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mainwindow.cpp
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mainwindow.cpp
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#include "mainwindow.h"
#include "ui_mainwindow.h"
#include <QMessageBox>
#include "configdialog.h"
#include "fielddata.h"
#include "minesweepscene.h"
//#include <QDebug>
#include <queue>
//using namespace std;
double factor_Scale=0.9;//缩放因子(自定义),其实最后限制30*19了,这个缩放因子在14寸以上屏幕不会用到。
bool IsScale=false;//是否缩放(缩放了的话鼠标坐标也要缩放)
//判赢条件:地雷全部标记&&其他全部翻开(即状态为初始化的个数为地雷数)
int remain_mines=Field->getMines();//剩余需要寻找的地雷数量
int remain_INITIAL=Field->getWidth()*Field->getHeight();//状态还是初始化的方块个数
struct Point_Px
{
double px;
double py;
};
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
FieldData::getInstance();
_view = new QGraphicsView;
this->setCentralWidget(_view);
_scene=new mineSweepScene;
_view->setScene(_scene);
//qDebug()<<"0--------"<<this->width()<<_view->width()<<_scene->width();
//设置窗口大小合适,正好包含_view即可
this->showMaximized();//最大化窗口
}
MainWindow::~MainWindow()
{
delete ui;
}
void MainWindow::deleteOldScene(){
//场景还原
this->showMaximized();//最大化窗口
//thisH=this->width();
if(_scene->width()>this->width()){
_view->scale(_scene->width()/this->width()/factor_Scale,_scene->width()/this->width()/factor_Scale);
IsScale=false;
}
//删除旧场景
if(_scene!=nullptr){
delete _scene;
_scene = nullptr;
}
}
void MainWindow::addNewScene(){
//布置新场景
_scene = new mineSweepScene;
_view->setScene(_scene);
//元素缩放(注意只根据宽度缩放,因为上下滚动很平常,但左右滚动很难受)
//调整元素大小(元素过多时_scene->width()很大,需要缩放),注意缩放后,下次布置场景还需要还原
this->showMaximized();//最大化窗口
if(_scene->width()>this->width()){
IsScale=true;
_view->scale(this->width()/_scene->width()*factor_Scale,this->width()/_scene->width()*factor_Scale);//设置本次窗口大小
}
else{
IsScale=false;
}
remain_mines=Field->getMines();//剩余需要寻找的地雷数量
remain_INITIAL=Field->getWidth()*Field->getHeight();//状态还是初始化的方块个数
}
void MainWindow::on_actionNew_game_triggered()
{
deleteOldScene();
//开始新游戏不需要来考虑雷数太多的情况,因为和上一场宽高雷数目相同,只是位置变了
Field->customizeWHM(Field->getWidth(),Field->getHeight(),Field->getMines());
Field->reset();
addNewScene();
}
void MainWindow::on_actionConfig_triggered()
{
configDialog config(Field->getWidth(),Field->getHeight(),Field->getMines());
if(config.exec()==QDialog::Accepted){
//检查雷数,限制其不能太多
if(config._mines<config._width*config._height*0.5){
deleteOldScene();
Field->customizeWHM(config._width,config._height,config._mines);
Field->reset();
addNewScene();
}
else{
QMessageBox::warning(this,"Warning","mines too many!");
}
}
}
void MainWindow::on_actionQuit_triggered()
{
close();
}
void MainWindow::on_actionAbout_triggered()
{
QMessageBox::information(this,"about","version 1.0");
}
void MainWindow::mousePressEvent(QMouseEvent *event){
double px=event->localPos().x();
double py=event->localPos().y();//主窗口上边占用了35px,因此要减去这个偏移量
