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40 ****************************************************************************/ |
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41 |
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42 /*! |
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43 \example widgets/tetrix |
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44 \title Tetrix Example |
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45 |
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46 The Tetrix example is a Qt version of the classic Tetrix game. |
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47 |
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48 \image tetrix-example.png |
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49 |
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50 The object of the game is to stack pieces dropped from the top of the |
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51 playing area so that they fill entire rows at the bottom of the playing area. |
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52 |
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53 When a row is filled, all the blocks on that row are removed, the player earns |
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54 a number of points, and the pieces above are moved down to occupy that row. |
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55 If more than one row is filled, the blocks on each row are removed, and the |
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56 player earns extra points. |
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57 |
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58 The \gui{Left} cursor key moves the current piece one space to the left, the |
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59 \gui{Right} cursor key moves it one space to the right, the \gui{Up} cursor |
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60 key rotates the piece counter-clockwise by 90 degrees, and the \gui{Down} |
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61 cursor key rotates the piece clockwise by 90 degrees. |
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62 |
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63 To avoid waiting for a piece to fall to the bottom of the board, press \gui{D} |
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64 to immediately move the piece down by one row, or press the \gui{Space} key to |
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65 drop it as close to the bottom of the board as possible. |
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66 |
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67 This example shows how a simple game can be created using only three classes: |
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68 |
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69 \list |
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70 \o The \c TetrixWindow class is used to display the player's score, number of |
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71 lives, and information about the next piece to appear. |
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72 \o The \c TetrixBoard class contains the game logic, handles keyboard input, and |
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73 displays the pieces on the playing area. |
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74 \o The \c TetrixPiece class contains information about each piece. |
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75 \endlist |
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76 |
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77 In this approach, the \c TetrixBoard class is the most complex class, since it |
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78 handles the game logic and rendering. One benefit of this is that the |
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79 \c TetrixWindow and \c TetrixPiece classes are very simple and contain only a |
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80 minimum of code. |
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81 |
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82 \section1 TetrixWindow Class Definition |
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83 |
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84 The \c TetrixWindow class is used to display the game information and contains |
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85 the playing area: |
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86 |
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87 \snippet examples/widgets/tetrix/tetrixwindow.h 0 |
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88 |
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89 We use private member variables for the board, various display widgets, and |
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90 buttons to allow the user to start a new game, pause the current game, and quit. |
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91 |
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92 Although the window inherits QWidget, the constructor does not provide an |
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93 argument to allow a parent widget to be specified. This is because the window |
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94 will always be used as a top-level widget. |
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95 |
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96 \section1 TetrixWindow Class Implementation |
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97 |
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98 The constructor sets up the user interface elements for the game: |
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99 |
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100 \snippet examples/widgets/tetrix/tetrixwindow.cpp 0 |
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101 |
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102 We begin by constructing a \c TetrixBoard instance for the playing area and a |
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103 label that shows the next piece to be dropped into the playing area; the label |
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104 is initially empty. |
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105 |
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106 Three QLCDNumber objects are used to display the score, number of lives, and |
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107 lines removed. These initially show default values, and will be filled in |
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108 when a game begins: |
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109 |
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110 \snippet examples/widgets/tetrix/tetrixwindow.cpp 1 |
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111 |
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112 Three buttons with shortcuts are constructed so that the user can start a |
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113 new game, pause the current game, and quit the application: |
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114 |
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115 \snippet examples/widgets/tetrix/tetrixwindow.cpp 2 |
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116 \snippet examples/widgets/tetrix/tetrixwindow.cpp 3 |
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117 |
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118 These buttons are configured so that they never receive the keyboard focus; |
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119 we want the keyboard focus to remain with the \c TetrixBoard instance so that |
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120 it receives all the keyboard events. Nonetheless, the buttons will still respond |
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121 to \key{Alt} key shortcuts. |
