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| 2 | **
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| 40 | ****************************************************************************/
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| 41 |
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| 42 | /*!
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| 43 | \example widgets/tetrix
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| 44 | \title Tetrix Example
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| 45 |
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| 46 | The Tetrix example is a Qt version of the classic Tetrix game.
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| 47 |
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| 48 | \image tetrix-example.png
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| 49 |
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| 50 | The object of the game is to stack pieces dropped from the top of the
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| 51 | playing area so that they fill entire rows at the bottom of the playing area.
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| 52 |
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| 53 | When a row is filled, all the blocks on that row are removed, the player earns
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| 54 | a number of points, and the pieces above are moved down to occupy that row.
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| 55 | If more than one row is filled, the blocks on each row are removed, and the
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| 56 | player earns extra points.
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| 57 |
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| 58 | The \gui{Left} cursor key moves the current piece one space to the left, the
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| 59 | \gui{Right} cursor key moves it one space to the right, the \gui{Up} cursor
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| 60 | key rotates the piece counter-clockwise by 90 degrees, and the \gui{Down}
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| 61 | cursor key rotates the piece clockwise by 90 degrees.
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| 62 |
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| 63 | To avoid waiting for a piece to fall to the bottom of the board, press \gui{D}
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| 64 | to immediately move the piece down by one row, or press the \gui{Space} key to
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| 65 | drop it as close to the bottom of the board as possible.
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| 66 |
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| 67 | This example shows how a simple game can be created using only three classes:
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| 68 |
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| 69 | \list
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| 70 | \o The \c TetrixWindow class is used to display the player's score, number of
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| 71 | lives, and information about the next piece to appear.
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| 72 | \o The \c TetrixBoard class contains the game logic, handles keyboard input, and
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| 73 | displays the pieces on the playing area.
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| 74 | \o The \c TetrixPiece class contains information about each piece.
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| 75 | \endlist
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| 76 |
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| 77 | In this approach, the \c TetrixBoard class is the most complex class, since it
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| 78 | handles the game logic and rendering. One benefit of this is that the
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| 79 | \c TetrixWindow and \c TetrixPiece classes are very simple and contain only a
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| 80 | minimum of code.
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| 81 |
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| 82 | \section1 TetrixWindow Class Definition
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| 83 |
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| 84 | The \c TetrixWindow class is used to display the game information and contains
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| 85 | the playing area:
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| 86 |
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| 87 | \snippet examples/widgets/tetrix/tetrixwindow.h 0
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| 88 |
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| 89 | We use private member variables for the board, various display widgets, and
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| 90 | buttons to allow the user to start a new game, pause the current game, and quit.
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| 91 |
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| 92 | Although the window inherits QWidget, the constructor does not provide an
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| 93 | argument to allow a parent widget to be specified. This is because the window
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| 94 | will always be used as a top-level widget.
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| 95 |
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| 96 | \section1 TetrixWindow Class Implementation
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| 97 |
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| 98 | The constructor sets up the user interface elements for the game:
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| 99 |
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| 100 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 0
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| 101 |
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| 102 | We begin by constructing a \c TetrixBoard instance for the playing area and a
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| 103 | label that shows the next piece to be dropped into the playing area; the label
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| 104 | is initially empty.
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| 105 |
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| 106 | Three QLCDNumber objects are used to display the score, number of lives, and
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| 107 | lines removed. These initially show default values, and will be filled in
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| 108 | when a game begins:
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| 109 |
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| 110 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 1
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| 111 |
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| 112 | Three buttons with shortcuts are constructed so that the user can start a
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| 113 | new game, pause the current game, and quit the application:
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| 114 |
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| 115 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 2
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| 116 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 3
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| 117 |
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| 118 | These buttons are configured so that they never receive the keyboard focus;
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| 119 | we want the keyboard focus to remain with the \c TetrixBoard instance so that
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| 120 | it receives all the keyboard events. Nonetheless, the buttons will still respond
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| 121 | to \key{Alt} key shortcuts.
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| 122 |
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| 123 | We connect \l{QAbstractButton::}{clicked()} signals from the \gui{Start}
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| 124 | and \gui{Pause} buttons to the board, and from the \gui{Quit} button to the
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| 125 | application's \l{QApplication::}{quit()} slot.
