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#include "mainwidget.h"
#include "actor.h"
#include "block.h"
#include "constants.h"
#include "audioplayer.h"
#include "util.h"
#include "pacman.pb.h"
MainWidget::MainWidget(QWidget *parent)
: SceneHolder(parent), m_currentKey(0), m_running(false)
{
createGui();
updateMap(Util::createDummyMap());
//connect(AudioPlayer::self(), SIGNAL(finished()), this, SLOT(startGame()));
//AudioPlayer::self()->play(AudioPlayer::Intro);
bool connected = connectToServer();
if (!connected) {
QMessageBox::critical(this, "Error", "Failed to connect to server, falling back to local test mode");
// TODO: quit application here or sth
m_socket = NULL;
QTimer *timer = new QTimer(this);
connect(timer, SIGNAL(timeout()), this, SLOT(tick()));
timer->start(Constants::tick);
}
connect(m_socket, SIGNAL(readyRead()), this, SLOT(tick()));
startGame();
}
void MainWidget::createGui()
{
setFocusPolicy(Qt::StrongFocus);
QVBoxLayout *layout = new QVBoxLayout(this);
QHBoxLayout *scoreLayout = new QHBoxLayout();
for (unsigned int i = 1; i < 4; ++i)
{
QGroupBox *scoreBox = new QGroupBox(QString("Spieler %1").arg(i), this);
scoreBox->setObjectName(QString("actor%1").arg(i));
scoreBox->setCheckable(true);
connect(scoreBox, SIGNAL(clicked()), this, SLOT(playerScoreClicked()));
scoreLayout->addWidget(scoreBox);
QGridLayout *playerLayout = new QGridLayout();
scoreBox->setLayout(playerLayout);
playerLayout->addWidget(new QLabel("Rundenpunkte:", this), 0, 0);
playerLayout->addWidget(new QLabel("Gesamtpunkte:", this), 1, 0);
playerLayout->addWidget(new QLabel("", this), 0, 1);
playerLayout->addWidget(new QLabel("", this), 1, 1);
m_playerScoreLayouts.append(playerLayout);
}
QGraphicsView *window = new QGraphicsView(m_scene, this);
window->setFrameStyle(0);
window->setAlignment(Qt::AlignLeft | Qt::AlignTop);
window->setFixedSize(Constants::map_size_pixel.width, Constants::map_size_pixel.height);
window->setWindowFlags(window->windowFlags() & ~Qt::WindowMaximizeButtonHint);
layout->addLayout(scoreLayout);
layout->addWidget(window);
QFile css(":/stylesheet");
css.open(QFile::ReadOnly);
qApp->setStyleSheet(QLatin1String(css.readAll()));
setLayout(layout);
}
void MainWidget::updateScore()
{
QMapIterator<Color::Color, Actor*> i(m_actors);
while (i.hasNext())
{
i.next();
if (i.key() > Color::max)
{
/* player #4 isn't supported in score */
Q_ASSERT(false);
continue;
}
int id = (i.key() >> 1);
QLabel *turnPointsLbl =
dynamic_cast<QLabel*>(m_playerScoreLayouts.at(id)->itemAtPosition(0,1)->widget());
QLabel *allPointsLbl =
dynamic_cast<QLabel*>(m_playerScoreLayouts.at(id)->itemAtPosition(1,1)->widget());
turnPointsLbl->setText(QString::number(id));
allPointsLbl->setText(QString::number(id));
}
}
void MainWidget::updateMap(const Transmission::map_t& map)
{
SceneHolder::updateMap(map);
updateScore();
}
Transmission::field_t MainWidget::translateKey(int key, int def)
{
switch(key)
{
case Qt::Key_W:
case Qt::Key_Up:
return Transmission::direction_up;
break;
case Qt::Key_S:
case Qt::Key_Down:
return Transmission::direction_down;
break;
case Qt::Key_A:
case Qt::Key_Left:
return Transmission::direction_left;
break;
case Qt::Key_D:
case Qt::Key_Right:
return Transmission::direction_right;
break;
default:
return def;
}
}
void MainWidget::tick()
{
if (m_socket == NULL) {
// OLD TEST MODE
Actor::Movement mov = Util::transmissionMovementToActor(m_currentKey, Actor::None);
QMapIterator<Color::Color, Actor*> i(m_actors);
while (i.hasNext())
{
i.next();
i.value()->move(mov);
QList<QGraphicsItem *> list(i.value()->collidingItems());
for(int j = 0; j < list.count(); ++j)
{
if (list.at(j)->parentItem() == i.value())
continue;
list.at(j)->setOpacity(0.6);
}
}
} else {
QByteArray data = m_socket->readAll();
//qDebug() << "read qbytes " << data.length();
// TODO: normal conversion to std::string won't work,
// probably due to \0-bytes. both those methods will yield
// a 3 char long string
//std::string dataStr = std::string(data.constData());
//std::string dataStr = QString(data).toStdString();
std::string dataStr;
for (int i = 0; i < data.size(); ++i) {
dataStr += data[i];
}
//qDebug() << "read str " << dataStr.length();
ProtoBuf::MapUpdate packet;
packet.ParseFromString(dataStr);
Transmission::map_t map = Util::createUninitialisedMap();
Q_ASSERT(packet.field_size() == (int) (Constants::map_size.width * Constants::map_size.height));
int i = 0;
for (unsigned int x = 0; x < Constants::map_size.width; ++x) {
for (unsigned int y = 0; y < Constants::map_size.height; ++y) {
map[x][y] = packet.field(i);
++i;
}
}
updateMap(map);
}
}
void MainWidget::keyPressEvent(QKeyEvent* event)
{
if (!m_running)
return;
QWidget::keyPressEvent(event);
Transmission::field_t newKey = translateKey(event->key());
if (m_currentKey == newKey || newKey == -1) {
return;
}
m_currentKey = newKey;
if (m_socket != NULL) {
// send to server
ProtoBuf::KeyPressUpdate packet;
packet.set_newkey(m_currentKey);
std::string dataStr = packet.SerializeAsString();
unsigned int bytesWritten = m_socket->write(dataStr.c_str(), dataStr.length());
m_socket->flush();
if (bytesWritten != dataStr.length()) {
qDebug() << "written: " << bytesWritten;
qDebug() << "strl: " << dataStr.length();
}
Q_ASSERT(bytesWritten == dataStr.length());
qDebug() << "send key: " << m_currentKey;
} else {
// test stuff
Actor::Movement mov = Util::transmissionMovementToActor(m_currentKey, Actor::None);
QMapIterator<Color::Color, Actor*> i(m_actors);
while (i.hasNext())
{
i.next();
i.value()->move(mov);
}
}
}
void MainWidget::keyReleaseEvent(QKeyEvent* event)
{
return; // currently not needed
if (!m_running)
return;
QWidget::keyReleaseEvent(event);
Transmission::field_t releasedKey = translateKey(event->key());
if (releasedKey == m_currentKey)
{
// current key got released
// if this is false, a key got released which has already
// been replaced by a different key, so this case is disregarded
m_currentKey = Transmission::direction_none;
}
}
void MainWidget::startGame()
{
m_running = true;
}
void MainWidget::playerScoreClicked()
{
QGroupBox *tmp = qobject_cast<QGroupBox *>(sender());
tmp->setChecked(true);
return;
}
bool MainWidget::connectToServer()
{
m_socket = new QTcpSocket(this);
m_socket->connectToHost("127.0.0.1", Constants::port);
return m_socket->waitForConnected(Constants::connection_timeout);
}
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