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122 |
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123 We connect \l{QAbstractButton::}{clicked()} signals from the \gui{Start} |
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124 and \gui{Pause} buttons to the board, and from the \gui{Quit} button to the |
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125 application's \l{QApplication::}{quit()} slot. |
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126 |
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127 \snippet examples/widgets/tetrix/tetrixwindow.cpp 4 |
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128 \snippet examples/widgets/tetrix/tetrixwindow.cpp 5 |
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129 |
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130 Signals from the board are also connected to the LCD widgets for the purpose of |
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131 updating the score, number of lives, and lines removed from the playing area. |
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132 |
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133 We place the label, LCD widgets, and the board into a QGridLayout |
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134 along with some labels that we create with the \c createLabel() convenience |
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135 function: |
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136 |
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137 \snippet examples/widgets/tetrix/tetrixwindow.cpp 6 |
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138 |
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139 Finally, we set the grid layout on the widget, give the window a title, and |
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140 resize it to an appropriate size. |
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141 |
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142 The \c createLabel() convenience function simply creates a new label on the |
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143 heap, gives it an appropriate alignment, and returns it to the caller: |
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144 |
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145 \snippet examples/widgets/tetrix/tetrixwindow.cpp 7 |
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146 |
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147 Since each label will be used in the widget's layout, it will become a child |
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148 of the \c TetrixWindow widget and, as a result, it will be deleted when the |
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149 window is deleted. |
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150 |
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151 \section1 TetrixPiece Class Definition |
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152 |
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153 The \c TetrixPiece class holds information about a piece in the game's |
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154 playing area, including its shape, position, and the range of positions it can |
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155 occupy on the board: |
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156 |
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157 \snippet examples/widgets/tetrix/tetrixpiece.h 0 |
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158 |
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159 Each shape contains four blocks, and these are defined by the \c coords private |
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160 member variable. Additionally, each piece has a high-level description that is |
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161 stored internally in the \c pieceShape variable. |
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162 |
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163 The constructor is written inline in the definition, and simply ensures that |
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164 each piece is initially created with no shape. The \c shape() function simply |
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165 returns the contents of the \c pieceShape variable, and the \c x() and \c y() |
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166 functions return the x and y-coordinates of any given block in the shape. |
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167 |
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168 \section1 TetrixPiece Class Implementation |
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169 |
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170 The \c setRandomShape() function is used to select a random shape for a piece: |
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171 |
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172 \snippet examples/widgets/tetrix/tetrixpiece.cpp 0 |
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173 |
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174 For convenience, it simply chooses a random shape from the \c TetrixShape enum |
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175 and calls the \c setShape() function to perform the task of positioning the |
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176 blocks. |
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177 |
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178 The \c setShape() function uses a look-up table of pieces to associate each |
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179 shape with an array of block positions: |
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180 |
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181 \snippet examples/widgets/tetrix/tetrixpiece.cpp 1 |
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182 \snippet examples/widgets/tetrix/tetrixpiece.cpp 2 |
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183 |
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184 These positions are read from the table into the piece's own array of positions, |
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185 and the piece's internal shape information is updated to use the new shape. |
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186 |
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187 The \c x() and \c y() functions are implemented inline in the class definition, |
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188 returning positions defined on a grid that extends horizontally and vertically |
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189 with coordinates from -2 to 2. Although the predefined coordinates for each |
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190 piece only vary horizontally from -1 to 1 and vertically from -1 to 2, each |
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191 piece can be rotated by 90, 180, and 270 degrees. |
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192 |
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193 The \c minX() and \c maxX() functions return the minimum and maximum horizontal |
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194 coordinates occupied by the blocks that make up the piece: |
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195 |
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196 \snippet examples/widgets/tetrix/tetrixpiece.cpp 3 |
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197 \snippet examples/widgets/tetrix/tetrixpiece.cpp 4 |
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198 |
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199 Similarly, the \c minY() and \c maxY() functions return the minimum and maximum |
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200 vertical coordinates occupied by the blocks: |
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201 |
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202 \snippet examples/widgets/tetrix/tetrixpiece.cpp 5 |