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| 126 |
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| 127 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 4
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| 128 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 5
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| 129 |
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| 130 | Signals from the board are also connected to the LCD widgets for the purpose of
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| 131 | updating the score, number of lives, and lines removed from the playing area.
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| 132 |
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| 133 | We place the label, LCD widgets, and the board into a QGridLayout
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| 134 | along with some labels that we create with the \c createLabel() convenience
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| 135 | function:
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| 136 |
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| 137 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 6
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| 138 |
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| 139 | Finally, we set the grid layout on the widget, give the window a title, and
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| 140 | resize it to an appropriate size.
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| 141 |
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| 142 | The \c createLabel() convenience function simply creates a new label on the
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| 143 | heap, gives it an appropriate alignment, and returns it to the caller:
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| 144 |
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| 145 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 7
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| 146 |
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| 147 | Since each label will be used in the widget's layout, it will become a child
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| 148 | of the \c TetrixWindow widget and, as a result, it will be deleted when the
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| 149 | window is deleted.
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| 150 |
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| 151 | \section1 TetrixPiece Class Definition
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| 152 |
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| 153 | The \c TetrixPiece class holds information about a piece in the game's
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| 154 | playing area, including its shape, position, and the range of positions it can
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| 155 | occupy on the board:
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| 156 |
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| 157 | \snippet examples/widgets/tetrix/tetrixpiece.h 0
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| 158 |
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| 159 | Each shape contains four blocks, and these are defined by the \c coords private
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| 160 | member variable. Additionally, each piece has a high-level description that is
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| 161 | stored internally in the \c pieceShape variable.
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| 162 |
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| 163 | The constructor is written inline in the definition, and simply ensures that
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| 164 | each piece is initially created with no shape. The \c shape() function simply
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| 165 | returns the contents of the \c pieceShape variable, and the \c x() and \c y()
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| 166 | functions return the x and y-coordinates of any given block in the shape.
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| 167 |
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| 168 | \section1 TetrixPiece Class Implementation
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| 169 |
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| 170 | The \c setRandomShape() function is used to select a random shape for a piece:
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| 171 |
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| 172 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 0
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| 173 |
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| 174 | For convenience, it simply chooses a random shape from the \c TetrixShape enum
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| 175 | and calls the \c setShape() function to perform the task of positioning the
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| 176 | blocks.
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| 177 |
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| 178 | The \c setShape() function uses a look-up table of pieces to associate each
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| 179 | shape with an array of block positions:
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| 180 |
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| 181 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 1
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| 182 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 2
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| 183 |
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| 184 | These positions are read from the table into the piece's own array of positions,
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| 185 | and the piece's internal shape information is updated to use the new shape.
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| 186 |
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| 187 | The \c x() and \c y() functions are implemented inline in the class definition,
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| 188 | returning positions defined on a grid that extends horizontally and vertically
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| 189 | with coordinates from -2 to 2. Although the predefined coordinates for each
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| 190 | piece only vary horizontally from -1 to 1 and vertically from -1 to 2, each
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| 191 | piece can be rotated by 90, 180, and 270 degrees.
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| 192 |
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| 193 | The \c minX() and \c maxX() functions return the minimum and maximum horizontal
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| 194 | coordinates occupied by the blocks that make up the piece:
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| 195 |
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| 196 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 3
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| 197 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 4
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| 198 |
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| 199 | Similarly, the \c minY() and \c maxY() functions return the minimum and maximum
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| 200 | vertical coordinates occupied by the blocks:
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| 201 |
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| 202 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 5
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| 203 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 6
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| 204 |
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| 205 | The \c rotatedLeft() function returns a new piece with the same shape as an
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| 206 | existing piece, but rotated counter-clockwise by 90 degrees:
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| 207 |
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| 208 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 7
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| 209 |
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| 210 | Similarly, the \c rotatedRight() function returns a new piece with the same
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| 211 | shape as an existing piece, but rotated clockwise by 90 degrees:
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| 212 |
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| 213 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 9
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| 214 |
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| 215 | These last two functions enable each piece to create rotated copies of itself.
