[2] | 1 | /****************************************************************************
|
---|
| 2 | **
|
---|
[846] | 3 | ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
|
---|
[561] | 4 | ** All rights reserved.
|
---|
| 5 | ** Contact: Nokia Corporation (qt-info@nokia.com)
|
---|
[2] | 6 | **
|
---|
| 7 | ** This file is part of the documentation of the Qt Toolkit.
|
---|
| 8 | **
|
---|
[846] | 9 | ** $QT_BEGIN_LICENSE:FDL$
|
---|
[2] | 10 | ** Commercial Usage
|
---|
| 11 | ** Licensees holding valid Qt Commercial licenses may use this file in
|
---|
| 12 | ** accordance with the Qt Commercial License Agreement provided with the
|
---|
[846] | 13 | ** Software or, alternatively, in accordance with the terms contained in a
|
---|
| 14 | ** written agreement between you and Nokia.
|
---|
[2] | 15 | **
|
---|
[846] | 16 | ** GNU Free Documentation License
|
---|
| 17 | ** Alternatively, this file may be used under the terms of the GNU Free
|
---|
| 18 | ** Documentation License version 1.3 as published by the Free Software
|
---|
| 19 | ** Foundation and appearing in the file included in the packaging of this
|
---|
| 20 | ** file.
|
---|
[2] | 21 | **
|
---|
[561] | 22 | ** If you have questions regarding the use of this file, please contact
|
---|
| 23 | ** Nokia at qt-info@nokia.com.
|
---|
[2] | 24 | ** $QT_END_LICENSE$
|
---|
| 25 | **
|
---|
| 26 | ****************************************************************************/
|
---|
| 27 |
|
---|
| 28 | /*!
|
---|
| 29 | \example widgets/tetrix
|
---|
| 30 | \title Tetrix Example
|
---|
| 31 |
|
---|
| 32 | The Tetrix example is a Qt version of the classic Tetrix game.
|
---|
| 33 |
|
---|
| 34 | \image tetrix-example.png
|
---|
| 35 |
|
---|
| 36 | The object of the game is to stack pieces dropped from the top of the
|
---|
| 37 | playing area so that they fill entire rows at the bottom of the playing area.
|
---|
| 38 |
|
---|
| 39 | When a row is filled, all the blocks on that row are removed, the player earns
|
---|
| 40 | a number of points, and the pieces above are moved down to occupy that row.
|
---|
| 41 | If more than one row is filled, the blocks on each row are removed, and the
|
---|
| 42 | player earns extra points.
|
---|
| 43 |
|
---|
| 44 | The \gui{Left} cursor key moves the current piece one space to the left, the
|
---|
| 45 | \gui{Right} cursor key moves it one space to the right, the \gui{Up} cursor
|
---|
| 46 | key rotates the piece counter-clockwise by 90 degrees, and the \gui{Down}
|
---|
| 47 | cursor key rotates the piece clockwise by 90 degrees.
|
---|
| 48 |
|
---|
| 49 | To avoid waiting for a piece to fall to the bottom of the board, press \gui{D}
|
---|
| 50 | to immediately move the piece down by one row, or press the \gui{Space} key to
|
---|
| 51 | drop it as close to the bottom of the board as possible.
|
---|
| 52 |
|
---|
| 53 | This example shows how a simple game can be created using only three classes:
|
---|
| 54 |
|
---|
| 55 | \list
|
---|
| 56 | \o The \c TetrixWindow class is used to display the player's score, number of
|
---|
| 57 | lives, and information about the next piece to appear.
|
---|
| 58 | \o The \c TetrixBoard class contains the game logic, handles keyboard input, and
|
---|
| 59 | displays the pieces on the playing area.
|
---|
| 60 | \o The \c TetrixPiece class contains information about each piece.
|
---|
| 61 | \endlist
|
---|
| 62 |
|
---|
| 63 | In this approach, the \c TetrixBoard class is the most complex class, since it
|
---|
| 64 | handles the game logic and rendering. One benefit of this is that the
|
---|
| 65 | \c TetrixWindow and \c TetrixPiece classes are very simple and contain only a
|
---|
| 66 | minimum of code.
|
---|
| 67 |
|
---|
| 68 | \section1 TetrixWindow Class Definition
|
---|
| 69 |
|
---|
| 70 | The \c TetrixWindow class is used to display the game information and contains
|
---|
| 71 | the playing area:
|
---|
| 72 |
|
---|
| 73 | \snippet examples/widgets/tetrix/tetrixwindow.h 0
|
---|
| 74 |
|
---|
| 75 | We use private member variables for the board, various display widgets, and
|
---|
| 76 | buttons to allow the user to start a new game, pause the current game, and quit.
