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kaipol committed Jun 8, 2023
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894 changes: 894 additions & 0 deletions .history/Survivor-Game-Main/FightInterface_20230608220042.cpp

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#ifndef FightInterface_H
#define FightInterface_H
#pragma once

#include <QApplication>
#include <QVector>
#include <QPushButton>
#include <QPainter>
#include <QKeyEvent>
#include <QTimer>
#include <QMap>
#include <QLabel>
#include <Qmediaplayer>
#include "Characters.h"
#include "Prop.h"
#include "GameMap.h"

class FightInterface : public QWidget
{
Q_OBJECT
public:
FightInterface(QWidget *parent = nullptr);
void paintEvent(QPaintEvent *event); // 绘制事件
void paint_bullet(); // 绘制子弹
void hero_level_up(); // 英雄升级
void time_start(); // 时间开始
void time_stop(); // 时间停止
bool is_colliding(QRect rect1); // 碰撞检测
void create_obstacle_rects(); // 创建障碍物矩形
void monsters_hit(int j); // 重新生成怪物
void game_end(); // 游戏结束
void drop_prop(int, int); // 掉落道具

public slots:
void keyPressEvent(QKeyEvent *event); // 键盘按下事件
void back_to_main(); // 返回主界面
void time_control(); // 时间控制
void game_fail(); // 游戏失败
void save_data(); // 保存游戏

void Heroes_init(QString name); // 英雄初始化
void Monsters_move(); // 怪物移动函数
void Monsters_generate(); // 怪物生成函数
void bullet_generate(); // 子弹生成槽函数
void bullet_move(); // 子弹移动槽函数
void check_hero_attack(); // 检查攻击进行槽函数
void get_level_up_change(int); // 获取升级选择信号
void get_prop_type(int); // 获取道具类型信号
void get_coin(int); // 获取金币信号
void get_data(Heroes); // 获取存档信号
void continue_game(); // 继续游戏
void get_map_type(int); // 获取地图类型信号

signals:
void changeWidgetsignal(int Index); // 切换窗口信号
void game_end_type_signal(int type); // 游戏结束类型信号
void save_data_signal(Heroes); // 保存游戏信号
void is_fight(); // 是否为战斗界面
void now_coin(int); // 当前金币数
void hero_level_up_signal(); // 英雄升级信号

private:
QVector<Monsters *> Monsters_all; // 怪物
QVector<QPair<int, QVector<QVector<int>>>> Yuka_loc; // yuka位置

Heroes *hero; // 英雄
int hero_loc[2]; // 英雄位置
QLabel *hero_hp_label; // 英雄血量标签
QLabel *hero_level_label; // 英雄等级标签
QLabel *hero_revive_label; // 英雄复活次数标签
int hero_direction; // 英雄方向: 0上 1下 2左 3右

QVector<QVector<int>> hero_bullets_loc; // 英雄子弹位置
QPixmap *hero_bullets_pic; // 英雄子弹图片

int coin = 0; // 局内金币
int base_kill_coin; // 基础击杀金币
int base_kill_exp;
QLabel *coin_label; // 金币标签

Prop *prop1; // 道具1:回复3HP
Prop *prop2; // 道具2:速度+5
Prop *prop3; // 道具3:怪物速度-3

QTimer *timer; // 战斗定时器
QTimer *move_timer; // 移动定时器
QTimer *bullet_generate_timer; // 子弹生成定时器
QTimer *bullet_move_timer; // 子弹移动定时器
QTimer *monster_timer; // 怪物生成定时器
int remain_min; // 剩余分钟
int remain_sec; // 剩余秒数
QLabel *time_label; // 时间显示

GameMap *game_map_widget; // 游戏地图
QVector<QVector<int>>
game_map; // 游戏地图
QVector<QVector<int>> drop_props; // 掉落道具 0:x 1:y 2:道具类型: 0:回复1HP 1:金币+2 2:速度加3
QVector<QPixmap> drop_prop_pic;
QVector<QRect> obstacle_rects; // 障碍物矩形
QPushButton *savebutton; // 保存按钮
QPushButton *backbutton; // 返回按钮
QMediaPlayer *bgm; // 背景音乐
};