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| 216 |
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| 217 | \section1 TetrixBoard Class Definition
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| 218 |
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| 219 | The \c TetrixBoard class inherits from QFrame and contains the game logic and display features:
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| 220 |
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| 221 | \snippet examples/widgets/tetrix/tetrixboard.h 0
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| 222 |
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| 223 | Apart from the \c setNextPieceLabel() function and the \c start() and \c pause()
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| 224 | public slots, we only provide public functions to reimplement QWidget::sizeHint()
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| 225 | and QWidget::minimumSizeHint(). The signals are used to communicate changes to
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| 226 | the player's information to the \c TetrixWindow instance.
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| 227 |
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| 228 | The rest of the functionality is provided by reimplementations of protected event
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| 229 | handlers and private functions:
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| 230 |
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| 231 | \snippet examples/widgets/tetrix/tetrixboard.h 1
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| 232 |
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| 233 | The board is composed of a fixed-size array whose elements correspond to
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| 234 | spaces for individual blocks. Each element in the array contains a \c TetrixShape
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| 235 | value corresponding to the type of shape that occupies that element.
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| 236 |
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| 237 | Each shape on the board will occupy four elements in the array, and these will
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| 238 | all contain the enum value that corresponds to the type of the shape.
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| 239 |
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| 240 | We use a QBasicTimer to control the rate at which pieces fall toward the bottom
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| 241 | of the playing area. This allows us to provide an implementation of
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| 242 | \l{QObject::}{timerEvent()} that we can use to update the widget.
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| 243 |
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| 244 | \section1 TetrixBoard Class Implementation
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| 245 |
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| 246 | In the constructor, we customize the frame style of the widget, ensure that
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| 247 | keyboard input will be received by the widget by using Qt::StrongFocus for the
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| 248 | focus policy, and initialize the game state:
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| 249 |
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| 250 | \snippet examples/widgets/tetrix/tetrixboard.cpp 0
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| 251 |
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| 252 | The first (next) piece is also set up with a random shape.
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| 253 |
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| 254 | The \c setNextPieceLabel() function is used to pass in an externally-constructed
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| 255 | label to the board, so that it can be shown alongside the playing area:
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| 256 |
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| 257 | \snippet examples/widgets/tetrix/tetrixboard.cpp 1
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| 258 |
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| 259 | We provide a reasonable size hint and minimum size hint for the board, based on
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| 260 | the size of the space for each block in the playing area:
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| 261 |
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| 262 | \snippet examples/widgets/tetrix/tetrixboard.cpp 2
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| 263 | \snippet examples/widgets/tetrix/tetrixboard.cpp 3
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| 264 |
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| 265 | By using a minimum size hint, we indicate to the layout in the parent widget
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| 266 | that the board should not shrink below a minimum size.
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| 267 |
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| 268 | A new game is started when the \c start() slot is called. This resets the
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| 269 | game's state, the player's score and level, and the contents of the board:
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| 270 |
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| 271 | \snippet examples/widgets/tetrix/tetrixboard.cpp 4
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| 272 |
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| 273 | We also emit signals to inform other components of these changes before creating
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| 274 | a new piece that is ready to be dropped into the playing area. We start the
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| 275 | timer that determines how often the piece drops down one row on the board.
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| 276 |
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| 277 | The \c pause() slot is used to temporarily stop the current game by stopping the
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| 278 | internal timer:
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| 279 |
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| 280 | \snippet examples/widgets/tetrix/tetrixboard.cpp 5
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| 281 | \snippet examples/widgets/tetrix/tetrixboard.cpp 6
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| 282 |
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| 283 | We perform checks to ensure that the game can only be paused if it is already
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| 284 | running and not already paused.
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| 285 |
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| 286 | The \c paintEvent() function is straightforward to implement. We begin by
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| 287 | calling the base class's implementation of \l{QWidget::}{paintEvent()} before
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| 288 | constructing a QPainter for use on the board:
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| 289 |
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| 290 | \snippet examples/widgets/tetrix/tetrixboard.cpp 7
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| 291 |
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| 292 | Since the board is a subclass of QFrame, we obtain a QRect that covers the area
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| 293 | \e inside the frame decoration before drawing our own content.