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203 \snippet examples/widgets/tetrix/tetrixpiece.cpp 6 |
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204 |
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205 The \c rotatedLeft() function returns a new piece with the same shape as an |
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206 existing piece, but rotated counter-clockwise by 90 degrees: |
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207 |
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208 \snippet examples/widgets/tetrix/tetrixpiece.cpp 7 |
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209 |
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210 Similarly, the \c rotatedRight() function returns a new piece with the same |
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211 shape as an existing piece, but rotated clockwise by 90 degrees: |
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212 |
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213 \snippet examples/widgets/tetrix/tetrixpiece.cpp 9 |
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214 |
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215 These last two functions enable each piece to create rotated copies of itself. |
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216 |
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217 \section1 TetrixBoard Class Definition |
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218 |
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219 The \c TetrixBoard class inherits from QFrame and contains the game logic and display features: |
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220 |
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221 \snippet examples/widgets/tetrix/tetrixboard.h 0 |
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222 |
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223 Apart from the \c setNextPieceLabel() function and the \c start() and \c pause() |
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224 public slots, we only provide public functions to reimplement QWidget::sizeHint() |
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225 and QWidget::minimumSizeHint(). The signals are used to communicate changes to |
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226 the player's information to the \c TetrixWindow instance. |
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227 |
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228 The rest of the functionality is provided by reimplementations of protected event |
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229 handlers and private functions: |
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230 |
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231 \snippet examples/widgets/tetrix/tetrixboard.h 1 |
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232 |
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233 The board is composed of a fixed-size array whose elements correspond to |
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234 spaces for individual blocks. Each element in the array contains a \c TetrixShape |
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235 value corresponding to the type of shape that occupies that element. |
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236 |
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237 Each shape on the board will occupy four elements in the array, and these will |
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238 all contain the enum value that corresponds to the type of the shape. |
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239 |
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240 We use a QBasicTimer to control the rate at which pieces fall toward the bottom |
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241 of the playing area. This allows us to provide an implementation of |
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242 \l{QObject::}{timerEvent()} that we can use to update the widget. |
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243 |
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244 \section1 TetrixBoard Class Implementation |
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245 |
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246 In the constructor, we customize the frame style of the widget, ensure that |
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247 keyboard input will be received by the widget by using Qt::StrongFocus for the |
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248 focus policy, and initialize the game state: |
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249 |
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250 \snippet examples/widgets/tetrix/tetrixboard.cpp 0 |
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251 |
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252 The first (next) piece is also set up with a random shape. |
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253 |
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254 The \c setNextPieceLabel() function is used to pass in an externally-constructed |
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255 label to the board, so that it can be shown alongside the playing area: |
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256 |
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257 \snippet examples/widgets/tetrix/tetrixboard.cpp 1 |
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258 |
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259 We provide a reasonable size hint and minimum size hint for the board, based on |
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260 the size of the space for each block in the playing area: |
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261 |
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262 \snippet examples/widgets/tetrix/tetrixboard.cpp 2 |
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263 \snippet examples/widgets/tetrix/tetrixboard.cpp 3 |
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264 |
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265 By using a minimum size hint, we indicate to the layout in the parent widget |
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266 that the board should not shrink below a minimum size. |
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267 |
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268 A new game is started when the \c start() slot is called. This resets the |
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269 game's state, the player's score and level, and the contents of the board: |
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270 |
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271 \snippet examples/widgets/tetrix/tetrixboard.cpp 4 |
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272 |
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273 We also emit signals to inform other components of these changes before creating |
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274 a new piece that is ready to be dropped into the playing area. We start the |
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275 timer that determines how often the piece drops down one row on the board. |
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276 |
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277 The \c pause() slot is used to temporarily stop the current game by stopping the |
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278 internal timer: |
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279 |
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280 \snippet examples/widgets/tetrix/tetrixboard.cpp 5 |
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281 \snippet examples/widgets/tetrix/tetrixboard.cpp 6 |
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282 |
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283 We perform checks to ensure that the game can only be paused if it is already |
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284 running and not already paused. |