#endif // FightInterface_H
105 changes: 105 additions & 0 deletions .history/Survivor-Game-Main/FightInterface_20230608231156.h
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#ifndef FightInterface_H
#define FightInterface_H
#pragma once

#include <QApplication>
#include <QVector>
#include <QPushButton>
#include <QPainter>
#include <QKeyEvent>
#include <QTimer>
#include <QMap>
#include <QLabel>
#include <Qmediaplayer>
#include "Characters.h"
#include "Prop.h"
#include "GameMap.h"

class FightInterface : public QWidget
{
Q_OBJECT
public:
FightInterface(QWidget *parent = nullptr);
void paintEvent(QPaintEvent *event); // 绘制事件
void paint_bullet(); // 绘制子弹
void hero_level_up(); // 英雄升级
void time_start(); // 时间开始
void time_stop(); // 时间停止
bool is_colliding(QRect rect1); // 碰撞检测
void create_obstacle_rects(); // 创建障碍物矩形
void monsters_hit(int j, int attack); // 重新生成怪物
void game_end(); // 游戏结束
void drop_prop(int, int); // 掉落道具

public slots:
void keyPressEvent(QKeyEvent *event); // 键盘按下事件
void back_to_main(); // 返回主界面
void time_control(); // 时间控制
void game_fail(); // 游戏失败
void save_data(); // 保存游戏

void Heroes_init(QString name); // 英雄初始化
void Monsters_move(); // 怪物移动函数
void Monsters_generate(); // 怪物生成函数
void bullet_generate(); // 子弹生成槽函数
void bullet_move(); // 子弹移动槽函数
void check_hero_attack(); // 检查攻击进行槽函数
void get_level_up_change(int); // 获取升级选择信号
void get_prop_type(int); // 获取道具类型信号
void get_coin(int); // 获取金币信号
void get_data(Heroes); // 获取存档信号
void continue_game(); // 继续游戏
void get_map_type(int); // 获取地图类型信号

signals:
void changeWidgetsignal(int Index); // 切换窗口信号
void game_end_type_signal(int type); // 游戏结束类型信号
void save_data_signal(Heroes); // 保存游戏信号
void is_fight(); // 是否为战斗界面
void now_coin(int); // 当前金币数
void hero_level_up_signal(); // 英雄升级信号

private:
QVector<Monsters *> Monsters_all; // 怪物
QVector<QPair<int, QVector<QVector<int>>>> Yuka_loc; // yuka位置

Heroes *hero; // 英雄
int hero_loc[2]; // 英雄位置
QLabel *hero_hp_label; // 英雄血量标签
QLabel *hero_level_label; // 英雄等级标签
QLabel *hero_revive_label; // 英雄复活次数标签
int hero_direction; // 英雄方向: 0上 1下 2左 3右

QVector<QVector<int>> hero_bullets_loc; // 英雄子弹位置
QPixmap *hero_bullets_pic; // 英雄子弹图片

int coin = 0; // 局内金币
int base_kill_coin; // 基础击杀金币
int base_kill_exp;
QLabel *coin_label; // 金币标签

Prop *prop1; // 道具1:回复3HP
Prop *prop2; // 道具2:速度+5
Prop *prop3; // 道具3:怪物速度-3

QTimer *timer; // 战斗定时器
QTimer *move_timer; // 移动定时器
QTimer *bullet_generate_timer; // 子弹生成定时器
QTimer *bullet_move_timer; // 子弹移动定时器
QTimer *monster_timer; // 怪物生成定时器
int remain_min; // 剩余分钟
int remain_sec; // 剩余秒数
QLabel *time_label; // 时间显示

GameMap *game_map_widget; // 游戏地图
QVector<QVector<int>>
game_map; // 游戏地图
QVector<QVector<int>> drop_props; // 掉落道具 0:x 1:y 2:道具类型: 0:回复1HP 1:金币+2 2:速度加3
QVector<QPixmap> drop_prop_pic;
QVector<QRect> obstacle_rects; // 障碍物矩形
QPushButton *savebutton; // 保存按钮
QPushButton *backbutton; // 返回按钮
QMediaPlayer *bgm; // 背景音乐
};

#endif // FightInterface_H
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