QT+VS推箱子小游戏

1、创建一个GUI程序,将界面设计成如下样式:

 创建一个已QDialog为基类的子类,在窗体里添加一个pushbutton的按钮,一个QLabel用来显示文字。窗体的背景图片和按钮的背景颜色,都可以在样式中进行设计。

2、右键项目名称,点击添加,添加一个GUI类,用来显示关卡选择界面,界面效果如下:

 同理,窗体背景及按钮的背景里颜色,在样式表内进行设计,具体如下:

 右击窗体,就会出现上面的菜单选项,选择改变样式表,即可对窗体背景色进行设计。

3、最后还要添加另一个窗体,用于显示游戏界面,窗体内不用放置任何控件,如下设计:

 4、工程项目目录如下:

 有三个窗体,分别对应着三个GUI子类。最后的代码编写主要是在游戏界面子类中进行,也就是上面的GameMap.cpp文件中进行。

5、代码展示如下:

(1)GameMap.h文件代码

#pragma once

#include <QDialog>
#include "ui_GameMap.h"
#include<QPainter>
#include<qDebug>
#include<map>
#include<QKeyEvent>
#include<QList>
#include <QMessageBox>

#define WALL ":/GamePush/Resources/fill.png"
#define STZ ":/GamePush/Resources/ball.png"
#define MAN ":/GamePush/Resources/new.jpg"
#define BOX ":/GamePush/Resources/box.png"
#define CAKE ":/GamePush/Resources/wall2.png"
#define CAKE_2 ":/GamePush/Resources/wall2.png"

struct MapNew {
	int x;
	int y;
	int value;
};

class GameMap : public QDialog
{
	Q_OBJECT

public:
	GameMap(QWidget *parent = Q_NULLPTR);
	~GameMap();
	int map[5][10] = {
		{1,1,1,1,1,1,1,1,1,1},
		{ 1,1,1,1,1,1,1,4,3,1 },
		{ 1,1,2,5,1,1,1,2,1,1 },
		{ 1,1,1,1,1,4,1,1,1,1 },
		{ 1,1,2,1,1,1,1,5,2,1 }
	};
	QList<MapNew> list;
	MapNew real{2, 9, 3};
	int mani = 1;
	int manj = 8;

private:
	Ui::GameMap ui;
	void paintEvent(QPaintEvent *event);
	void keyPressEvent(QKeyEvent *event);
	void initUI();
	bool isOver();
};

(2)GameMap.cpp文件代码

#include "GameMap.h"

GameMap::GameMap(QWidget *parent)
	: QDialog(parent)
{
	ui.setupUi(this);
	//initUI();
}

GameMap::~GameMap()
{
}

void GameMap::paintEvent(QPaintEvent *event)
{
	QPainter painter(this);

	//绘制背景
	//int ii = this->height()/50+1;
	//int jj = this->width()/50+1;
	for (int i = 0;i < 5;i++)
	{
		for (int j = 0;j < 10;j++)
		{
			if (map[i][j] == 1)
			{
				painter.drawPixmap(j * 50, i * 50, 50, 50, QPixmap(WALL));
			}
			else if (map[i][j] == 2)
			{
				painter.drawPixmap(j * 50, i * 50, 50, 50, QPixmap(STZ));
			}
			else if (map[i][j] == 3)
			{
				painter.drawPixmap(j * 50, i * 50, 50, 50, QPixmap(MAN));
			}
			else if (map[i][j] == 4)
			{
				painter.drawPixmap(j * 50, i * 50, 50, 50, QPixmap(BOX));
			}
			else if (map[i][j] == 5)
			{
				painter.drawPixmap(j * 50, i * 50, 50, 50, QPixmap(CAKE));
			}
		}
	}
}
void GameMap::keyPressEvent(QKeyEvent *event)
{
	if (event->key() == Qt::Key_A)
	{
		qDebug() <<"A-"<< map[2][3]<<map[4][7];
		if ((manj == 1&map[mani][manj-1]==4)||manj==0)
		{

		}
		else
		{
			if (map[mani][manj - 1] == 1)
			{
				map[mani][manj] = 1;
				map[mani][manj - 1] = 3;
				manj = manj - 1;
			}
			else if (map[mani][manj - 1] == 2)
			{

			}
			else if (map[mani][manj - 1] == 4)
			{
				if (map[mani][manj - 2] == 2)
				{

				}
				else
				{
					map[mani][manj] = 1;
					map[mani][manj - 2] = 4;
					map[mani][manj - 1] = 3;
					manj = manj - 1;
				}
			}
			else if (map[mani][manj - 1] == 5)
			{

			}
		}
		update();
		if (isOver())
		{
			QMessageBox::information(this, QStringLiteral("游戏结束提示"),
				QStringLiteral("恭喜已通关!"), QMessageBox::Ok);
		}
	}
	else if (event->key() == Qt::Key_S)
	{
		if ((mani == 3 && map[mani + 1][manj] == 4) || mani == 4)
		{

		}
		else
		{
			if (map[mani + 1][manj] == 1)
			{
				map[mani][manj] = 1;
				map[mani + 1][manj] = 3;
				mani = mani + 1;
			}
			else if (map[mani + 1][manj] == 2)
			{

			}
			else if (map[mani + 1][manj] == 4)
			{
				if (map[mani + 2][manj] == 2)
				{

				}
				else
				{
					map[mani][manj] = 1;
					map[mani + 1][manj] = 3;
					map[mani + 2][manj] = 4;
					mani = mani + 1;
				}				
			}
			else if (map[mani + 1][manj] == 5)
			{