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| 294 |
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| 295 | If the game is paused, we want to hide the existing state of the board and
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| 296 | show some text. We achieve this by painting text onto the widget and returning
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| 297 | early from the function. The rest of the painting is performed after this point.
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| 298 |
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| 299 | The position of the top of the board is found by subtracting the total height
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| 300 | of each space on the board from the bottom of the frame's internal rectangle.
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| 301 | For each space on the board that is occupied by a piece, we call the
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| 302 | \c drawSquare() function to draw a block at that position.
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| 303 |
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| 304 | \snippet examples/widgets/tetrix/tetrixboard.cpp 8
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| 305 | \snippet examples/widgets/tetrix/tetrixboard.cpp 9
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| 306 |
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| 307 | Spaces that are not occupied by blocks are left blank.
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| 308 |
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| 309 | Unlike the existing pieces on the board, the current piece is drawn
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| 310 | block-by-block at its current position:
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| 311 |
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| 312 | \snippet examples/widgets/tetrix/tetrixboard.cpp 10
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| 313 | \snippet examples/widgets/tetrix/tetrixboard.cpp 11
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| 314 | \snippet examples/widgets/tetrix/tetrixboard.cpp 12
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| 315 |
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| 316 | The \c keyPressEvent() handler is called whenever the player presses a key while
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| 317 | the \c TetrixBoard widget has the keyboard focus.
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| 318 |
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| 319 | \snippet examples/widgets/tetrix/tetrixboard.cpp 13
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| 320 |
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| 321 | If there is no current game, the game is running but paused, or if there is no
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| 322 | current shape to control, we simply pass on the event to the base class.
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| 323 |
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| 324 | We check whether the event is about any of the keys that the player uses to
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| 325 | control the current piece and, if so, we call the relevant function to handle
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| 326 | the input:
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| 327 |
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| 328 | \snippet examples/widgets/tetrix/tetrixboard.cpp 14
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| 329 |
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| 330 | In the case where the player presses a key that we are not interested in, we
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| 331 | again pass on the event to the base class's implementation of
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| 332 | \l{QWidget::}{keyPressEvent()}.
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| 333 |
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| 334 | The \c timerEvent() handler is called every time the class's QBasicTimer
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| 335 | instance times out. We need to check that the event we receive corresponds to
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| 336 | our timer. If it does, we can update the board:
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| 337 |
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| 338 | \snippet examples/widgets/tetrix/tetrixboard.cpp 15
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| 339 | \snippet examples/widgets/tetrix/tetrixboard.cpp 16
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| 340 | \snippet examples/widgets/tetrix/tetrixboard.cpp 17
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| 341 |
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| 342 | If a row (or line) has just been filled, we create a new piece and reset the
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| 343 | timer; otherwise we move the current piece down by one row. We let the base
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| 344 | class handle other timer events that we receive.
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| 345 |
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| 346 | The \c clearBoard() function simply fills the board with the
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| 347 | \c TetrixShape::NoShape value:
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| 348 |
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| 349 | \snippet examples/widgets/tetrix/tetrixboard.cpp 18
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| 350 |
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| 351 | The \c dropDown() function moves the current piece down as far as possible on
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| 352 | the board, either until it is touching the bottom of the playing area or it is
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| 353 | stacked on top of another piece:
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| 354 |
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| 355 | \snippet examples/widgets/tetrix/tetrixboard.cpp 19
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| 356 | \snippet examples/widgets/tetrix/tetrixboard.cpp 20
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| 357 |
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| 358 | The number of rows the piece has dropped is recorded and passed to the
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| 359 | \c pieceDropped() function so that the player's score can be updated.
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| 360 |
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| 361 | The \c oneLineDown() function is used to move the current piece down by one row
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| 362 | (line), either when the user presses the \gui{D} key or when the piece is
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| 363 | scheduled to move:
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| 364 |
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| 365 | \snippet examples/widgets/tetrix/tetrixboard.cpp 21
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| 366 |
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| 367 | If the piece cannot drop down by one line, we call the \c pieceDropped() function
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| 368 | with zero as the argument to indicate that it cannot fall any further, and that
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| 369 | the player should receive no extra points for the fall.
