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gamearea.cpp
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#include "gamearea.h"
#include <QPainter>
#include <QFileDialog>
#include <QMessageBox>
#include <QtMath>
GameArea::GameArea(QWidget *parent)
: QWidget(parent)
, m_state(STOPPED)
, draw_walls(grid_width * grid_height)
{
setMinimumSize(420, 420);
fruit = new Fruit(this);
walls.reserve(grid_width * grid_height);
init_game();
}
void GameArea::paintEvent(QPaintEvent *event)
{
Q_UNUSED(event);
QPainter p(this);
// determine the size of each square
int w_size = (width() - padding * 2) / grid_width;
int h_size = (height() - padding * 2) / grid_height;
int &block_size = (w_size > h_size) ? h_size : w_size;
auto drawSqr = [&](const QPoint &qp) { p.drawRect(qp.x(), qp.y(), 1, 1); };
auto drawCir = [&](const QPoint &qp) { p.drawEllipse(qp.x(), qp.y(), 1, 1);};
p.translate((width() - block_size * grid_width) / 2,
(height() - block_size * grid_height) / 2);
// draw boundary
p.setPen(QPen(Qt::white, 2));
p.setBrush(Qt::NoBrush);
p.drawRect(-1, -1, grid_width * block_size + 3, grid_height * block_size + 3);
p.scale(block_size, block_size);
p.setPen(QPen(Qt::white, 1 / block_size));
// draw snake
p.setBrush(Qt::green);
std::for_each(snake->getBody().begin(), snake->getBody().end(), drawSqr);
p.setBrush(Qt::darkGreen);
drawSqr(snake_head);
// draw walls
p.setBrush(Qt::blue);
if (m_state == RESET) {
for (int i = 0; i < draw_walls.size(); ++i) {
if (!draw_walls[i]) continue;
auto y = i / grid_width;
auto x = i % grid_width;
drawSqr(QPoint(x, y));
}
} else {
std::for_each(walls.begin(), walls.end(), drawSqr);
}
// draw fruit
p.setBrush(Qt::red);
if (m_state != RESET) {
drawCir(fruit->getPos());
}
}
void GameArea::timerEvent(QTimerEvent *event)
{
Q_UNUSED(event);
switch (snake_dir) {
case LEFT:
--snake_head.rx();
break;
case RIGHT:
++snake_head.rx();
break;
case UP:
--snake_head.ry();
break;
case DOWN:
++snake_head.ry();
break;
}
bool ate_fruit = snake_head == fruit->getPos();
if (ate_fruit) {
snake->move(snake_head, true);
make_fruit();
} else {
snake->move(snake_head);
}
++steps;
if (check_collision()) {
stop_game();
--steps;
}
auto prev_delay = delay;
delay = qExp(5-0.002*steps) + minimum_delay;
if (delay < prev_delay) {
killTimer(timerId);
startTimer(delay);
}
dir_lock = false;
emit updateTimer(steps);
update();
}
void GameArea::keyPressEvent(QKeyEvent *event) {
switch (event->key()) {
case Qt::Key_Up:
case Qt::Key_W:
set_direction(UP);
break;
case Qt::Key_Down:
case Qt::Key_S:
set_direction(DOWN);
break;
case Qt::Key_Left:
case Qt::Key_A:
set_direction(LEFT);
break;
case Qt::Key_Right:
case Qt::Key_D:
set_direction(RIGHT);
break;
default:
QWidget::keyPressEvent(event);
}
}
void GameArea::mousePressEvent(QMouseEvent *event)
{
if (m_state != RESET) return;
auto p = convertAbsToGrid(event->x(), event->y());
auto idx = p.y() * grid_width + p.x();
const auto &s_body = snake->getBody();
if (std::none_of(s_body.begin(), s_body.end(),
[&](const QPoint &qp){ return p == qp; })) {
select = draw_walls[idx] = !draw_walls[idx];
update();
}
}
void GameArea::mouseMoveEvent(QMouseEvent *event)
{
if (m_state != RESET) return;
auto p = convertAbsToGrid(event->x(), event->y());
auto idx = p.y() * grid_width + p.x();
const auto &s_body = snake->getBody();
if (std::none_of(s_body.begin(), s_body.end(),
[&](const QPoint &qp){ return p == qp; })) {
if (draw_walls[idx] != select) {
draw_walls[idx] = select;
update();
}
}
}
void GameArea::init_game()
{
snake_head.setX(start_x);
snake_head.setY(start_y);
delete snake;
QVector<QPoint> body_start;
body_start.reserve(grid_width * grid_height);
body_start.append(snake_head);
body_start.append(snake_head + QPoint(1, 0));
snake = new Snake(std::move(body_start), this);
snake_dir = LEFT;
walls.clear();
std::fill_n(draw_walls.begin(), grid_width*grid_height, false);
delay = qExp(5-0.002*steps) + minimum_delay;
m_state = RESET;
steps = 0;
emit updateTimer(steps);
repaint();
emit gameReset();
}
void GameArea::start_game()
{
if (m_state == RESET) {
dir_lock = false;
for (int i = 0; i < draw_walls.size(); ++i) {
if (!draw_walls[i]) continue;
auto y = i / grid_width;
auto x = i % grid_width;