			}

		}
		update();
		if (isOver())
		{
			QMessageBox::information(this, QStringLiteral("游戏结束提示"),
				QStringLiteral("恭喜已通关!"), QMessageBox::Ok);
		}
	}
	else if (event->key() == Qt::Key_D)
	{
		qDebug() << "D" << manj;
		if ((manj == 8 && map[mani][manj+1] == 4) || manj == 9)
		{

		}
		else
		{
			if (map[mani][manj+1] == 1)
			{
				map[mani][manj] = 1;
				map[mani][manj+1] = 3;
				manj = manj + 1;
			}
			else if (map[mani][manj+1] == 2)
			{

			}
			else if (map[mani][manj+1] == 4)
			{
				if (map[mani][manj + 2] == 2)
				{

				}
				else
				{
					map[mani][manj] = 1;
					map[mani][manj + 1] = 3;
					map[mani][manj + 2] = 4;
					manj = manj + 1;
				}
			}
			else if (map[mani][manj+1] == 5)
			{

			}
		}
		update();
		if (isOver())
		{
			qDebug() << "over";
			QMessageBox::information(this, QStringLiteral("游戏结束提示"),
				QStringLiteral("恭喜已通关!"), QMessageBox::Ok);
		}
	}
	else if (event->key() == Qt::Key_W)
	{
		if ((mani == 1 && map[mani - 1][manj] == 4) || mani == 0)
		{
			
		}
		else
		{
			if (map[mani - 1][manj] == 1)
			{
				map[mani][manj] = 1;
				map[mani - 1][manj] = 3;
				mani = mani - 1;
			}
			else if (map[mani - 1][manj] == 2)
			{

			}
			else if (map[mani - 1][manj] == 4)
			{
				if (map[mani - 2][manj] == 2)
				{

				}
				else
				{
					map[mani][manj] = 1;
					map[mani - 1][manj] = 3;
					map[mani - 2][manj] = 4;
					mani = mani - 1;
				}
			}
			else if (map[mani - 1][manj] == 5)
			{

			}
		}
		update();
		if (isOver())
		{
			QMessageBox::information(this, QStringLiteral("游戏结束提示"),
				QStringLiteral("恭喜已通关!"), QMessageBox::Ok);
		}
	}
}

void GameMap::initUI()
{
	/*std::map<QString, int>Maps;*/
	map[5][10] = 1;
}

bool GameMap::isOver()
{
	if (map[2][3] == 4 & map[4][7] == 4)
	{
		qDebug() << "isOver";
		return true;
	}
	else
	{
		return false;
	}
}

(3)GameLevel.h代码

#pragma once

#include <QDialog>
#include "ui_GameLevel.h"
#include "GameMap.h"

class GameLevel : public QDialog
{
	Q_OBJECT

public:
	GameLevel(QWidget *parent = Q_NULLPTR);
	~GameLevel();

private:
	Ui::GameLevel ui;
	GameMap *GmWindow;

private:
	void initConnect();

	private slots:
	void on_pushButton();
	void on_pushButton_2();
	void on_pushButton_3();
};

(4)GameLevel.cpp

#include "GameLevel.h"

GameLevel::GameLevel(QWidget *parent)
	: QDialog(parent)
{
	ui.setupUi(this);
	GmWindow = new GameMap;
	initConnect();
}

GameLevel::~GameLevel()
{
}

void GameLevel::initConnect()
{
	connect(ui.pushButton, SIGNAL(clicked()), this, SLOT(on_pushButton()));
	connect(ui.pushButton_2, SIGNAL(clicked()), this, SLOT(on_pushButton_2()));
	connect(ui.pushButton_3, SIGNAL(clicked()), this, SLOT(on_pushButton_3()));
}

void GameLevel::on_pushButton()
{
	GmWindow->show();
}
void GameLevel::on_pushButton_2()
{

}
void GameLevel::on_pushButton_3()
{

}

(5)GamePush.h

#pragma once

#include <QtWidgets/QDialog>
#include <QtWidgets/QMainWindow>
#include "ui_GamePush.h"
#include "GameLevel.h"
#include<qDebug>

class GamePush : public QDialog
{
	Q_OBJECT

public:
	GamePush(QWidget *parent = Q_NULLPTR);

private:
	Ui::GamePushClass ui;
	GameLevel *GlWindow;

	private slots:
	void on_pushButton();

};

(6)GamePush.cpp

#include "GamePush.h"

GamePush::GamePush(QWidget *parent)
	: QDialog(parent)
{
	ui.setupUi(this);
	GlWindow = new GameLevel;
	connect(ui.pushButton, SIGNAL(clicked()), this, SLOT(on_pushButton()));
}

void GamePush::on_pushButton()
{
	qDebug() << "pushbutton";
	GlWindow->show();
}

(7)main代码

#include "GamePush.h"
#include <QtWidgets/QApplication>

int main(int argc, char *argv[])
{
	QApplication a(argc, argv);
	GamePush w;
	w.show();
	return a.exec();
}

6、设计思路

  • 首选进行窗体的创建,包括首窗口、子窗口等,进行窗口的界面UI设计;
  • 然后根据二维数组存储的地图信息,利用绘图事件进行绘制;
  • 通过键盘事件对游戏窗体中的小人进行左右上下的移动;
  • 判断目的地是否占满了箱子,如是则提示游戏结束,否则不提示;

7、运行效果

 

 

 

  • 0
    点赞
  • 4
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值