QT简单应用之扫雷游戏

制作扫雷游戏,首先想到先制作一个界面,QT很方便的可以用ui制作;

简单制作一个centralWidget加入菜单栏;

之后开始制作详细内容;

借鉴我们平常玩的扫雷,先考虑游戏逻辑模型,首先主界面会被均分为多个小方块,我们需要考虑方块有两种类型:雷方块和普通方块

而方块又有几种状态:未翻开,已翻开,雷标记(及右键点击方块插旗被认定为雷)

已翻开又有两种状态:数字标记,雷标记

// 方块的状态,未挖掘,翻开,标记,雷出现,错误标记

enum BlockState
{
    UN_DIG,
    DIGGED,
    MARKED,
    BOMB,
    WRONG_BOMB
};
// 雷方块类
struct MineBlock
{
    BlockState curState; // 当前状态
    int valueFlag; // 数值,0到8, -1表示雷
};

在考虑游戏状态,有开始,进行中,输,赢

enum GameState

{
    PLAYING,
    FAULT,
    OVER,
    WIN
};

借鉴电脑自带扫雷,分为低级,中级,高级,而自定义过于复杂,在这不考虑

enum GameLevel

{
    BASIC,
    MEDIUM,
    HARD
};

设置游戏默认参数,分为行方块个数,列方块个数,雷数,时间

之后建立游戏模型

:建立五个函数:(翻开,标记,创建游戏,重新游戏,检查游戏状态)


class GameModel
{
public:
    GameModel();
    virtual ~GameModel();
public:
    void digMine(int m, int n); //挖雷, m是行, n是列
    void markMine(int m, int n); // 标记雷
    void createGame(int row = kRow, int col = kCol, int mineCount = kMineCount, GameLevel level = MEDIUM); // 初始化游戏
    void restartGame();  // 按当前参数重新开始游戏
    void checkGame(); // 检查游戏输赢
public:
    std::vector<std::vector<MineBlock>> gameMap; // 游戏地图
    int mRow; // 地图行数
    int mCol; // 地图列数
    int totalMineNumber; // 雷数
    int curMineNumber;   // 当前雷数(仅用于显示)
    int timerSeconds; // 计时(秒)
    GameState gameState; // 当前游戏状态
    GameLevel gameLevel; // 当前游戏难度
};

现在考虑复杂事件

首先,初始化雷方块,点击该方块游戏结束

    for(int i = 0; i < mRow; i++){
        std::vector<MineBlock> lineBlocks;
        for(int j = 0; j < mCol; j++)
        {
            MineBlock mineBlock;
            mineBlock.curState = UN_DIG; // 默认都是未挖掘
            mineBlock.valueFlag = 0; // 默认都是0
            lineBlocks.push_back(mineBlock);
        }
        gameMap.push_back(lineBlocks);
    }

下面是重点:

随机布雷

    srand((unsigned int)time(0));
    int k = totalMineNumber;
    while(k > 0)
    {
        // 埋雷并防止重叠
        int pRow = rand() % mRow;
        int pCol = rand() % mCol;
        if(gameMap[pRow][pCol].valueFlag != -1)
        {
             gameMap[pRow][pCol].valueFlag = -1;
             k--; // 如果原来就有雷重新循环
        }
    }

计算雷周围的方块数字

    for(int i = 0; i < mRow; i++)
    {
        for(int j = 0; j < mCol; j++)
        {
            // 周围八个方块(排除自己,在地图范围内)的数字根据雷的数目叠加
            // y为行偏移量,x为列偏移量
            // 前提条件是本方块不是雷
            if(gameMap[i][j].valueFlag != -1)
            {
                for(int y = -1; y <= 1; y++)
                {
                    for(int x = -1; x <= 1; x++)
                    {
                        if(i + y >= 0
                        && i + y < mRow
                        && j + x >= 0
                        && j + x < mCol
                        && gameMap[i + y][j + x].valueFlag == -1
                        && !(x == 0 && y == 0))
                        {
                            // 方块数字加1
                            gameMap[i][j].valueFlag++;
                        }
                    }
                }
            }
        }
    }
}

下面是挖掘(翻开)函数内容:

正常方块且没有被翻开过,标记为已挖

    if(gameMap[m][n].valueFlag > 0
     && gameMap[m][n].curState == UN_DIG)
    {
        gameMap[m][n].curState = DIGGED;
    }
    // 遇到空白块(数字0)就递归挖雷,如果踩雷就爆掉,游戏结束
    if(gameMap[m][n].valueFlag == 0
     && gameMap[m][n].curState == UN_DIG)
    {
        gameMap[m][n].curState = DIGGED;
        for(int y = -1; y <= 1; y++)
        {
            for(int x = -1; x <= 1; x++)
            {
                if(m + y >= 0
                && m + y < mRow
                && n + x >= 0
                && n + x < mCol
                && !(x == 0 && y == 0))
                {
                    digMine(m + y, n + x);
                }
            }
        }
    }
    // 踩雷了
    if(gameMap[m][n].valueFlag == -1)
    {
        gameState = OVER;
        gameMap[m][n].curState = BOMB;
    }
    // 检查游戏输赢,并作调整

检查游戏状态

下面是标记函数内容:

// 如果标记错了,就记为错误标记,在ui层游戏结束时做绘制区分

    // 注意这里有个逻辑,如果一个方块标记两次会回到未挖掘的状态
    if(gameMap[m][n].curState == UN_DIG)
    {
        if(gameMap[m][n].valueFlag == -1)
        {
            gameMap[m][n].curState = MARKED;
        }
        else
        {
            gameState = FAULT;
            gameMap[m][n].curState = WRONG_BOMB;
        }
        curMineNumber--; // 挖对了雷就减1
    }
    else if(gameMap[m][n].curState == MARKED || gameMap[m][n].curState == WRONG_BOMB)
    {
        gameMap[m][n].curState = UN_DIG;
        gameState = PLAYING;
        curMineNumber++; // 雷数加回来
    }
    // 检查游戏输赢,并作调整
    checkGame();
checkGame()
{
    // 游戏结束,显示所有雷
    if(gameState == OVER)
    {
        // 输了就显示所有的雷以及标错的雷
        for(int i = 0; i < mRow; i++)
        {
            for(int j = 0; j < mCol; j++)
            {
                if(gameMap[i][j].valueFlag == -1)
                {
                    gameMap[i][j].curState = BOMB;
                }
            }
        }
        return;
    }
    // 如果雷排完了,且所有方块都挖出或者标记
    if(gameState != FAULT)
    {
        for(int i = 0; i < mRow; i++)
        {
            for(int j = 0; j < mCol; j++)
            {
                if(gameMap[i][j].curState == UN_DIG)
                {
                    gameState = PLAYING;
                    return;
                }
            }
        }
        // 否则既没有错误标记游戏状态又不是输或者进行中,游戏就是赢了
        gameState = WIN;
    }
}

编辑游戏窗口界面,关联信号槽

   ui->setupUi(this);
 // 创建计时数字标签
    timeLabel = new QLabel(this);
    // 关联信号槽
    connect(ui->actionStart, SIGNAL(triggered(bool)), this, SLOT(onStartGameClicked()));
    connect(ui->actionBasic, SIGNAL(triggered(bool)), this, SLOT(onLevelChooseClicked()));
    connect(ui->actionMedium, SIGNAL(triggered(bool)), this, SLOT(onLevelChooseClicked()));
    connect(ui->actionHard, SIGNAL(triggered(bool)), this, SLOT(onLevelChooseClicked()));
    connect(ui->actionQuit, SIGNAL(triggered(bool)), this, SLOT(onQuitClicked()));
    timer = new QTimer(this);
    connect(timer, SIGNAL(timeout()), this, SLOT(updateTimer()));

初始化:

