Qt 游戏之路(二) 重建角色框架和炮弹的加入

建立移动物体基类,使玩家以此类为基础

#ifndef MOVE_THING_BASE_H
#define MOVE_THING_BASE_H

#include "info.h"

class Move_Thing_Base : public QWidget
{
    Q_OBJECT

public:
    Move_Thing_Base();
    ~Move_Thing_Base() {}

    void moveto(QPointF pos);
    void moveto(qreal x, qreal y);
    void setPos(qreal x, qreal y);

    QGraphicsPixmapItem *itempix;

    QPointF cpos, arrivepos;  //角色坐标,到达目标坐标
    QTimer *timer;  //用于移动
    qreal speed; //速度
    bool once; //移动后是否销毁
    bool fix; //是否为其移动地图
protected slots:
    void move_use_timer();
};


#endif // MOVE_THING_BASE_H

实现

#include "info.h"
#include "gamewindow.h"
#include "move_thing_base.h"

Move_Thing_Base::Move_Thing_Base()
{
    timer = 0;
    speed = 5;
    once = 0;
    fix = 1;
}
void Move_Thing_Base::setPos(qreal x, qreal y)
{
    cpos.setX(x);
    cpos.setY(y);
    itempix->setPos(cpos.x() - 45, cpos.y() - 45); //战车图片左上角与中心偏移45
}

void Move_Thing_Base::move_use_timer()
{
    qreal partx = arrivepos.x() - cpos.x(); //x,y分量
    qreal party = arrivepos.y() - cpos.y();
    qreal s = sqrt(partx*partx + party*party);  //直线路程

    if (s <= speed)
    {
        if (timer->isActive())
        {
            timer->stop();
            delete timer;
            timer = 0;
            if (once)
            {
                scene->removeItem(itempix);
                delete this;
            }
        }
    }
    else
    {
        qreal movex = partx/s*speed; //每次计时移动距离
        qreal movey = party/s*speed;

        if (client->canArrive(cpos.x() + movex, cpos.y() + movey))
        {
            cpos.setX(cpos.x() + movex);
            cpos.setY(cpos.y() + movey);
            itempix->setPos(cpos.x() - 45, cpos.y() -45); //战车图片左上角与中心偏移45
        }
        else
        {
            if (timer->isActive())
            {
                timer->stop();
                delete timer;
                timer = 0;
            }
        }
    }
    if (fix)
        client->fixClientFor(cpos.x(), cpos.y(), partx > 0 , party > 0);
}

void Move_Thing_Base::moveto(qreal x, qreal y)
{
    arrivepos.setX(x);
    arrivepos.setY(y);
    if (!timer)
    {
        timer = new QTimer;
        timer->start(50);
        connect(timer, SIGNAL(timeout()), this, SLOT(move_use_timer()));
    }
}
void Move_Thing_Base::moveto(QPointF pos)
{
    moveto(pos.x(), pos.y());
}

玩家类

#ifndef PLAYER_H
#define PLAYER_H

#include "info.h"
#include "move_thing_base.h"

class Player : public Move_Thing_Base
{
    Q_OBJECT

public:
    Player();
    ~Player() {}

};

#endif // PLAYER_H

实现

#include "info.h"
#include "player.h"

//Player
Player::Player()
{
    QPixmap pix(":/pic/1");
    itempix = scene->addPixmap(pix);
    setPos(MAPWIDTH/2, MAPHEIGHT/2);
}


炮弹类

#ifndef PAODAN_H
#define PAODAN_H

#include "info.h"
#include "move_thing_base.h"

class Paodan : public Move_Thing_Base
{
public:
    Paodan(QPointF startpos, QPointF endpos);
};

#endif // PAODAN_H

实现

#ifndef PAODAN_H
#define PAODAN_H

#include "info.h"
#include "move_thing_base.h"

class Paodan : public Move_Thing_Base
{
public:
    Paodan(QPointF startpos, QPointF endpos);
};

#endif // PAODAN_H

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