walls.append(QPoint(x, y));
}
make_fruit();
}
m_state = PLAYING;
timerId = (steps > 0) ? startTimer(delay) : -1;
setFocus();
update();
emit gameResumed();
}
void GameArea::stop_game()
{
killTimer(timerId);
m_state = STOPPED;
snake->backtrack();
snake_head = snake->getBody().front();
QMessageBox::information(this, tr("Oops"), tr("Game Over!"));
emit gameEnded();
}
void GameArea::pause_game()
{
killTimer(timerId);
m_state = PAUSED;
emit gamePaused();
}
void GameArea::make_fruit()
{
const auto &snake_body = snake->getBody();
QPoint fruit_pos;
do {
fruit->grow();
fruit_pos = fruit->getPos();
} while (std::any_of(snake_body.begin(),
snake_body.end(),
[&](const QPoint &qp){ return qp == fruit_pos; })
|| std::any_of(walls.begin(),
walls.end(),
[&](const QPoint &qp){ return qp == fruit_pos; }));
}
bool GameArea::check_collision() const
{
const auto &snake_body = snake->getBody();
return snake_head.x() < 0
|| snake_head.x() >= grid_width
|| snake_head.y() < 0
|| snake_head.y() >= grid_height
|| std::any_of(snake_body.begin()+1,
snake_body.end(),
[&](const QPoint &qp){ return snake_head == qp; })
|| std::any_of(walls.begin(),
walls.end(),
[&](const QPoint &qp){ return snake_head == qp; });
}
void GameArea::set_direction(const Direction &dir)
{
if (dir_lock || m_state != PLAYING) return;
if (snake_dir != dir && snake_dir != (DOWN - dir)) {
snake_dir = dir;
dir_lock = true;
}
if (timerId == -1) {
timerId = startTimer(delay);
}
}
void GameArea::stateChanged()
{
switch (m_state) {
case PLAYING:
pause_game();
break;
case RESET:
case PAUSED:
start_game();
break;
case STOPPED:
init_game();
}
}
QPoint GameArea::convertAbsToGrid(int x, int y)
{
// determine the size of each square
int w_size = (width() - padding * 2) / grid_width;
int h_size = (height() - padding * 2) / grid_height;
int &block_size = (w_size > h_size) ? h_size : w_size;
int min_x = (width() - block_size * grid_width) / 2;
int min_y = (height() - block_size * grid_height) / 2;
int max_x = min_x + block_size * grid_width;
int max_y = min_y + block_size * grid_height;
if (x < min_x || x >= max_x || y < min_y || y >= max_y) {
return QPoint(start_x, start_y);
}
auto grid_x = (x - min_x) / block_size;
auto grid_y = (y - min_y) / block_size;
return QPoint(grid_x, grid_y);
}
void GameArea::saveGame()
{
QFileDialog fileDialog(this, tr("Save Game State"));
fileDialog.setFileMode(QFileDialog::AnyFile);
fileDialog.setNameFilter(tr("Game Save (*.gs);;All Files (*)"));
fileDialog.setDefaultSuffix("gs");
fileDialog.setDirectory(QDir::homePath());
QString filename;
if (fileDialog.exec()) {
filename = fileDialog.selectedFiles()[0];
}
if (filename.isEmpty()) {
return;
}
else {
QFile file(filename);
if (!file.open(QIODevice::WriteOnly)) {
QMessageBox::information(this, tr("Unable to open file"),
file.errorString());
return;
}
QTextStream out(&file);
out << *snake << snake_dir << ' ' << dir_lock << '\n' << *fruit << '\n';
out << walls.size() << '\n';
for (const auto &p : walls) {
out << p.x() << ' ' << p.y() << '\n';
}
out << steps << '\n';
file.flush();
file.close();
}
m_state = PAUSED;
}
void GameArea::loadGame()
{
QString filename = QFileDialog::getOpenFileName(
this, tr("Load Game State"),
QDir::homePath(),
tr("Game Save (*.gs);;All Files (*)"));
if (filename.isEmpty()) {
return;
}
else {
QFile file(filename);
if (!file.open(QIODevice::ReadOnly)) {
QMessageBox::information(this, tr("Unable to open file"),
file.errorString());
return;
}
QTextStream in(&file);
int t_dir, d_lock;
in >> *snake >> t_dir >> d_lock >> *fruit;
snake_dir = static_cast<Direction>(t_dir);
dir_lock = static_cast<bool>(d_lock);
snake_head = snake->getBody().front();
walls.clear();
int num;
in >> num;
for (int i = 0; i < num; ++i) {
int x, y;
in >> x >> y;
walls.append(QPoint(x, y));
}
in >> steps;
emit updateTimer(steps);
file.close();
}
m_state = PAUSED;
update();
emit gamePaused();
}
void GameArea::startGame()
{
if (m_state == RESET) {
start_game();
}
}
void GameArea::pauseGame()
{
if (m_state == PLAYING) {
pause_game();
}
}
void GameArea::resumeGame()
{
if (m_state == PAUSED) {
start_game();
}
}
void GameArea::resetGame()
{
if (m_state == PLAYING) {
killTimer(timerId);
}
m_state = STOPPED;
init_game();
}