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closingIn.cpp
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closingIn.cpp
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/****************************************************************************
**
** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation ([email protected])
**
** This file is part of the documentation of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
** the names of its contributors may be used to endorse or promote
** products derived from this software without specific prior written
** permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
** $QT_END_LICENSE$
**
****************************************************************************/
#include <QtGui>
#include "closingIn.h"
#include "movementtransition.h"
#include <iostream>
using namespace std;
ClosingIn::ClosingIn()
{
//![0]
pX = WIDTH / 2;
pY = HEIGHT / 2;
population = 20; // The higher the number, the less populated.
tightenEvery = 10;
pointsAvailable = 20;
moves = 0;
//![0]
QFontDatabase database;
QFont font;
if (database.families().contains("Monospace"))
font = QFont("Monospace", 12);
else
{
foreach (QString family, database.families())
{
if (database.isFixedPitch(family))
{
font = QFont(family, 12);
break;
}
}
}
setFont(font);
//![1]
setupMap();
buildMachine();
//![1]
}
void ClosingIn::setStatus(const QString &status)
{
myStatus = status;
repaint();
}
QString ClosingIn::status() const
{
return myStatus;
}
void ClosingIn::paintEvent(QPaintEvent * /* event */)
{
QFontMetrics metrics(font());
QPainter painter(this);
int fontHeight = metrics.height();
int fontWidth = metrics.width('X');
int yPos = fontHeight;
int xPos;
this->setFixedSize(WIDTH * fontWidth, (HEIGHT + 1) * fontHeight);
painter.fillRect(rect(), Qt::black);
painter.setPen(Qt::white);
painter.drawText(QPoint(0, yPos), status());
for (int y = 0; y < HEIGHT; ++y)
{
yPos += fontHeight;
xPos = 0;
for (int x = 0; x < WIDTH; ++x)
{
if (y == pY && x == pX)
{
xPos += fontWidth;
continue;
}
if(displayMap[x][y] == '.')
{
painter.setPen(Qt::black);
painter.drawText(QPoint(xPos, yPos), displayMap[x][y]);
}
else if(displayMap[x][y] == '#')
{
painter.setPen(QColor(255, 0, 10, 255));
painter.drawText(QPoint(xPos, yPos), displayMap[x][y]);
}
else if(displayMap[x][y] == '$')
{
painter.setPen(Qt::green);
painter.drawText(QPoint(xPos, yPos), displayMap[x][y]);
}
else
{
painter.setPen(Qt::white);
painter.drawText(QPoint(xPos, yPos), displayMap[x][y]);
}
xPos += fontWidth;
}
}
painter.setPen(Qt::white);
painter.drawText(QPoint(pX * fontWidth, (pY + 2) * fontHeight), QChar('@'));
}
QSize ClosingIn::sizeHint() const
{
QFontMetrics metrics(font());
return QSize(metrics.width('X') * WIDTH, metrics.height() * (HEIGHT + 1));
}
//![2]
void ClosingIn::buildMachine()
{
machine = new QStateMachine;
QState *inputState = new QState(machine);
inputState->assignProperty(this, "status", "Move the rogue with the arrow keys");
MovementTransition *transition = new MovementTransition(this);
inputState->addTransition(transition);
//![2]
//![3]
QState *quitState = new QState(machine);
quitState->assignProperty(this, "status", "Really quit(y/n)?");
QKeyEventTransition *yesTransition = new
QKeyEventTransition(this, QEvent::KeyPress, Qt::Key_Y);
yesTransition->setTargetState(new QFinalState(machine));
quitState->addTransition(yesTransition);
QKeyEventTransition *noTransition = new QKeyEventTransition(this, QEvent::KeyPress, Qt::Key_N);
noTransition->setTargetState(inputState);
quitState->addTransition(noTransition);
//![3]
//![4]
QKeyEventTransition *quitTransition = new QKeyEventTransition(this, QEvent::KeyPress, Qt::Key_Q);
quitTransition->setTargetState(quitState);
inputState->addTransition(quitTransition);
//![4]
// This portion of code still needs work. I cannot get it to draw a new board.