    game = new GameModel;
    game->createGame();
    setFixedSize(game->mCol * blockSize + offsetX * 2, game->mRow * blockSize + offsetY * 2 + spaceY);
    timeLabel->setGeometry(game->mCol * blockSize + offsetX * 2 - 80, spaceY / 2, 80, 20);
    timeLabel->setText("Time: " + QString::number(game->timerSeconds) + " s");
    timer->start(1000);
绘制笑脸
    switch(game->gameState)
    {
    case OVER:
        painter.drawPixmap((game->mCol * blockSize + offsetX * 2) / 2 - 12, spaceY / 2, bmpFaces, 0 * 24, 0, 24, 24); 
        break;
    case PLAYING:
        painter.drawPixmap((game->mCol * blockSize + offsetX * 2) / 2 - 12, spaceY / 2, bmpFaces, 1 * 24, 0, 24, 24);
        break;
    case WIN:
        painter.drawPixmap((game->mCol * blockSize + offsetX * 2) / 2 - 12, spaceY / 2, bmpFaces, 2 * 24, 0, 24, 24);
        break;
    default:
        painter.drawPixmap((game->mCol * blockSize + offsetX * 2) / 2 - 12, spaceY / 2, bmpFaces, 1 * 24, 0, 24, 24);
        break;
    }
绘制剩余雷数
    int n = game->curMineNumber;
    int posX = (game->mCol * blockSize + offsetX * 2) / 2 - 50; // 最后一位数字的横坐标
    if(n <= 0) // 如果雷数为0或者减到0以下,单独绘制
    {
        painter.drawPixmap(posX, spaceY / 2, bmpNumber, n * 20, 0, 20, 28); // 20是数字的宽,28是高
    }
    while(n > 0) // 如果是多位数
    {
        painter.drawPixmap(posX - 20, spaceY / 2, bmpNumber, n % 10 * 20, 0, 20, 28); // 每次从后面绘制一位
        n /= 10;
        posX -= 20;
    }
绘制雷区
    for(int i = 0; i < game->mRow; i++)
    {
        for(int j = 0; j < game->mCol; j++)
        {
            switch(game->gameMap[i][j].curState)
            {
            // 根据不同的方块状态绘制,算出在bmp中的偏移量
            case UN_DIG:
                painter.drawPixmap(j * blockSize + offsetX, i * blockSize + offsetY +
                 spaceY , bmpBlocks, blockSize * 10, 0, blockSize, blockSize);
                break;
            case DIGGED:
                painter.drawPixmap(j * blockSize + offsetX, i * blockSize + offsetY +
                 spaceY, bmpBlocks, blockSize * game->gameMap[i][j].valueFlag, 0, blockSize, blockSize);
                break;
            case MARKED:
                painter.drawPixmap(j * blockSize + offsetX, i * blockSize + offsetY +
                 spaceY, bmpBlocks, blockSize * 11, 0, blockSize, blockSize);
                break;
            case BOMB:
                painter.drawPixmap(j * blockSize + offsetX, i * blockSize + offsetY + 
                spaceY, bmpBlocks, blockSize * 9, 0, blockSize, blockSize);
                break;
            case WRONG_BOMB:
                if(game->gameState == PLAYING || game->gameState == FAULT)
                {
                    // 如果还在游戏中就显示旗子
                    painter.drawPixmap(j * blockSize + offsetX, i * blockSize + offsetY 
                    + spaceY, bmpBlocks, blockSize * 11, 0, blockSize, blockSize);
                }
                else if(game->gameState == OVER)
                {
                    // 如果游戏已经结束,就显示标错了
                    painter.drawPixmap(j * blockSize + offsetX, i * blockSize + offsetY + 
                    spaceY, bmpBlocks, blockSize * 12, 0, blockSize, blockSize);
                }
                break;
            default:
                break;
            }
        }
    }
    // 处理游戏状态
    handleGameState(game);
}

处理游戏状态

handleGameState(GameModel *game){
    if(game->gameState == OVER)
    {
        timer->stop();
        qDebug() << "you lose!";
    }
    else if(game->gameState == WIN)
    {
        timer->stop();
        qDebug() << "CONGRATULATIONS!";
    }
}

鼠标点击事件

mousePressEvent(QMouseEvent *event)

{
    if(event->y() < spaceY + offsetY)
    {
        int x = event->x();
        int y = event->y();
        // 此时判断是否点击笑脸
        if(x >= (game->mCol * blockSize + offsetX * 2) / 2 - 12
        && x <= (game->mCol * blockSize + offsetX * 2) / 2 + 12
        && y >= spaceY / 2
        && y <= spaceY / 2 + 24)
        {
            game->restartGame(); // 重玩
            timer->start(1000);
            timeLabel->setText("Time: " + QString::number(game->timerSeconds) + " s"); // 时间归零
            update();
        }
    }
    else if(game->gameState != OVER && game->gameState != WIN)
    {
        // 游戏没输或没赢才接受点击
        // 此时判断点击的是哪个方块
        // 获得点击坐标
        int px = event->x() - offsetX;
        int py = event->y() - offsetY - spaceY;
        // 换算成方格索引
        int row = py / blockSize;
        int col = px / blockSize;
        // 根据不同情况响应
        switch(event->button())
        {
        case Qt::LeftButton:
            game->digMine(row, col);
            update(); // 每次点击都要重绘
            break;
        case Qt::RightButton:
            game->markMine(row, col);
            update();
            break;
        default:
            break;
        }
    }
}

游戏逻辑大致是这样,不过要想实现还需要许多内容。

比如:

计时器计时

    game->timerSeconds++;
    timeLabel->setText("Time: " + QString::number(game->timerSeconds) + " s");
    qDebug() << game->timerSeconds;
退出
    QCoreApplication::quit();

最后主函数:

main(int argc, char *argv[]){
    QApplication a(argc, argv);
    MainGameWindow w;
    w.show();
    return a.exec();
}

效果图:


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转载自blog.csdn.net/kinglay_007/article/details/80784130