_updateScore(int)));
//connect(m_player, SIGNAL(sig_blood(int)), this, SLOT(slt_updateBlood(int)));
//connect(m_player, SIGNAL(sig_bomb(int)), this, SLOT(slt_updateBomb(int)));
}
void Space::slt_newGame()
{
m_scene->clear();
init();
m_timer->start(50);
isRunning = true;
}
void Space::slt_playerDead()
{
m_timer->stop();
isRunning = false;
}
void Space::slt_startGame()
{
if (isRunning) m_timer->start(50);
}
void Space::slt_pauseGame()
{
if (isRunning) m_timer->stop();
}
void Space::slt_updata()
{
m_scene->advance();
m_step++;
if (m_step % 50 == 0 && !boss) {
enemys();
}
if (m_step % 233 == 0) {
bulletsupply();
}
if (m_step % 666 == 0) {
bombsupply();
m_step = 0;
}
if (m_step % 2333 == 0) {
bloodsupply();
}
}
void Space::slt_addscore(int score)
{
m_scores += score;
if (score == BOSSSCORE) {
boss = false;
m_level = 1;
m_scores = 0;
//slt_updateScore(m_scores);
}
if (m_scores != 0 && m_scores % 50 == 0) {
m_level++;
if (m_level == 7) m_level = 1;
}
}
void Space::bloodsupply()
{
QPixmaps t;
t.append(QPixmap(bloodsupplypix));
BloodSupply *bloodsupply = new BloodSupply(BLOODSUPPLYSIZE, BLOODSUPPLYSIZE, BLOODSUPPLYSPEED, t, m_scene);
qreal x = Randomizer::creat(SCENEWIDTH - BLOODSUPPLYSIZE);
bloodsupply->setPos(x, 0);
}
void Space::bombsupply()
{
QPixmaps t;
t.append(QPixmap(bombsupplypix));
BloodSupply *bombsupply = new BloodSupply(BOMBSUPPLYSIZE, BOMBSUPPLYSIZE, BOMBSUPPLYSPEED, t, m_scene);
qreal x = Randomizer::creat(SCENEWIDTH - BOMBSUPPLYSIZE);
bombsupply->setPos(x, 0);
}
void Space::bulletsupply()
{
QPixmaps t;
t.append(QPixmap(bulletsupplypix));
uint x = Randomizer::creat(SCENEWIDTH - BULLETSUPPLYSIZE);
BulletSupply *bulletsupply = new BulletSupply(BULLETSUPPLYSIZE, BULLETSUPPLYSIZE, BULLETSUPPLYSPEED, t, m_scene);
bulletsupply->setPos(x,0);
}
void Space::enemys()
{
if (m_level == 6) {
PlaneFactory::BossPlanes bossplanes = PlaneFactory::bcreator(1, scene());
foreach (Boss *b, bossplanes) {
int x = Randomizer::creat(SCENEWIDTH - BOSSSIZE);
b->setPos(x, 0);
connect(b, SIGNAL(sig_score(int)), this, SLOT(slt_addscore(int)));
}
boss = true;
}
else {
PlaneFactory::FishPlanes fishplanes = PlaneFactory::fcreator(m_level, scene());
foreach (Fish *f, fishplanes) {
int z = Randomizer::creat(6);
if (z == 1) {
int y = Randomizer::creat(SCENEHEIGHT / 2 - FISHSIZE);
f->setPos(0, y);
}
else if (z == 2) {
int y = Randomizer::creat(SCENEHEIGHT / 2 - FISHSIZE);
f->setPos(SCENEWIDTH - FISHSIZE, y);
}
else {
int x = Randomizer::creat(SCENEWIDTH - FISHSIZE);
f->setPos(x, 0);
}
connect(f, SIGNAL(sig_score(int)), this, SLOT(slt_addscore(int)));
}
}
}
void Space::slt_menu()
{
if (isRunning) {
slt_pauseGame();
QScopedPointer w(new MenuWidget(true, this));
connect(w.data(), SIGNAL(sig_newGame()), this, SLOT(slt_newGame()));
connect(w.data(), SIGNAL(sig_quit()), this, SLOT(close()));
w->setModal(true);
w->show();
w->exec();
slt_startGame();
}
else {
QScopedPointer w(new MenuWidget(false, this));
connect(w.data(), SIGNAL(sig_newGame()), this, SLOT(slt_newGame()));
connect(w.data(), SIGNAL(sig_quit()), this, SLOT(close()));
w->setModal(true);
w->show();
w->exec();
}
}
void Space::mouseDoubleClickEvent(QMouseEvent *event) {
event->accept();
emit sig_menu();
}
//void Space::slt_updateScore(int score) {
// QString text = QString::number(score, 10);
// scoretext->setPlainText(text);
//}
//void Space::slt_updateBlood(int blood) {
// QString text = QString::number(blood, 10);
// bloodtext->setPlainText(text);
//}
//void Space::slt_updateBomb(int bomb) {
// QString text = QString::number(bomb, 10);
// bombtext->setPlainText(text);
//}
#ifndef UNFLYER_H
#define UNFLYER_H
#include
#include "global.h"
class UnFlyer : public QGraphicsObject {
Q_OBJECT
public:
UnFlyer(QGraphicsItem *parent = 0);
~UnFlyer();
enum {TYPE = UserType + 1};
int type() const;
};
#endif // UNFLYER_H
#include "unflyer.h"
UnFlyer::UnFlyer(QGraphicsItem *parent) : QGraphicsObject(parent) {
}
UnFlyer::~UnFlyer() {
}
int UnFlyer::type() const {
return UserType + 1;
}