QState* redrawState = new QState(machine);
redrawState->assignProperty(this, "status", "Redraw the board(y/n)?");
QKeyEventTransition* yesRedraw = new QKeyEventTransition(this, QEvent::KeyPress, Qt::Key_Y);
yesRedraw->setTargetState(inputState);
redrawState->addTransition(yesRedraw);
setupMap();
QKeyEventTransition* noRedraw = new QKeyEventTransition(this, QEvent::KeyPress, Qt::Key_N);
noRedraw->setTargetState(inputState);
redrawState->addTransition(noRedraw);
QKeyEventTransition* redrawTransition = new QKeyEventTransition(this, QEvent::KeyPress, Qt::Key_R);
redrawTransition->setTargetState(redrawState);
inputState->addTransition(redrawTransition);
//![5]
machine->setInitialState(inputState);
connect(machine, SIGNAL(finished()), qApp, SLOT(quit()));
machine->start();
}
//![5]
void ClosingIn::tightenMap()
{
int closeInBy = (moves / tightenEvery);
for(int x = 0; x < WIDTH; x++)
{
for(int y = 0; y < HEIGHT; y++)
{
if(x == closeInBy || y == closeInBy)
{
displayMap[x][y] = '#';
displayMap[WIDTH - closeInBy][y] = '#';
displayMap[x][HEIGHT - closeInBy] = '#';
}
}
}
if(displayMap[pX - 1][pY] == '#' &&
displayMap[pX + 1][pY] == '#' &&
displayMap[pX][pY - 1] == '#' &&
displayMap[pX][pY + 1] == '#')
{
// Then we are surrounded by blocks and the game needs to end.
// How to end?
machine->stop();
exit(0);
}
}
void ClosingIn::loosenMap()
{
int looseBy = (moves / tightenEvery) - 3;
if(looseBy < 0)
{
looseBy = 0;
moves = 0;
}
else
moves = moves - 30;
for(int x = looseBy; x < (WIDTH - looseBy); x++)
{
for(int y = looseBy; y < (HEIGHT - looseBy); y++)
{
displayMap[x][y] = originalMap[x][y];
}
}
}
void ClosingIn::movePlayer(Direction direction)
{
switch (direction)
{
case Left:
{
if (displayMap[pX - 1][pY] != '#')
{
--pX;
}
break;
}
case Right:
{
if (displayMap[pX + 1][pY] != '#')
{
++pX;
}
break;
}
case Up:
{
if (displayMap[pX][pY - 1] != '#')
{
--pY;
}
break;
}
case Down:
{
if (displayMap[pX][pY + 1] != '#')
{
++pY;
}
break;
}
}
moves++;
if(displayMap[pX][pY] == '$')
{
// This is where we need to take the walls back a few steps. Maybe 3?
score++;
displayMap[pX][pY] = '.';
originalMap[pX][pY] = '.';
pointsAvailable--;
cout << pointsAvailable << endl;
if(pointsAvailable == 0)
{
// Then the player has hit all the gems, and we need to say game over.
machine->stop();
exit(0);
}
loosenMap();
}
else if(moves % tightenEvery == 0)
{
tightenMap();
}
repaint();
}
void ClosingIn::setupMap()
{
qsrand(QTime(0,0,0).secsTo(QTime::currentTime()));
for (int x = 0; x < WIDTH; ++x)
{
for (int y = 0; y < HEIGHT; ++y)
{
if (x == 0 || x == WIDTH - 1 || y == 0 || y == HEIGHT - 1 || qrand() % population == 0)
{
displayMap[x][y] = '#';
originalMap[x][y] = '#';
}
else
{
displayMap[x][y] = '.';
originalMap[x][y] = '.';
}
}
}
srand( time(NULL) );
for(int i = 0; i < pointsAvailable; i++)
{
int tempX = rand() % WIDTH;
int tempY = rand() % HEIGHT;
while(tempX == 0 || tempY == 0 || tempX >= WIDTH - 1 || tempY >= HEIGHT - 1)
{
tempX = rand() % WIDTH;
tempY = rand() % HEIGHT;
}
displayMap[tempX][tempY] = '$';
originalMap[tempX][tempY] = '$';
}
}