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Copy pathWidget.cpp
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174 lines (160 loc) · 6.29 KB
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#include "Widget.h"
#include "ui_widget.h"
#include <QToolButton>
Widget::Widget(QWidget *parent) : QWidget(parent), ui(new Ui::Widget)
{
m_view = new QGraphicsView(this);
m_demo_view = new QGraphicsView(this);
m_demo_view->setGeometry(QRect(2000,0,400,1300));
m_demo_view->setScene(m_sidebar.m_sidebar_Scene);
m_demo_view->close();
this->setFixedSize(2400,1300);
m_view->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff); // 关闭滚动条
m_view->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
m_demo_view->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff); // 关闭滚动条
m_demo_view->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
m_view->setSceneRect(QRect(0,0,2400,1300));
m_view->setScene(m_Init.m_InitGameScene);
//简单到level——1
connect(&m_Init.m_BeginBtn,&QToolButton::clicked,[this](){
m_view->setScene(m_Map_1.level_1_Scene);
m_Map_1.m_Steve.setFocus();
m_demo_view->show();
m_view->show();
});
//主界面和帮助的往返
connect(&m_Init.m_HelpBtn,&QToolButton::clicked,[this](){
m_view->setScene(m_HelpInterface.m_HelpGameScene);
m_view->show();
});
connect(&m_HelpInterface.m_ExitBtn,&QToolButton::clicked,[this](){
m_view->setScene(m_Init.m_InitGameScene);
m_view->show();
});
//从关卡1到关卡2
connect(&m_Map_1.m_Steve,&Steve::changeLevel,[this](){
m_view->setScene(m_Map_2.level_2_Scene);
m_Map_2.m_Steve.setX(150);
m_Map_2.m_Steve.setY(100);
// 传递物品栏和血量
m_Map_2.m_Steve.setInventory(m_Map_1.m_Steve.getInventory());
m_Map_2.m_Steve.setHealth(m_Map_1.m_Steve.getHealth());
m_Map_2.m_Steve.getHealthUI()->setHealth(m_Map_1.m_Steve.getHealth());
m_Map_2.m_Steve.setFocus();
m_view->show();
});
//从关卡2到关卡3
connect(&m_Map_2.m_Steve,&Steve::changeLevel,[this](){
m_view->setScene(m_Map_3.level_3_Scene );
m_Map_3.m_Steve.setX(150);
m_Map_3.m_Steve.setY(550);
// 传递物品栏和血量
m_Map_3.m_Steve.setInventory(m_Map_2.m_Steve.getInventory());
m_Map_3.m_Steve.setHealth(m_Map_2.m_Steve.getHealth());
m_Map_3.m_Steve.getHealthUI()->setHealth(m_Map_2.m_Steve.getHealth());
m_Map_3.m_Steve.setFocus();
m_view->show();
});
//从关卡3到关卡4
connect(&m_Map_3.m_Steve,&Steve::changeLevel,[this](){
m_view->setScene(m_Map_4.level_4_Scene );
m_Map_4.m_Steve.setX(100);
m_Map_4.m_Steve.setY(800);
// 传递物品栏和血量
m_Map_4.m_Steve.setInventory(m_Map_3.m_Steve.getInventory());
m_Map_4.m_Steve.setHealth(m_Map_3.m_Steve.getHealth());
m_Map_4.m_Steve.getHealthUI()->setHealth(m_Map_3.m_Steve.getHealth());
m_Map_4.m_Steve.setFocus();
m_view->show();
});
//从关卡3到关卡2
connect(&m_Map_3.m_Steve,&Steve::changeBackLevel,[this](){
m_view->setScene(m_Map_2.level_2_Scene );
m_Map_2.m_Steve.setX(1800);
m_Map_2.m_Steve.setY(100);
// 传递物品栏和血量
m_Map_2.m_Steve.setInventory(m_Map_3.m_Steve.getInventory());
m_Map_2.m_Steve.setHealth(m_Map_3.m_Steve.getHealth());
m_Map_2.m_Steve.getHealthUI()->setHealth(m_Map_3.m_Steve.getHealth());
m_Map_2.m_Steve.setFocus();
m_view->show();
});
//从关卡2到关卡1
connect(&m_Map_2.m_Steve,&Steve::changeBackLevel,[this](){
m_view->setScene(m_Map_1.level_1_Scene);
m_Map_1.m_Steve.setX(1850);
m_Map_1.m_Steve.setY(1100);
// 传递物品栏和血量
m_Map_1.m_Steve.setInventory(m_Map_2.m_Steve.getInventory());
m_Map_1.m_Steve.setHealth(m_Map_2.m_Steve.getHealth());
m_Map_1.m_Steve.getHealthUI()->setHealth(m_Map_2.m_Steve.getHealth());
m_Map_1.m_Steve.setFocus();
m_view->show();
});
ui->setupUi(this);
// 设置窗口和视图都能接收焦点
setFocusPolicy(Qt::StrongFocus);
m_view->setFocusPolicy(Qt::StrongFocus);
}
Widget::~Widget()
{
delete ui;
}
void Widget::resetGame()
{
// 重置地图1的状态
if (m_Map_1.level_1_Scene) {
m_Map_1.level_1_Scene->clear();
delete m_Map_1.level_1_Scene;
}
m_Map_1.level_1_Scene = new QGraphicsScene();
m_Map_1.m_Steve.setScene(m_Map_1.level_1_Scene);
// m_Map_1.updateMap_exit();
// 重置地图2的状态
if (m_Map_2.level_2_Scene) {
m_Map_2.level_2_Scene->clear();
delete m_Map_2.level_2_Scene;
}
m_Map_2.level_2_Scene = new QGraphicsScene();
m_Map_2.m_Steve.setScene(m_Map_2.level_2_Scene);
// m_Map_2.updateMap_exit();
// 重置地图3的状态
if (m_Map_3.level_3_Scene) {
m_Map_3.level_3_Scene->clear();
delete m_Map_3.level_3_Scene;
}
m_Map_3.level_3_Scene = new QGraphicsScene();
m_Map_3.m_Steve.setScene(m_Map_3.level_3_Scene);
// m_Map_3.updateMap_exit();
// 重新连接信号
connect(&m_Map_1.m_Steve, &Steve::changeLevel, [this](){
m_view->setScene(m_Map_2.level_2_Scene);
m_Map_2.m_Steve.setX(150);
m_Map_2.m_Steve.setY(100);
m_Map_2.m_Steve.setInventory(m_Map_1.m_Steve.getInventory());
m_Map_2.m_Steve.setFocus();
m_view->show();
});
connect(&m_Map_2.m_Steve, &Steve::changeLevel, [this](){
m_view->setScene(m_Map_3.level_3_Scene);
m_Map_3.m_Steve.setX(150);
m_Map_3.m_Steve.setY(550);
m_Map_3.m_Steve.setInventory(m_Map_2.m_Steve.getInventory());
m_Map_3.m_Steve.setFocus();
m_view->show();
});
connect(&m_Map_2.m_Steve, &Steve::changeBackLevel, [this](){
m_view->setScene(m_Map_1.level_1_Scene);
m_Map_1.m_Steve.setX(1850);
m_Map_1.m_Steve.setY(1100);
m_Map_1.m_Steve.setInventory(m_Map_2.m_Steve.getInventory());
m_Map_1.m_Steve.setFocus();
m_view->show();
});
// 重置到第一关
m_view->setScene(m_Map_1.level_1_Scene);
m_Map_1.m_Steve.setX(50);
m_Map_1.m_Steve.setY(1000);
m_Map_1.m_Steve.setFocus();
m_view->show();
}