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twoplayertiminggamewidget.cpp
440 lines (396 loc) · 10.1 KB
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twoplayertiminggamewidget.cpp
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#include "twoplayertiminggamewidget.h"
#include <QBrush>
#include <QColor>
#include <QLinearGradient>
#include <QPainter>
#include <QTimer>
#include <QFont>
#include "timinggamewidget.h"
#include "pixmapoperations.h"
#define LOGICAL_WIDTH 1024
#define LOGICAL_HEIGHT 600
#define GAME1_X_FROM 108
#define GAME1_X_TO 458
#define GAME2_X_FROM 566
#define GAME2_X_TO 916
#define GAME1_WIDTH LOGICAL_HEIGHT
#define GAME1_HEIGHT (GAME1_X_TO - GAME1_X_FROM)
#define GAME2_WIDTH LOGICAL_HEIGHT
#define GAME2_HEIGHT (GAME2_X_TO - GAME2_X_FROM)
#define END_ENIM_LAST 30
#define BEGIN_ENIM_LAST 10
#define FONT_DIGIT_SIZE 40
#define LINENEAR_COLOR_0 QColor( 50, 255, 255, 200)
#define LINENEAR_COLOR_1 QColor(250, 255, 255, 200)
TwoPlayerTimingGameWidget::TwoPlayerTimingGameWidget
(AbstractRule::Gesture gesture) :
game1(NULL),
game2(NULL),
result1(-1),
result2(-1),
beginAnim(BEGIN_ENIM_LAST),
endAnim(-1),
frameCount(0),
ges(gesture)
{
QFont f;
f.setPixelSize(FONT_DIGIT_SIZE);
youWin.addText(- FONT_DIGIT_SIZE * 9 / 4, 0, f, "You Win~~");
youLose.addText(- FONT_DIGIT_SIZE * 11 / 4, 0, f, "You Lose-.-");
drawGame.addText(- FONT_DIGIT_SIZE * 9 / 4, 0, f, "Draw Game");
// Create the timers and connect signals and slots
t = new QTimer();
t->setInterval(75);
connect(t, SIGNAL(timeout()), this, SLOT(advance()));
oneSecondTimer = new QTimer();
oneSecondTimer->setInterval(1000);
start();
}
TwoPlayerTimingGameWidget::~TwoPlayerTimingGameWidget()
{
t->stop();
delete t;
oneSecondTimer->stop();
delete oneSecondTimer;
if (game1)
{
delete game1;
game1 = NULL;
}
if (game2)
{
delete game2;
game2 = NULL;
}
}
void TwoPlayerTimingGameWidget::makePixmap(
#ifdef USE_PIXMAP
QPixmap& pixmap,
#else
QPainter* painter,
#endif
int width,
int height)
{
#ifdef USE_PIXMAP
makeBasicPixmap(pixmap, width, height);
addEffect(pixmap, width, height);
#else
makeBasicPixmap(painter, width, height);
addEffect(painter, width, height);
#endif
}
void TwoPlayerTimingGameWidget::makeBasicPixmap(
#ifdef USE_PIXMAP
QPixmap& pixmap,
#else
QPainter* painter,
#endif
int width,
int height)
{
#ifdef USE_PIXMAP
pixmap = QPixmap(width, height);
// Fill the pixmap with black background
pixmap.fill(Qt::black);
// Get the painter
QPainter *painter = new QPainter(&pixmap);
#else
painter->fillRect(0,0,width,height,QColor(0,0,0));
#endif
double xRate = 1.0 * width / LOGICAL_WIDTH;
double yRate = 1.0 * height / LOGICAL_HEIGHT;
// if (beginAnim > 0)
// {
// }
// else
{
painter->translate(GAME1_X_TO * xRate, 0);
painter->rotate(90);
if (game1)
{
#ifdef USE_PIXMAP
QPixmap tmp;
game1->makePixmap(tmp, GAME1_WIDTH * yRate, GAME1_HEIGHT * xRate);
painter->drawPixmap(0, 0, tmp);
#else
game1->makePixmap(painter, GAME1_WIDTH * yRate, GAME1_HEIGHT * xRate);