|
---|
| 77 |
|
---|
| 78 | Although the window inherits QWidget, the constructor does not provide an
|
---|
| 79 | argument to allow a parent widget to be specified. This is because the window
|
---|
| 80 | will always be used as a top-level widget.
|
---|
| 81 |
|
---|
| 82 | \section1 TetrixWindow Class Implementation
|
---|
| 83 |
|
---|
| 84 | The constructor sets up the user interface elements for the game:
|
---|
| 85 |
|
---|
| 86 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 0
|
---|
| 87 |
|
---|
| 88 | We begin by constructing a \c TetrixBoard instance for the playing area and a
|
---|
| 89 | label that shows the next piece to be dropped into the playing area; the label
|
---|
| 90 | is initially empty.
|
---|
| 91 |
|
---|
| 92 | Three QLCDNumber objects are used to display the score, number of lives, and
|
---|
| 93 | lines removed. These initially show default values, and will be filled in
|
---|
| 94 | when a game begins:
|
---|
| 95 |
|
---|
| 96 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 1
|
---|
| 97 |
|
---|
| 98 | Three buttons with shortcuts are constructed so that the user can start a
|
---|
| 99 | new game, pause the current game, and quit the application:
|
---|
| 100 |
|
---|
| 101 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 2
|
---|
| 102 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 3
|
---|
| 103 |
|
---|
| 104 | These buttons are configured so that they never receive the keyboard focus;
|
---|
| 105 | we want the keyboard focus to remain with the \c TetrixBoard instance so that
|
---|
| 106 | it receives all the keyboard events. Nonetheless, the buttons will still respond
|
---|
| 107 | to \key{Alt} key shortcuts.
|
---|
| 108 |
|
---|
| 109 | We connect \l{QAbstractButton::}{clicked()} signals from the \gui{Start}
|
---|
| 110 | and \gui{Pause} buttons to the board, and from the \gui{Quit} button to the
|
---|
| 111 | application's \l{QApplication::}{quit()} slot.
|
---|
| 112 |
|
---|
| 113 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 4
|
---|
| 114 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 5
|
---|
| 115 |
|
---|
| 116 | Signals from the board are also connected to the LCD widgets for the purpose of
|
---|
| 117 | updating the score, number of lives, and lines removed from the playing area.
|
---|
| 118 |
|
---|
| 119 | We place the label, LCD widgets, and the board into a QGridLayout
|
---|
| 120 | along with some labels that we create with the \c createLabel() convenience
|
---|
| 121 | function:
|
---|
| 122 |
|
---|
| 123 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 6
|
---|
| 124 |
|
---|
| 125 | Finally, we set the grid layout on the widget, give the window a title, and
|
---|
| 126 | resize it to an appropriate size.
|
---|
| 127 |
|
---|
| 128 | The \c createLabel() convenience function simply creates a new label on the
|
---|
| 129 | heap, gives it an appropriate alignment, and returns it to the caller:
|
---|
| 130 |
|
---|
| 131 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 7
|
---|
| 132 |
|
---|
| 133 | Since each label will be used in the widget's layout, it will become a child
|
---|
| 134 | of the \c TetrixWindow widget and, as a result, it will be deleted when the
|
---|
| 135 | window is deleted.
|
---|
| 136 |
|
---|
| 137 | \section1 TetrixPiece Class Definition
|
---|
| 138 |
|
---|
| 139 | The \c TetrixPiece class holds information about a piece in the game's
|
---|
| 140 | playing area, including its shape, position, and the range of positions it can
|
---|
| 141 | occupy on the board:
|
---|
| 142 |
|
---|
| 143 | \snippet examples/widgets/tetrix/tetrixpiece.h 0
|
---|
| 144 |
|
---|
| 145 | Each shape contains four blocks, and these are defined by the \c coords private
|
---|
| 146 | member variable. Additionally, each piece has a high-level description that is
|
---|
| 147 | stored internally in the \c pieceShape variable.
|
---|
| 148 |
|
---|
| 149 | The constructor is written inline in the definition, and simply ensures that
|
---|
| 150 | each piece is initially created with no shape. The \c shape() function simply
|
---|
| 151 | returns the contents of the \c pieceShape variable, and the \c x() and \c y()
|
---|
| 152 | functions return the x and y-coordinates of any given block in the shape.
