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(); }
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(); }
void GameController::CoordinateChanged(const QPoint &_coordinate) { if(this->pipeManager->currentPipe==0) return; QPoint lastcoordinate = this->pipeManager->currentPipe->back(); QColor _coordinateColor = getBlockColor(_coordinate); STATE _coordinateState = getBlockState(_coordinate); int distance = Distance(lastcoordinate,_coordinate); if((_coordinateState&CURRENT)==0&&(getBlockState(lastcoordinate)&ORIGIN)!=0&&getBlockColor(lastcoordinate)==this->pipeManager->currentPipe->Color&&this->pipeManager->currentPipe->size()>1) return; if(distance!=1) { if(distance<=5&&(_coordinateState&ORIGIN)==0) AutoSearchPath(_coordinate); return; } if((_coordinateState&WAY)==0) { if((_coordinateState&ORIGIN)==0) { setBlockState(_coordinate,WAY|CURRENT); pipeManager->currentPipe->push_back(_coordinate); emit ForwardPipe(); emit UpdatePipeDisplay(); } else { if(_coordinateColor==pipeManager->currentPipe->Color) { setBlockState(_coordinate,WAY|CURRENT); pipeManager->currentPipe->push_back(_coordinate); emit CompletePipe(pipeManager->currentPipe); emit UpdatePipeDisplay(); } } } else { if((_coordinateState&CURRENT)!=0) { while(pipeManager->currentPipe->back()!=_coordinate) { QPoint backpoint = pipeManager->currentPipe->back(); QColor backpointColor = getBlockColor(backpoint); setBlockState(backpoint,~CURRENT); if(backpointColor==GameData::BgColor || backpointColor==pipeManager->currentPipe->Color) setBlockState(backpoint,~WAY); else { setBlockState(backpoint,~BREAK); Pipe* pipe = pipeManager->getPipe(backpointColor); bool unable = false; for(int i=0;i<pipe->size();++i) { STATE _state = getBlockState(pipe->at(i)); if((_state&BREAK)!=0) unable = true; if(unable && (_state&BREAK)==0) setBlockState(pipe->at(i),~WAY); else setBlockState(pipe->at(i),WAY); } } pipeManager->currentPipe->pop_back(); } emit BackwardPipe(); emit UpdatePipeDisplay(); } else { if((_coordinateState&ORIGIN)!=0) return; Pipe* pipe = pipeManager->getPipe(_coordinateColor); setBlockState(_coordinate,WAY|CURRENT|BREAK); pipeManager->currentPipe->push_back(_coordinate); bool unable = false; for(int i=0;i<pipe->size();++i) { STATE _state = getBlockState(pipe->at(i)); if((_state&BREAK)!=0) unable = true; if(unable && (_state&BREAK)==0) setBlockState(pipe->at(i),~WAY); else setBlockState(pipe->at(i),WAY); } emit BreakPipe(pipe); emit UpdatePipeDisplay(); } } }