QGraphicsItem *item =_view->itemAt(px, py-35);
_cItem=dynamic_cast<cellItem*>(item);//或 _cItem=(cellItem*)item;
if(item!=nullptr){//点击在地图范围之外不予响应
static double cw = IsScale ? item->boundingRect().width()*this->width()/_scene->width()*factor_Scale : item->boundingRect().width();
static double ch = IsScale ? item->boundingRect().height()*this->width()/_scene->width()*factor_Scale : item->boundingRect().height();
switch(event->button())
{
case Qt::LeftButton:
//只有初始化和问号状态左键才可以点击进行扫雷
if(INITIAL==_cItem->getStatus() || QUESTION==_cItem->getStatus()){
switch(Field->_cells[item->pos().x()/cw][item->pos().y()/ch]){//获取数据域对应数据
//Field->_visited[item->pos().x()/cw][item->pos().y()/ch]=1;
case -1:
--remain_INITIAL;
_cItem->setStatus(EXPLODE);
QMessageBox::information(this,"Result","You lost! New game will start...");
on_actionNew_game_triggered();
break;
case 0:
_cItem->setStatus(BLANK);
--remain_INITIAL;JudgeIsWin();
block_blank(px,py,item->pos().x()/cw,item->pos().y()/ch);
//cout<<"My surrounding have no mines."<<endl;
break;
case 1:
_cItem->setStatus(DIGIT,1);
--remain_INITIAL;JudgeIsWin();
//cout<<"My surrounding has 1 mine."<<endl;
break;
case 2:
_cItem->setStatus(DIGIT,2);
--remain_INITIAL;JudgeIsWin();
//cout<<"My surrounding have 2 mines."<<endl;
break;
case 3:
_cItem->setStatus(DIGIT,3);
--remain_INITIAL;JudgeIsWin();
//cout<<"My surrounding have 3 mines."<<endl;
break;
case 4:
_cItem->setStatus(DIGIT,4);
--remain_INITIAL;JudgeIsWin();
//cout<<"My surrounding have 4 mines."<<endl;
break;
case 5:
_cItem->setStatus(DIGIT,5);
--remain_INITIAL;JudgeIsWin();
//cout<<"My surrounding have 5 mines."<<endl;
break;
case 6:
_cItem->setStatus(DIGIT,6);
--remain_INITIAL;JudgeIsWin();
//cout<<"My surrounding have 6 mines."<<endl;
break;
case 7:
_cItem->setStatus(DIGIT,7);
--remain_INITIAL;JudgeIsWin();
//cout<<"My surrounding have 7 mines."<<endl;
break;
case 8:
_cItem->setStatus(DIGIT,8);
--remain_INITIAL;JudgeIsWin();
//cout<<"My surrounding have 8 mines."<<endl;
break;
default:
break;
}
}
else if(FLAG==_cItem->getStatus()){//插旗位置只能通过右键解锁
;
}
break;
case Qt::RightButton:
if(INITIAL==_cItem->getStatus()){
_cItem->setStatus(FLAG);
if(-1==Field->_cells[item->pos().x()/cw][item->pos().y()/ch]){
--remain_mines;JudgeIsWin();
}
}
else if(FLAG==_cItem->getStatus()){
_cItem->setStatus(QUESTION);
if(-1==Field->_cells[item->pos().x()/cw][item->pos().y()/ch]){
++remain_mines;
}
}
else if(QUESTION==_cItem->getStatus()){
_cItem->setStatus(INITIAL);
}
break;
default:
break;
}
}
}
//px和py为鼠标指针坐标,x和y为数据矩阵坐标点(考虑到图像元素可能会缩放,因此鼠标坐标定义为double,但是这种精度下,仍然不能放太多元素,否则自动寻找时会出现越界情况,因此需限定元素上限)
void MainWindow::block_blank(double px,double py,int x,int y){
Field->initVisited();
QGraphicsItem *item =_view->itemAt(px, py-35);
static double cw = IsScale ? item->boundingRect().width()*this->width()/_scene->width()*factor_Scale : item->boundingRect().width();