|
---|
| 153 |
|
---|
| 154 | \section1 TetrixPiece Class Implementation
|
---|
| 155 |
|
---|
| 156 | The \c setRandomShape() function is used to select a random shape for a piece:
|
---|
| 157 |
|
---|
| 158 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 0
|
---|
| 159 |
|
---|
| 160 | For convenience, it simply chooses a random shape from the \c TetrixShape enum
|
---|
| 161 | and calls the \c setShape() function to perform the task of positioning the
|
---|
| 162 | blocks.
|
---|
| 163 |
|
---|
| 164 | The \c setShape() function uses a look-up table of pieces to associate each
|
---|
| 165 | shape with an array of block positions:
|
---|
| 166 |
|
---|
| 167 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 1
|
---|
| 168 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 2
|
---|
| 169 |
|
---|
| 170 | These positions are read from the table into the piece's own array of positions,
|
---|
| 171 | and the piece's internal shape information is updated to use the new shape.
|
---|
| 172 |
|
---|
| 173 | The \c x() and \c y() functions are implemented inline in the class definition,
|
---|
| 174 | returning positions defined on a grid that extends horizontally and vertically
|
---|
| 175 | with coordinates from -2 to 2. Although the predefined coordinates for each
|
---|
| 176 | piece only vary horizontally from -1 to 1 and vertically from -1 to 2, each
|
---|
| 177 | piece can be rotated by 90, 180, and 270 degrees.
|
---|
| 178 |
|
---|
| 179 | The \c minX() and \c maxX() functions return the minimum and maximum horizontal
|
---|
| 180 | coordinates occupied by the blocks that make up the piece:
|
---|
| 181 |
|
---|
| 182 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 3
|
---|
| 183 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 4
|
---|
| 184 |
|
---|
| 185 | Similarly, the \c minY() and \c maxY() functions return the minimum and maximum
|
---|
| 186 | vertical coordinates occupied by the blocks:
|
---|
| 187 |
|
---|
| 188 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 5
|
---|
| 189 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 6
|
---|
| 190 |
|
---|
| 191 | The \c rotatedLeft() function returns a new piece with the same shape as an
|
---|
| 192 | existing piece, but rotated counter-clockwise by 90 degrees:
|
---|
| 193 |
|
---|
| 194 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 7
|
---|
| 195 |
|
---|
| 196 | Similarly, the \c rotatedRight() function returns a new piece with the same
|
---|
| 197 | shape as an existing piece, but rotated clockwise by 90 degrees:
|
---|
| 198 |
|
---|
| 199 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 9
|
---|
| 200 |
|
---|
| 201 | These last two functions enable each piece to create rotated copies of itself.
|
---|
| 202 |
|
---|
| 203 | \section1 TetrixBoard Class Definition
|
---|
| 204 |
|
---|
| 205 | The \c TetrixBoard class inherits from QFrame and contains the game logic and display features:
|
---|
| 206 |
|
---|
| 207 | \snippet examples/widgets/tetrix/tetrixboard.h 0
|
---|
| 208 |
|
---|
| 209 | Apart from the \c setNextPieceLabel() function and the \c start() and \c pause()
|
---|
| 210 | public slots, we only provide public functions to reimplement QWidget::sizeHint()
|
---|
| 211 | and QWidget::minimumSizeHint(). The signals are used to communicate changes to
|
---|
| 212 | the player's information to the \c TetrixWindow instance.
|
---|
| 213 |
|
---|
| 214 | The rest of the functionality is provided by reimplementations of protected event
|
---|
| 215 | handlers and private functions:
|
---|
| 216 |
|
---|
| 217 | \snippet examples/widgets/tetrix/tetrixboard.h 1
|
---|
| 218 |
|
---|
| 219 | The board is composed of a fixed-size array whose elements correspond to
|
---|
| 220 | spaces for individual blocks. Each element in the array contains a \c TetrixShape
|
---|
| 221 | value corresponding to the type of shape that occupies that element.
|
---|
| 222 |
|
---|
| 223 | Each shape on the board will occupy four elements in the array, and these will
|
---|
| 224 | all contain the enum value that corresponds to the type of the shape.