#endif
}
else
{
painter->setOpacity(0.5);
drawPixmapAt(painter, game1End, yRate, xRate, QPointF(0, 0), true, false);
painter->setOpacity(1);
}
painter->rotate(-90);
painter->translate(-GAME1_X_TO * xRate, 0);
painter->translate(GAME2_X_FROM * xRate, LOGICAL_HEIGHT * yRate);
painter->rotate(-90);
if (game2)
{
#ifdef USE_PIXMAP
QPixmap tmp;
game2->makePixmap(tmp, GAME2_WIDTH * yRate, GAME2_HEIGHT * xRate);
painter->drawPixmap(0, 0, tmp);
#else
game2->makePixmap(painter, GAME2_WIDTH * yRate, GAME2_HEIGHT * xRate);
#endif
}
else
{
painter->setOpacity(0.5);
drawPixmapAt(painter, game2End, yRate, xRate, QPointF(0, 0), true, false);
painter->setOpacity(1);
}
painter->rotate(90);
painter->translate(-GAME2_X_FROM * xRate, -LOGICAL_HEIGHT * yRate);
if (endAnim >= 0)
{
painter->scale(xRate, yRate);
painter->setOpacity(qMin(1.0, 1.0 * (END_ENIM_LAST - endAnim) * 2 / END_ENIM_LAST));
QPointF gFrom = QPointF(frameCount * 3, 0);
QPointF gTo = QPointF(frameCount * 3 - 100, -100);
QLinearGradient gradient = QLinearGradient(gFrom, gTo);
gradient.setColorAt(0, LINENEAR_COLOR_0);
gradient.setColorAt(1, LINENEAR_COLOR_1);
gradient.setSpread(QGradient::ReflectSpread);
QBrush brush = QBrush(gradient);
painter->setPen(QPen(brush, 4));
painter->translate((GAME1_X_FROM + GAME1_X_TO) / 2,
LOGICAL_HEIGHT / 2);
painter->rotate(90);
if (result1 > result2)
{
painter->drawPath(youWin);
painter->fillPath(youWin, brush);
}
else if (result1 < result2)
{
painter->drawPath(youLose);
painter->fillPath(youLose, brush);
}
else
{
painter->drawPath(drawGame);
painter->fillPath(drawGame, brush);
}
painter->rotate(-90);
painter->translate(-(GAME1_X_FROM + GAME1_X_TO) / 2,
-LOGICAL_HEIGHT / 2);
painter->translate((GAME2_X_FROM + GAME2_X_TO) / 2,
LOGICAL_HEIGHT / 2);
painter->rotate(-90);
if (result2 > result1)
{
painter->drawPath(youWin);
painter->fillPath(youWin, brush);
}
else if (result2 < result1)
{
painter->drawPath(youLose);
painter->fillPath(youLose, brush);
}
else
{
painter->drawPath(drawGame);
painter->fillPath(drawGame, brush);
}
painter->rotate(90);
painter->translate(-(GAME2_X_FROM + GAME2_X_TO) / 2,
-LOGICAL_HEIGHT / 2);
painter->scale(1.0 / xRate, 1.0 / yRate);
}
}
++frameCount;
#ifdef USE_PIXMAP
// End the paint and release the space
painter->end();
delete painter;
#endif
}
void TwoPlayerTimingGameWidget::addEffect(
#ifdef USE_PIXMAP
QPixmap& pixmap,
#else
QPainter* painter,
#endif
int width,
int height)
{}
QPointF TwoPlayerTimingGameWidget::toScene(double xRate, double yRate)
{
return QPointF(xRate * LOGICAL_WIDTH,
yRate * LOGICAL_HEIGHT);
}
int whichGame(QPointF mousePos)
{
double x = mousePos.x();
if (x >= GAME1_X_FROM && x <= GAME1_X_TO)
return 1;
if (x >= GAME2_X_FROM && x <= GAME2_X_TO)
return 2;
return 0;
}
QPointF TwoPlayerTimingGameWidget::gamePos(QPointF mousePos, int gameIndex)
{
switch (gameIndex)
{
case 1:
return game1->toScene(mousePos.y() / LOGICAL_HEIGHT,
(GAME1_X_TO - mousePos.x()) / GAME1_HEIGHT);
break;
case 2:
return game2->toScene(1 - mousePos.y() / LOGICAL_HEIGHT,
(mousePos.x() - GAME2_X_FROM) / GAME2_HEIGHT);
break;
default:
return mousePos;
break;
}
}
void TwoPlayerTimingGameWidget::dealPressed(QPointF mousePos,
Qt::MouseButton button)
{
switch (whichGame(mousePos))
{
case 1:
if (game1)
game1->dealPressed(gamePos(mousePos, 1), button);
break;
case 2:
if (game2)
game2->dealPressed(gamePos(mousePos, 2), button);
break;
default:
break;
}
}
void TwoPlayerTimingGameWidget::dealMoved(QPointF mousePos,
Qt::MouseButton button)
{
switch (whichGame(mousePos))
{
case 1:
if (game1)
game1->dealMoved(gamePos(mousePos, 1), button);
break;
case 2:
if (game2)
game2->dealMoved(gamePos(mousePos, 2), button);
break;
default:
break;
}
}
void TwoPlayerTimingGameWidget::dealReleased(QPointF mousePos,
Qt::MouseButton button)
{
if (endAnim == 0)
{
emit giveControlTo(NULL, true);
delete this;
return;
}
switch (whichGame(mousePos))
{
case 1:
if (game1)
game1->dealReleased(gamePos(mousePos, 1), button);
break;
case 2:
if (game2)
game2->dealReleased(gamePos(mousePos, 2), button);
break;
default:
break;
}
}
void TwoPlayerTimingGameWidget::getForcus()
{
t->start();
}
void TwoPlayerTimingGameWidget::start()
{
game1 = new TimingGameWidget(ges);
game2 = new TimingGameWidget(ges);
game1->useGivenTimer(t, oneSecondTimer);
game2->useGivenTimer(t, oneSecondTimer);
game1->setHaveBackground(false);
game2->setHaveBackground(false);
connect(game1,
SIGNAL(totalScore(TimingGameWidget*,int)),
this,
SLOT(totalScore(TimingGameWidget*,int)));
connect(game2,
SIGNAL(totalScore(TimingGameWidget*,int)),
this,
SLOT(totalScore(TimingGameWidget*,int)));
// Restart the timer to ensure enough time for the players
oneSecondTimer->stop();
oneSecondTimer->start();
endAnim = -1;
result1 = 0;
result2 = 0;
}
// Advance
void TwoPlayerTimingGameWidget::advance()
{
if (beginAnim > 0)
{
--beginAnim;
if (beginAnim == 0)
{
if (game1)
game1->getForcus();
if (game2)
game2->getForcus();
}
}
else if (endAnim > 0)
{
--endAnim;
}
}
// A game will emit this thing to show its end with a score
void TwoPlayerTimingGameWidget::totalScore(TimingGameWidget *whoAmI,
int score)
{
if (whoAmI == game1)
{
// Record the last pixmap
#ifdef USE_PIXMAP
game1->makePixmap(game1End, GAME1_WIDTH, GAME1_HEIGHT);
#else
game1End = QPixmap(GAME1_WIDTH, GAME1_HEIGHT);
QPainter *painter = new QPainter(&game1End);
game1->makePixmap(painter, GAME1_WIDTH, GAME1_HEIGHT);
// End the paint and release the space
painter->end();
delete painter;
#endif
result1 = score;
game1 = NULL;
}
else
{
// Record the last pixmap
#ifdef USE_PIXMAP
game2->makePixmap(game2End, GAME2_WIDTH, GAME2_HEIGHT);
#else
game2End = QPixmap(GAME2_WIDTH, GAME2_HEIGHT);
QPainter *painter = new QPainter(&game2End);
game2->makePixmap(painter, GAME2_WIDTH, GAME2_HEIGHT);
// End the paint and release the space
painter->end();
delete painter;
#endif
result2 = score;
game2 = NULL;
}
if ((!game1) && (!game2))
{
endAnim = END_ENIM_LAST;
oneSecondTimer->stop();
}
}