屏幕上光有地图也不行,还需要我们的坦克加入其中
新建tank.h和tank.cpp
tank.h里加入
#ifndef TANK_H
#define TANK_H
#include"wanwu.h"
#include"main.h"
#include"gamemap.h"
class Tank : public Wanwu
{
protected:
int steps[8]={4,8,8,16,16,32,32,64};
float lifes[8]={200,400,600,800,900,1100,1300,1500};
float wulis[8]={20,40,80,160,160,320,320,640};
float fashus[8]={20,40,80,160,160,320,320,640};
float hujias[8]={50,70,90,110,130,150,170,190};
float mokangs[8]={50,70,90,110,130,150,170,190};
int gongjijianges[8]={8,7,6,5,4,3,2,2};
int group;//坦克所在组,同一组不能相互伤害
public:
Tank();
Tank(int iIndex,int jIndex,Dir dir=UP,int style=0,int group=1);
// 计算势力范围
virtual void CalculateSphere();
// 绘图
void Display(QPainter &paint);
// 移动
void Move();
//设置移动状态为开
void startmove(){ismove=true;}
//设置移动状态为关
void stopmove(){ismove=false;}
//
// void fire();
//void startfire();
//void stopfire();
//设置方向
void setdir(Dir dir){m_dir=dir;}
private:
int style;
bool ismove;
// bool isfire;
int gongjijiange;
};
#endif // TANK_H
tank.cpp
#include "tank.h"
Tank::Tank()
{
this->m_pos.setX(10*CELLWIDTH+CELLWIDTH/2);
this->m_pos.setY(8*CELLHEIGHT+CELLHEIGHT/2);
this->wuli=200;
this->group=0;//0玩家组,1敌人组
m_step=16;
gongjijiange=3;
this->style=0;
ismove=false;
m_dir=UP;
//isfire=false;
m_bDisappear=false;
life=1000;
CalculateSphere();//计算实力范围
}
Tank::Tank(int iIndex,int jIndex,Dir dir,int style,int group){
this->m_pos.setX(jIndex*CELLWIDTH+CELLWIDTH/2);
this->m_pos.setY(iIndex*CELLHEIGHT+CELLHEIGHT/2);
this->m_dir=dir;z
this->style=style;
this->group=group;
//isfire=false;
wuli=wulis[style];
fashu=fashus[style];
hujia=hujias[style];
mokang=mokangs[style];
m_step=steps[style];
gongjijiange=gongjijianges[style];
m_bDisappear=false;
life=lifes[style];
CalculateSphere();
}
void Tank::Display(QPainter &paint){
QRect xm_rectSphere=m_rectSphere;
if(m_bDisappear)return;//消失的不画
switch(m_dir){
case UP:
paint.drawImage(m_rectSphere,*glo.tankimage,QRect(2*PICTANKWIDTH,style*2*PICTANKHEIGHT,PICTANKWIDTH,PICTANKHEIGHT));//身体
paint.drawImage(xm_rectSphere,*glo.tankimage,QRect(2*PICTANKWIDTH,(style*2+1)*PICTANKHEIGHT,PICTANKWIDTH,PICTANKHEIGHT));//炮塔
break;
case DOWN:
paint.drawImage(m_rectSphere,*glo.tankimage,QRect(0*PICTANKWIDTH,style*2*PICTANKHEIGHT,PICTANKWIDTH,PICTANKHEIGHT));//身体
paint.drawImage(xm_rectSphere,*glo.tankimage,QRect(0*PICTANKWIDTH,(style*2+1)*PICTANKHEIGHT,PICTANKWIDTH,PICTANKHEIGHT));//炮塔
break;
case LEFT:
paint.drawImage(m_rectSphere,*glo.tankimage,QRect(1*PICTANKWIDTH,style*2*PICTANKHEIGHT,PICTANKWIDTH,PICTANKHEIGHT));//身体
paint.drawImage(xm_rectSphere,*glo.tankimage,QRect(1*PICTANKWIDTH,(style*2+1)*PICTANKHEIGHT,PICTANKWIDTH,PICTANKHEIGHT));//炮塔
break;
case RIGHT:
paint.drawImage(m_rectSphere,*glo.tankimage,QRect(3*PICTANKWIDTH,style*2*PICTANKHEIGHT,PICTANKWIDTH,PICTANKHEIGHT));//身体
paint.drawImage(xm_rectSphere,*glo.tankimage,QRect(3*PICTANKWIDTH,(style*2+1)*PICTANKHEIGHT,PICTANKWIDTH,PICTANKHEIGHT));//炮塔
break;
}
}//此段代码可以优化简洁
void Tank::Move()
{
if(ismove==true){
switch(m_dir){
case UP:
m_pos.setY(m_pos.y()-m_step);
break;
case DOWN:
m_pos.setY(m_pos.y()+m_step);
break;
case LEFT:
m_pos.setX(m_pos.x()-m_step);
break;
case RIGHT:
m_pos.setX(m_pos.x()+m_step);
break;
}
CalculateSphere();
qDebug("move on");
}
qDebug("move off");
}
void Tank::CalculateSphere(){
this->m_rectSphere.setRect(m_pos.x()-TANKWIDTH/2,m_pos.y()-TANKHEIGHT/2,TANKWIDTH,TANKHEIGHT);
}
main.h结构体Glo中加入选项Tank *player.
class QImage;
class GameMap;
class Tank;
typedef struct{
unsigned int framei;
QImage *blockimage;
GameMap *gamemap;
Tank *player;
}Glo;//实列化Glo类型变量,能实列化出来,所有的指针变量所占空间daxiao一样。
mainwindow.h里加入
#include"tank.h"
mainwindow.cpp构造函数里加入
glo.player=new Tank();
mainwindow.cpp paintEvent函数变更如下
void MainWindow::paintEvent(QPaintEvent *event)
{
Q_UNUSED(event);
setFixedSize(WIDTH,HEIGHT);
paint.begin(this);
glo.gamemap->Display(paint);
glo.player->Display(paint);
paint.end();
}
mainwindow.cpp keyPressEvent变更如下
void MainWindow::keyPressEvent(QKeyEvent *event){
qDebug("key:--------------------------%d ",event->key());
//当按键为M时设置游戏状态为mapedit
if(event->key()==Qt::Key_M)
{
gamestatus=mapedit;
}else if(event->key()==Qt::Key_G){
gamestatus=gameing;
}
if(gamestatus==mapedit){
if(event->key()==Qt::Key_S)
{
glo.gamemap->savemap("1.dat");
}
else if(event->key()==Qt::Key_L)
{
glo.gamemap->loadmap("1.dat");
}
}else if(gamestatus==gameing){
if(event->key()==Qt::Key_S)
{
glo.player->setdir(DOWN);glo.player->startmove();
}
else if(event->key()==Qt::Key_A)
{
glo.player->setdir(LEFT);glo.player->startmove();
}
else if(event->key()==Qt::Key_W)
{
glo.player->setdir(UP);glo.player->startmove();
}
else if(event->key()==Qt::Key_D)
{
glo.player->setdir(RIGHT);glo.player->startmove();
}else if(event->key()==Qt::Key_J){
glo.player->startfire();
}
}
update();
}
到此你将有了一个可以移动穿墙的tank,还可以移动到游戏外界
后面C++(qt)游戏实战项目:坦克大战(五)将用到之前基类的碰撞函数来约束坦克遇到墙停止
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