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285 |
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286 The \c paintEvent() function is straightforward to implement. We begin by |
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287 calling the base class's implementation of \l{QWidget::}{paintEvent()} before |
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288 constructing a QPainter for use on the board: |
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289 |
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290 \snippet examples/widgets/tetrix/tetrixboard.cpp 7 |
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291 |
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292 Since the board is a subclass of QFrame, we obtain a QRect that covers the area |
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293 \e inside the frame decoration before drawing our own content. |
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294 |
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295 If the game is paused, we want to hide the existing state of the board and |
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296 show some text. We achieve this by painting text onto the widget and returning |
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297 early from the function. The rest of the painting is performed after this point. |
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298 |
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299 The position of the top of the board is found by subtracting the total height |
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300 of each space on the board from the bottom of the frame's internal rectangle. |
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301 For each space on the board that is occupied by a piece, we call the |
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302 \c drawSquare() function to draw a block at that position. |
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303 |
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304 \snippet examples/widgets/tetrix/tetrixboard.cpp 8 |
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305 \snippet examples/widgets/tetrix/tetrixboard.cpp 9 |
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306 |
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307 Spaces that are not occupied by blocks are left blank. |
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308 |
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309 Unlike the existing pieces on the board, the current piece is drawn |
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310 block-by-block at its current position: |
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311 |
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312 \snippet examples/widgets/tetrix/tetrixboard.cpp 10 |
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313 \snippet examples/widgets/tetrix/tetrixboard.cpp 11 |
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314 \snippet examples/widgets/tetrix/tetrixboard.cpp 12 |
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315 |
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316 The \c keyPressEvent() handler is called whenever the player presses a key while |
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317 the \c TetrixBoard widget has the keyboard focus. |
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318 |
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319 \snippet examples/widgets/tetrix/tetrixboard.cpp 13 |
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320 |
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321 If there is no current game, the game is running but paused, or if there is no |
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322 current shape to control, we simply pass on the event to the base class. |
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323 |
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324 We check whether the event is about any of the keys that the player uses to |
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325 control the current piece and, if so, we call the relevant function to handle |
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326 the input: |
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327 |
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328 \snippet examples/widgets/tetrix/tetrixboard.cpp 14 |
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329 |
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330 In the case where the player presses a key that we are not interested in, we |
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331 again pass on the event to the base class's implementation of |
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332 \l{QWidget::}{keyPressEvent()}. |
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333 |
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334 The \c timerEvent() handler is called every time the class's QBasicTimer |
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335 instance times out. We need to check that the event we receive corresponds to |
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336 our timer. If it does, we can update the board: |
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337 |
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338 \snippet examples/widgets/tetrix/tetrixboard.cpp 15 |
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339 \snippet examples/widgets/tetrix/tetrixboard.cpp 16 |
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340 \snippet examples/widgets/tetrix/tetrixboard.cpp 17 |
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341 |
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342 If a row (or line) has just been filled, we create a new piece and reset the |
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343 timer; otherwise we move the current piece down by one row. We let the base |
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344 class handle other timer events that we receive. |
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345 |
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346 The \c clearBoard() function simply fills the board with the |
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347 \c TetrixShape::NoShape value: |
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348 |
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349 \snippet examples/widgets/tetrix/tetrixboard.cpp 18 |
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350 |
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351 The \c dropDown() function moves the current piece down as far as possible on |
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352 the board, either until it is touching the bottom of the playing area or it is |
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353 stacked on top of another piece: |
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354 |
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355 \snippet examples/widgets/tetrix/tetrixboard.cpp 19 |
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356 \snippet examples/widgets/tetrix/tetrixboard.cpp 20 |
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357 |
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358 The number of rows the piece has dropped is recorded and passed to the |
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359 \c pieceDropped() function so that the player's score can be updated. |
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360 |
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361 The \c oneLineDown() function is used to move the current piece down by one row |
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362 (line), either when the user presses the \gui{D} key or when the piece is |
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363 scheduled to move: |
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364 |
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365 \snippet examples/widgets/tetrix/tetrixboard.cpp 21 |