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| 370 |
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| 371 | The \c pieceDropped() function itself is responsible for awarding points to the
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| 372 | player for positioning the current piece, checking for full rows on the board
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| 373 | and, if no lines have been removed, creating a new piece to replace the current
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| 374 | one:
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| 375 |
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| 376 | \snippet examples/widgets/tetrix/tetrixboard.cpp 22
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| 377 | \snippet examples/widgets/tetrix/tetrixboard.cpp 23
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| 378 |
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| 379 | We call \c removeFullLines() each time a piece has been dropped. This scans
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| 380 | the board from bottom to top, looking for blank spaces on each row.
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| 381 |
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| 382 | \snippet examples/widgets/tetrix/tetrixboard.cpp 24
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| 383 | \snippet examples/widgets/tetrix/tetrixboard.cpp 25
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| 384 | \snippet examples/widgets/tetrix/tetrixboard.cpp 26
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| 385 | \snippet examples/widgets/tetrix/tetrixboard.cpp 27
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| 386 |
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| 387 | If a row contains no blank spaces, the rows above it are copied down by one row
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| 388 | to compress the stack of pieces, the top row on the board is cleared, and the
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| 389 | number of full lines found is incremented.
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| 390 |
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| 391 | \snippet examples/widgets/tetrix/tetrixboard.cpp 28
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| 392 | \snippet examples/widgets/tetrix/tetrixboard.cpp 29
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| 393 |
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| 394 | If some lines have been removed, the player's score and the total number of lines
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| 395 | removed are updated. The \c linesRemoved() and \c scoreChanged() signals are
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| 396 | emitted to send these new values to other widgets in the window.
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| 397 |
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| 398 | Additionally, we set the timer to elapse after half a second, set the
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| 399 | \c isWaitingAfterLine flag to indicate that lines have been removed, unset
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| 400 | the piece's shape to ensure that it is not drawn, and update the widget.
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| 401 | The next time that the \c timerEvent() handler is called, a new piece will be
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| 402 | created and the game will continue.
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| 403 |
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| 404 | The \c newPiece() function places the next available piece at the top of the
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| 405 | board, and creates a new piece with a random shape:
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| 406 |
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| 407 | \snippet examples/widgets/tetrix/tetrixboard.cpp 30
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| 408 | \snippet examples/widgets/tetrix/tetrixboard.cpp 31
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| 409 |
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| 410 | We place a new piece in the middle of the board at the top. The game is over if
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| 411 | the piece can't move, so we unset its shape to prevent it from being drawn, stop
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| 412 | the timer, and unset the \c isStarted flag.
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| 413 |
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| 414 | The \c showNextPiece() function updates the label that shows the next piece to
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| 415 | be dropped:
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| 416 |
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| 417 | \snippet examples/widgets/tetrix/tetrixboard.cpp 32
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| 418 | \snippet examples/widgets/tetrix/tetrixboard.cpp 33
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| 419 |
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| 420 | We draw the piece's component blocks onto a pixmap that is then set on the label.
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| 421 |
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| 422 | The \c tryMove() function is used to determine whether a piece can be positioned
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| 423 | at the specified coordinates:
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| 424 |
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| 425 | \snippet examples/widgets/tetrix/tetrixboard.cpp 34
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| 426 |
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| 427 | We examine the spaces on the board that the piece needs to occupy and, if they
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| 428 | are already occupied by other pieces, we return \c false to indicate that the
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| 429 | move has failed.
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| 430 |
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| 431 | \snippet examples/widgets/tetrix/tetrixboard.cpp 35
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| 432 |
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| 433 | If the piece could be placed on the board at the desired location, we update the
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| 434 | current piece and its position, update the widget, and return \c true to indicate
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| 435 | success.
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| 436 |
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| 437 | The \c drawSquare() function draws the blocks (normally squares) that make up
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| 438 | each piece using different colors for pieces with different shapes:
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| 439 |
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| 440 | \snippet examples/widgets/tetrix/tetrixboard.cpp 36
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| 441 |
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| 442 | We obtain the color to use from a look-up table that relates each shape to an
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| 443 | RGB value, and use the painter provided to draw the block at the specified
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| 444 | coordinates.
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| 445 | */
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