Beispiel #1
0
void GameController::CoordinateReleased()
{
    for(int i=0;i<getLevel();++i)
        for(int j=0;j<getLevel();++j)
            setBlockColor(QPoint(i,j),GameData::BgColor);
    for(int i=0;i<getColorNumber()*2;++i)
        setBlockColor(gameSetting->Points[i],GameData::ColorSet[i/2]);
    for(int i=0;i<pipeManager->size();++i)
    {
        Pipe* pipe = pipeManager->at(i);
        if(pipeManager->currentPipe!=pipe)
        {
            while(!pipe->empty())
            {
                QPoint _coordinate(pipe->back());
                STATE _state = getBlockState(_coordinate);
                if((_state&WAY)==0||(_state&BREAK)!=0||(_state&CURRENT)!=0)
                    pipe->pop_back();
                else
                    break;
            }
        }
        for(int j=0;j<pipe->size();++j)
            setBlockColor(pipe->at(j),pipe->Color);
    }
    for(int i=0;i<this->getLevel();++i)
        for(int j=0;j<this->getLevel();++j)
            setBlockState(QPoint(i,j),~(CURRENT|BREAK));
    ++gameSetting->moves;
    emit UpdatePipeDisplay();
    emit UpdateBlockDisplay();
    if(CheckWin())
        emit CompleteGame();
}
Beispiel #2
0
void GameController::CoordinateSelected(const QPoint &_coordinate)
{
    this->pipeManager->currentPipe = this->pipeManager->getPipe(this->getBlockColor(_coordinate));
    Pipe* pipe = pipeManager->currentPipe;
    while(!pipe->empty() && (pipe->back()!=_coordinate||(getBlockState(_coordinate)&ORIGIN)!=0))
    {
        setBlockState(pipe->back(),~(WAY|CURRENT));
        pipe->pop_back();
    }
    if(pipe->empty())
    {
        setBlockState(_coordinate,WAY|CURRENT);
        pipe->push_back(_coordinate);
    }
    for(int i=0;i<pipe->size();++i)
        setBlockState(pipe->at(i),CURRENT);
    emit UpdatePipeDisplay();
}
Beispiel #3
0
bool GameController::CheckWin()
{
    for(int i=0;i<pipeManager->size();++i)
    {
        Pipe* pipe = pipeManager->at(i);
        if(pipe->size()<2)
            return false;
        if((getBlockState(pipe->back())&ORIGIN)==0)
            return false;
    }
    for(int i=0;i<getLevel();++i)
        for(int j=0;j<getLevel();++j)
            if((getBlockState(QPoint(i,j))&WAY)==0)
                return false;
    if(gameSetting->best<=0 || gameSetting->moves<gameSetting->best)
        gameSetting->setBest(gameSetting->moves);
    return true;
}
Beispiel #4
0
void GameController::GameStateRecalculate()
{
    int pipeCompleteCount = 0;
    for(int i=0;i<getLevel();++i)
        for(int j=0;j<getLevel();++j)
            if((blockstate[i][j]&WAY)!=0)
                ++pipeCompleteCount;
    gameSetting->pipeFilled = floor(pipeCompleteCount*100/getLevel()/getLevel());

    int pipeLinkCount = 0;
    for(int i=0;i<pipeManager->size();++i)
    {
        Pipe* pipe = pipeManager->at(i);
        if(pipe->size()<2)
            continue;
        if((getBlockState(pipe->back())&ORIGIN)==0)
            continue;
        ++pipeLinkCount;
    }
    gameSetting->currentflows = pipeLinkCount;
}