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366 |
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367 If the piece cannot drop down by one line, we call the \c pieceDropped() function |
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368 with zero as the argument to indicate that it cannot fall any further, and that |
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369 the player should receive no extra points for the fall. |
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370 |
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371 The \c pieceDropped() function itself is responsible for awarding points to the |
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372 player for positioning the current piece, checking for full rows on the board |
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373 and, if no lines have been removed, creating a new piece to replace the current |
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374 one: |
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375 |
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376 \snippet examples/widgets/tetrix/tetrixboard.cpp 22 |
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377 \snippet examples/widgets/tetrix/tetrixboard.cpp 23 |
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378 |
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379 We call \c removeFullLines() each time a piece has been dropped. This scans |
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380 the board from bottom to top, looking for blank spaces on each row. |
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381 |
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382 \snippet examples/widgets/tetrix/tetrixboard.cpp 24 |
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383 \snippet examples/widgets/tetrix/tetrixboard.cpp 25 |
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384 \snippet examples/widgets/tetrix/tetrixboard.cpp 26 |
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385 \snippet examples/widgets/tetrix/tetrixboard.cpp 27 |
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386 |
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387 If a row contains no blank spaces, the rows above it are copied down by one row |
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388 to compress the stack of pieces, the top row on the board is cleared, and the |
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389 number of full lines found is incremented. |
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390 |
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391 \snippet examples/widgets/tetrix/tetrixboard.cpp 28 |
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392 \snippet examples/widgets/tetrix/tetrixboard.cpp 29 |
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393 |
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394 If some lines have been removed, the player's score and the total number of lines |
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395 removed are updated. The \c linesRemoved() and \c scoreChanged() signals are |
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396 emitted to send these new values to other widgets in the window. |
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397 |
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398 Additionally, we set the timer to elapse after half a second, set the |
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399 \c isWaitingAfterLine flag to indicate that lines have been removed, unset |
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400 the piece's shape to ensure that it is not drawn, and update the widget. |
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401 The next time that the \c timerEvent() handler is called, a new piece will be |
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402 created and the game will continue. |
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403 |
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404 The \c newPiece() function places the next available piece at the top of the |
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405 board, and creates a new piece with a random shape: |
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406 |
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407 \snippet examples/widgets/tetrix/tetrixboard.cpp 30 |
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408 \snippet examples/widgets/tetrix/tetrixboard.cpp 31 |
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409 |
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410 We place a new piece in the middle of the board at the top. The game is over if |
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411 the piece can't move, so we unset its shape to prevent it from being drawn, stop |
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412 the timer, and unset the \c isStarted flag. |
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413 |
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414 The \c showNextPiece() function updates the label that shows the next piece to |
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415 be dropped: |
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416 |
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417 \snippet examples/widgets/tetrix/tetrixboard.cpp 32 |
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418 \snippet examples/widgets/tetrix/tetrixboard.cpp 33 |
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419 |
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420 We draw the piece's component blocks onto a pixmap that is then set on the label. |
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421 |
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422 The \c tryMove() function is used to determine whether a piece can be positioned |
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423 at the specified coordinates: |
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424 |
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425 \snippet examples/widgets/tetrix/tetrixboard.cpp 34 |
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426 |
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427 We examine the spaces on the board that the piece needs to occupy and, if they |
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428 are already occupied by other pieces, we return \c false to indicate that the |
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429 move has failed. |
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430 |
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431 \snippet examples/widgets/tetrix/tetrixboard.cpp 35 |
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432 |
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433 If the piece could be placed on the board at the desired location, we update the |
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434 current piece and its position, update the widget, and return \c true to indicate |
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435 success. |
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436 |
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437 The \c drawSquare() function draws the blocks (normally squares) that make up |
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438 each piece using different colors for pieces with different shapes: |
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439 |
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440 \snippet examples/widgets/tetrix/tetrixboard.cpp 36 |
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441 |
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442 We obtain the color to use from a look-up table that relates each shape to an |
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443 RGB value, and use the painter provided to draw the block at the specified |
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444 coordinates. |
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445 */ |