|
---|
| 225 |
|
---|
| 226 | We use a QBasicTimer to control the rate at which pieces fall toward the bottom
|
---|
| 227 | of the playing area. This allows us to provide an implementation of
|
---|
| 228 | \l{QObject::}{timerEvent()} that we can use to update the widget.
|
---|
| 229 |
|
---|
| 230 | \section1 TetrixBoard Class Implementation
|
---|
| 231 |
|
---|
| 232 | In the constructor, we customize the frame style of the widget, ensure that
|
---|
| 233 | keyboard input will be received by the widget by using Qt::StrongFocus for the
|
---|
| 234 | focus policy, and initialize the game state:
|
---|
| 235 |
|
---|
| 236 | \snippet examples/widgets/tetrix/tetrixboard.cpp 0
|
---|
| 237 |
|
---|
| 238 | The first (next) piece is also set up with a random shape.
|
---|
| 239 |
|
---|
| 240 | The \c setNextPieceLabel() function is used to pass in an externally-constructed
|
---|
| 241 | label to the board, so that it can be shown alongside the playing area:
|
---|
| 242 |
|
---|
| 243 | \snippet examples/widgets/tetrix/tetrixboard.cpp 1
|
---|
| 244 |
|
---|
| 245 | We provide a reasonable size hint and minimum size hint for the board, based on
|
---|
| 246 | the size of the space for each block in the playing area:
|
---|
| 247 |
|
---|
| 248 | \snippet examples/widgets/tetrix/tetrixboard.cpp 2
|
---|
| 249 | \snippet examples/widgets/tetrix/tetrixboard.cpp 3
|
---|
| 250 |
|
---|
| 251 | By using a minimum size hint, we indicate to the layout in the parent widget
|
---|
| 252 | that the board should not shrink below a minimum size.
|
---|
| 253 |
|
---|
| 254 | A new game is started when the \c start() slot is called. This resets the
|
---|
| 255 | game's state, the player's score and level, and the contents of the board:
|
---|
| 256 |
|
---|
| 257 | \snippet examples/widgets/tetrix/tetrixboard.cpp 4
|
---|
| 258 |
|
---|
| 259 | We also emit signals to inform other components of these changes before creating
|
---|
| 260 | a new piece that is ready to be dropped into the playing area. We start the
|
---|
| 261 | timer that determines how often the piece drops down one row on the board.
|
---|
| 262 |
|
---|
| 263 | The \c pause() slot is used to temporarily stop the current game by stopping the
|
---|
| 264 | internal timer:
|
---|
| 265 |
|
---|
| 266 | \snippet examples/widgets/tetrix/tetrixboard.cpp 5
|
---|
| 267 | \snippet examples/widgets/tetrix/tetrixboard.cpp 6
|
---|
| 268 |
|
---|
| 269 | We perform checks to ensure that the game can only be paused if it is already
|
---|
| 270 | running and not already paused.
|
---|
| 271 |
|
---|
| 272 | The \c paintEvent() function is straightforward to implement. We begin by
|
---|
| 273 | calling the base class's implementation of \l{QWidget::}{paintEvent()} before
|
---|
| 274 | constructing a QPainter for use on the board:
|
---|
| 275 |
|
---|
| 276 | \snippet examples/widgets/tetrix/tetrixboard.cpp 7
|
---|
| 277 |
|
---|
| 278 | Since the board is a subclass of QFrame, we obtain a QRect that covers the area
|
---|
| 279 | \e inside the frame decoration before drawing our own content.
|
---|
| 280 |
|
---|
| 281 | If the game is paused, we want to hide the existing state of the board and
|
---|
| 282 | show some text. We achieve this by painting text onto the widget and returning
|
---|
| 283 | early from the function. The rest of the painting is performed after this point.
|
---|
| 284 |
|
---|
| 285 | The position of the top of the board is found by subtracting the total height
|
---|
| 286 | of each space on the board from the bottom of the frame's internal rectangle.
|
---|
| 287 | For each space on the board that is occupied by a piece, we call the
|
---|
| 288 | \c drawSquare() function to draw a block at that position.
|
---|
| 289 |
|
---|
| 290 | \snippet examples/widgets/tetrix/tetrixboard.cpp 8
|
---|
| 291 | \snippet examples/widgets/tetrix/tetrixboard.cpp 9
|
---|
| 292 |
|
---|
| 293 | Spaces that are not occupied by blocks are left blank.