static double ch = IsScale ? item->boundingRect().height()*this->width()/_scene->width()*factor_Scale : item->boundingRect().height();
const int dir[8][2]={{0, 1}, {1, 0}, {0, -1}, {-1, 0},//下,右,上,左
{1, 1}, {1, -1}, {-1, -1}, {-1, 1}//右下,右上,左上,左下
};//八个方向可以扩展
queue<pair<Point_Px,int>> que;//保存鼠标坐标和数据矩阵坐标
que.push(pair<Point_Px,int>({px,py},x*Field->getHeight()+y));
Field->_visited[x][y]=1;
while(!que.empty()){
pair<Point_Px,int> fr=que.front();
que.pop();
px=fr.first.px;
py=fr.first.py;
x=fr.second/Field->getHeight();
y=fr.second%Field->getHeight();
for(int i=0;i<8;++i){//8个方向扩展
double npx=px+cw*dir[i][0];
double npy=py+ch*dir[i][1];
int nx=x+dir[i][0];
int ny=y+dir[i][1];
//超出边界判断
//qDebug()<<npx<<npy<<nx<<ny;
if(nx<0 || nx>=Field->getWidth() || ny<0 || ny>=Field->getHeight()
|| 1==Field->_visited[nx][ny]){
//qDebug()<<"miaomiao-continue";
continue;
}
item =_view->itemAt(npx, npy-35);
_cItem=dynamic_cast<cellItem*>(item);
//插旗的不再寻路
if(FLAG==_cItem->getStatus())
continue;
//如果数字为0,表示周围没有雷,则继续加入队列进行下去
if(0==Field->_cells[nx][ny]){
--remain_INITIAL;JudgeIsWin();
que.push(pair<Point_Px,int>({npx,npy},nx*Field->getHeight()+ny));
Field->_visited[nx][ny]=1;
_cItem->setStatus(BLANK);
}
else{
switch (Field->_cells[nx][ny]) {
case 1:
if(_cItem->getStatus()!=DIGIT){//注意需要加上状态判断,不然会再次设置相同状态,浪费资源,且把状态个数减去1,造成计算错误
_cItem->setStatus(DIGIT,1);
--remain_INITIAL;JudgeIsWin();
}
//cout<<"My surrounding has 1 mine."<<endl;
break;
case 2:
if(_cItem->getStatus()!=DIGIT){
_cItem->setStatus(DIGIT,2);
--remain_INITIAL;JudgeIsWin();
}
//cout<<"My surrounding have 2 mines."<<endl;
break;
case 3:
if(_cItem->getStatus()!=DIGIT){
_cItem->setStatus(DIGIT,3);
--remain_INITIAL;JudgeIsWin();
}
//cout<<"My surrounding have 3 mines."<<endl;
break;
case 4:
if(_cItem->getStatus()!=DIGIT){
_cItem->setStatus(DIGIT,4);
--remain_INITIAL;JudgeIsWin();
}
//cout<<"My surrounding have 4 mines."<<endl;
break;
case 5:
if(_cItem->getStatus()!=DIGIT){
_cItem->setStatus(DIGIT,5);
--remain_INITIAL;JudgeIsWin();
}
//cout<<"My surrounding have 5 mines."<<endl;
break;
case 6:
if(_cItem->getStatus()!=DIGIT){
_cItem->setStatus(DIGIT,6);
--remain_INITIAL;JudgeIsWin();
}
//cout<<"My surrounding have 6 mines."<<endl;
break;
case 7:
if(_cItem->getStatus()!=DIGIT){
_cItem->setStatus(DIGIT,7);
--remain_INITIAL;JudgeIsWin();
}
//cout<<"My surrounding have 7 mines."<<endl;
break;
case 8:
if(_cItem->getStatus()!=DIGIT){
_cItem->setStatus(DIGIT,8);
--remain_INITIAL;JudgeIsWin();
}
//cout<<"My surrounding have 8 mines."<<endl;
break;
default:
break;
}
}
}
}
}
bool MainWindow::JudgeIsWin(){
//qDebug()<<"remain_mines:"<<remain_mines;
//qDebug()<<"remain_INITIAL:"<<remain_INITIAL;
if(0==remain_mines && Field->getMines()==remain_INITIAL){
QMessageBox::information(this,"Result","You win! New game will start...");
on_actionNew_game_triggered();
return true;
}
return false;
}