|
---|
| 294 |
|
---|
| 295 | Unlike the existing pieces on the board, the current piece is drawn
|
---|
| 296 | block-by-block at its current position:
|
---|
| 297 |
|
---|
| 298 | \snippet examples/widgets/tetrix/tetrixboard.cpp 10
|
---|
| 299 | \snippet examples/widgets/tetrix/tetrixboard.cpp 11
|
---|
| 300 | \snippet examples/widgets/tetrix/tetrixboard.cpp 12
|
---|
| 301 |
|
---|
| 302 | The \c keyPressEvent() handler is called whenever the player presses a key while
|
---|
| 303 | the \c TetrixBoard widget has the keyboard focus.
|
---|
| 304 |
|
---|
| 305 | \snippet examples/widgets/tetrix/tetrixboard.cpp 13
|
---|
| 306 |
|
---|
| 307 | If there is no current game, the game is running but paused, or if there is no
|
---|
| 308 | current shape to control, we simply pass on the event to the base class.
|
---|
| 309 |
|
---|
| 310 | We check whether the event is about any of the keys that the player uses to
|
---|
| 311 | control the current piece and, if so, we call the relevant function to handle
|
---|
| 312 | the input:
|
---|
| 313 |
|
---|
| 314 | \snippet examples/widgets/tetrix/tetrixboard.cpp 14
|
---|
| 315 |
|
---|
| 316 | In the case where the player presses a key that we are not interested in, we
|
---|
| 317 | again pass on the event to the base class's implementation of
|
---|
| 318 | \l{QWidget::}{keyPressEvent()}.
|
---|
| 319 |
|
---|
| 320 | The \c timerEvent() handler is called every time the class's QBasicTimer
|
---|
| 321 | instance times out. We need to check that the event we receive corresponds to
|
---|
| 322 | our timer. If it does, we can update the board:
|
---|
| 323 |
|
---|
| 324 | \snippet examples/widgets/tetrix/tetrixboard.cpp 15
|
---|
| 325 | \snippet examples/widgets/tetrix/tetrixboard.cpp 16
|
---|
| 326 | \snippet examples/widgets/tetrix/tetrixboard.cpp 17
|
---|
| 327 |
|
---|
| 328 | If a row (or line) has just been filled, we create a new piece and reset the
|
---|
| 329 | timer; otherwise we move the current piece down by one row. We let the base
|
---|
| 330 | class handle other timer events that we receive.
|
---|
| 331 |
|
---|
| 332 | The \c clearBoard() function simply fills the board with the
|
---|
| 333 | \c TetrixShape::NoShape value:
|
---|
| 334 |
|
---|
| 335 | \snippet examples/widgets/tetrix/tetrixboard.cpp 18
|
---|
| 336 |
|
---|
| 337 | The \c dropDown() function moves the current piece down as far as possible on
|
---|
| 338 | the board, either until it is touching the bottom of the playing area or it is
|
---|
| 339 | stacked on top of another piece:
|
---|
| 340 |
|
---|
| 341 | \snippet examples/widgets/tetrix/tetrixboard.cpp 19
|
---|
| 342 | \snippet examples/widgets/tetrix/tetrixboard.cpp 20
|
---|
| 343 |
|
---|
| 344 | The number of rows the piece has dropped is recorded and passed to the
|
---|
| 345 | \c pieceDropped() function so that the player's score can be updated.
|
---|
| 346 |
|
---|
| 347 | The \c oneLineDown() function is used to move the current piece down by one row
|
---|
| 348 | (line), either when the user presses the \gui{D} key or when the piece is
|
---|
| 349 | scheduled to move:
|
---|
| 350 |
|
---|
| 351 | \snippet examples/widgets/tetrix/tetrixboard.cpp 21
|
---|
| 352 |
|
---|
| 353 | If the piece cannot drop down by one line, we call the \c pieceDropped() function
|
---|
| 354 | with zero as the argument to indicate that it cannot fall any further, and that
|
---|
| 355 | the player should receive no extra points for the fall.
|
---|
| 356 |
|
---|
| 357 | The \c pieceDropped() function itself is responsible for awarding points to the
|
---|
| 358 | player for positioning the current piece, checking for full rows on the board
|
---|
| 359 | and, if no lines have been removed, creating a new piece to replace the current
|
---|
| 360 | one:
|
---|
| 361 |
|
---|
| 362 | \snippet examples/widgets/tetrix/tetrixboard.cpp 22
|
---|
| 363 | \snippet examples/widgets/tetrix/tetrixboard.cpp 23
|
---|
| 364 |
|
---|
| 365 | We call \c removeFullLines() each time a piece has been dropped. This scans
|
---|
| 366 | the board from bottom to top, looking for blank spaces on each row.
|
---|
| 367 |
|
---|
| 368 | \snippet examples/widgets/tetrix/tetrixboard.cpp 24
|
---|
| 369 | \snippet examples/widgets/tetrix/tetrixboard.cpp 25
|
---|
| 370 | \snippet examples/widgets/tetrix/tetrixboard.cpp 26
|
---|
| 371 | \snippet examples/widgets/tetrix/tetrixboard.cpp 27
|
---|
| 372 |
|
---|
| 373 | If a row contains no blank spaces, the rows above it are copied down by one row
|
---|
| 374 | to compress the stack of pieces, the top row on the board is cleared, and the
|
---|
| 375 | number of full lines found is incremented.
|
---|
| 376 |
|
---|
| 377 | \snippet examples/widgets/tetrix/tetrixboard.cpp 28
|
---|
| 378 | \snippet examples/widgets/tetrix/tetrixboard.cpp 29
|
---|
| 379 |
|
---|
| 380 | If some lines have been removed, the player's score and the total number of lines
|
---|
| 381 | removed are updated. The \c linesRemoved() and \c scoreChanged() signals are
|
---|
| 382 | emitted to send these new values to other widgets in the window.
|
---|
| 383 |
|
---|
| 384 | Additionally, we set the timer to elapse after half a second, set the
|
---|
| 385 | \c isWaitingAfterLine flag to indicate that lines have been removed, unset
|
---|
| 386 | the piece's shape to ensure that it is not drawn, and update the widget.
|
---|
| 387 | The next time that the \c timerEvent() handler is called, a new piece will be
|
---|
| 388 | created and the game will continue.
|
---|
| 389 |
|
---|
| 390 | The \c newPiece() function places the next available piece at the top of the
|
---|
| 391 | board, and creates a new piece with a random shape:
|
---|
| 392 |
|
---|
| 393 | \snippet examples/widgets/tetrix/tetrixboard.cpp 30
|
---|
| 394 | \snippet examples/widgets/tetrix/tetrixboard.cpp 31
|
---|
| 395 |
|
---|
| 396 | We place a new piece in the middle of the board at the top. The game is over if
|
---|
| 397 | the piece can't move, so we unset its shape to prevent it from being drawn, stop
|
---|
| 398 | the timer, and unset the \c isStarted flag.
|
---|
| 399 |
|
---|
| 400 | The \c showNextPiece() function updates the label that shows the next piece to
|
---|
| 401 | be dropped:
|
---|
| 402 |
|
---|
| 403 | \snippet examples/widgets/tetrix/tetrixboard.cpp 32
|
---|
| 404 | \snippet examples/widgets/tetrix/tetrixboard.cpp 33
|
---|
| 405 |
|
---|
| 406 | We draw the piece's component blocks onto a pixmap that is then set on the label.
|
---|
| 407 |
|
---|
| 408 | The \c tryMove() function is used to determine whether a piece can be positioned
|
---|
| 409 | at the specified coordinates:
|
---|
| 410 |
|
---|
| 411 | \snippet examples/widgets/tetrix/tetrixboard.cpp 34
|
---|
| 412 |
|
---|
| 413 | We examine the spaces on the board that the piece needs to occupy and, if they
|
---|
| 414 | are already occupied by other pieces, we return \c false to indicate that the
|
---|
| 415 | move has failed.
|
---|
| 416 |
|
---|
| 417 | \snippet examples/widgets/tetrix/tetrixboard.cpp 35
|
---|
| 418 |
|
---|
| 419 | If the piece could be placed on the board at the desired location, we update the
|
---|
| 420 | current piece and its position, update the widget, and return \c true to indicate
|
---|
| 421 | success.
|
---|
| 422 |
|
---|
| 423 | The \c drawSquare() function draws the blocks (normally squares) that make up
|
---|
| 424 | each piece using different colors for pieces with different shapes:
|
---|
| 425 |
|
---|
| 426 | \snippet examples/widgets/tetrix/tetrixboard.cpp 36
|
---|
| 427 |
|
---|
| 428 | We obtain the color to use from a look-up table that relates each shape to an
|
---|
| 429 | RGB value, and use the painter provided to draw the block at the specified
|
---|
| 430 | coordinates.
|
---|
| 431 | */
|
---|