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mainwidget.cpp
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574 lines (491 loc) · 23 KB
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#include "mainwidget.h"
#include "ui_mainwidget.h"
#include <QMessageBox>
#include <QDebug>
#include <QInputDialog>
#include <QSqlQuery>
MainWidget::MainWidget(QWidget *parent) :
QWidget(parent),
ui(new Ui::MainWidget)
{
ui->setupUi(this);
}
MainWidget::~MainWidget()
{
delete ui;
}
void MainWidget::fight(int whichStrongEnemy){
QSqlQuery query;
query.exec("select lv,hp,ap,dp,qi from players where uid='"+currentUid+"';");
query.next();
int lv,hp,ap,dp,qi;
lv=query.value(0).toInt();
hp=query.value(1).toInt();
ap=query.value(2).toInt();
dp=query.value(3).toInt();
qi=query.value(4).toInt();
if(qi>=5){
int health=hp*20;
int attack=ap*10;
int defense=dp*5;
int enemyHealth=(lv+whichStrongEnemy)*20;
int enemyAttack=(lv+whichStrongEnemy)*10;
int enemyDefense=(lv+whichStrongEnemy)*5;
int myRealDamage=attack-enemyDefense;
int enemyRealDamage=enemyAttack-defense;
if(myRealDamage<0)myRealDamage=0;
if(enemyRealDamage<0)enemyRealDamage=0;
if(myRealDamage==0&&enemyRealDamage==0){
query.exec("update players set exp=exp+20+lv,qi=qi-5 WHERE uid='"+currentUid+"';");
QMessageBox::information(this,"比武结果","比武胜利,经验+"+QString::number(20+lv)+",气血-5");
}else {
bool successFlag=false;
while (true) {
//玩家先手
enemyHealth-=myRealDamage;
if(enemyHealth<=0){successFlag=true;break;}
health-=enemyRealDamage;
if(health<=0){successFlag=false;break;}
}
if(successFlag){
//攻击越牛逼的敌人,加经验越多
query.exec("update players set exp=exp+20+"+QString::number(lv*(whichStrongEnemy+1))+",qi=qi-5 WHERE uid='"+currentUid+"';");
QMessageBox::information(this,"比武结果","比武胜利,经验+"+QString::number(lv*(whichStrongEnemy+1))+",气血-5");
}else {
query.exec("update players set qi=qi-5 WHERE uid='"+currentUid+"';");
QMessageBox::information(this,"比武结果","比武失败,气血-5");
}
}
//刷新界面
refresh();
}else {
QMessageBox::warning(this,"比武结果","气血值不足!");
}
}
void MainWidget::refresh(){
QSqlQuery query;
query.exec("select lv,exp,qi,trainingRoomStartTime from players where uid='"+currentUid+"';");
query.next();
int lv,exp,qi;
QString trainingRoomStartTime;
lv=query.value(0).toInt();
exp=query.value(1).toInt();
qi=query.value(2).toInt();
trainingRoomStartTime=query.value(3).toString();
ui->welcome_label->setText("欢迎您,"+currentUid+"("+QString::number(lv)+"级)");
ui->EXP_label->setText("经验:"+QString::number(exp)+"/"+QString::number(lv*100));
ui->qi_label->setText("气血:"+QString::number(qi));
query.exec("SELECT TIMESTAMPDIFF(HOUR,(SELECT trainingRoomStartTime FROM players WHERE uid='"+currentUid+"'),(SELECT CURRENT_TIMESTAMP));");
query.next();
if(query.value(0).isNull()){
ui->trainingRoomState_label->setText("练功房:未修炼");
ui->trainingStartOrStop_pushButton->setText("开始");
}else {
int during=query.value(0).toInt();
if(during<4){
ui->trainingRoomState_label->setText("练功房:未满4小时");
ui->trainingStartOrStop_pushButton->hide();
}else {
ui->trainingRoomState_label->setText("练功房:已满4小时");
ui->trainingStartOrStop_pushButton->setText("停止");
ui->trainingStartOrStop_pushButton->show();
}
}
this->update();
}
void MainWidget::on_myFriends_pushButton_clicked()
{
//好友模块太复杂了,这里按照没有好友做吧。
//QMessageBox::warning(nullptr, QString("好友"), QString("您目前没有好友!"), QMessageBox::Yes, QMessageBox::Yes);
QSqlQuery query;
query.exec("select uid from accounts where uid!='"+currentUid+"';");
QDialog *myFriendsDialog=new QDialog(this);
QVBoxLayout *vLayout=new QVBoxLayout(myFriendsDialog);
while (query.next()) {
QLabel *label=new QLabel(query.value(0).toString(),myFriendsDialog);
vLayout->addWidget(label);
}
myFriendsDialog->setLayout(vLayout);
myFriendsDialog->exec();
}
void MainWidget::on_charge_pushButton_clicked()
{
bool isOk=false;
int money=QInputDialog::getInt(this,"充值","请输入充值GB数量",1,1,1000000,1,&isOk);
if(isOk){
QSqlQuery query;
query.exec("update bags set GB=GB+"+QString::number(money)+" where uid='"+currentUid+"';");
QMessageBox::information(this,"充值成功","成功充值了"+QString::number(money)+"GB");
qDebug()<<"玩家充钱了,他充了"+QString::number(money)+"GB";
}else {
qDebug()<<"玩家看了看自己的钱包,并没有充钱";
}
}
void MainWidget::on_shop_pushButton_clicked()
{
//新建一个查询的实例
QSqlQuery query;
//尝试查询数据库
if(query.exec("select * from shop;")){
//查询成功,则
//新建QDialog控件items
//使用QDialog而不是QWidget的原因是QDialog是弹出的,而且能阻塞父窗口
QDialog *items =new QDialog(this);
//新建垂直布局
QVBoxLayout *layout = new QVBoxLayout;
//QSqlQuery返回的数据集,record是停在第一条记录之前的。
//所以,你获得数据集后,必须执行next()或first()到第一条记录,
//这时候record才是有效的。否则,exec完直接value肯定报错
if(query.next()){
//声明商品各项信息
QString id,itemName,comment;
int cost;
//让记录指针回到第一条记录之前
query.previous();
//有下一条记录时,循环创建按钮
while (query.next()) {
//为商品的各项信息赋值
id=query.value(0).toString();
itemName=query.value(1).toString();
cost=query.value(2).toInt();
comment=query.value(5).toString();
//创建按钮
QPushButton *button=new QPushButton(id+itemName,this);
//设置点击按钮的功能
connect(button,&QPushButton::clicked,this,[=](){
//玩家是否确认购买
bool isOk=false;
//获取当前行囊中GB数量
QSqlQuery queryGB;
queryGB.exec("select GB from bags WHERE uid='"+currentUid+"';");
//别忘了指针指向第一条结果
queryGB.next();
int currentGB=queryGB.value(0).toInt();
//购买物品时的提示
QString purchaseTips=
"当前行囊中GB数量:"+QString::number(currentGB)+
"\n\n商品:"+itemName+
"\n单价:"+QString::number(cost)+" GB"+
"\n功效:"+comment+
"\n\n请输入购买数量↓";
//弹出购买对话框
int count=QInputDialog::getInt(this,"购买物品",purchaseTips,1,1,1000000,1,&isOk);
if(isOk){
if(currentGB-cost*count>=0){
QSqlQuery changeGB;
changeGB.exec("update bags set GB=GB-"+QString::number(cost*count)+" where uid='"+currentUid+"';");
changeGB.exec("update bags set "+itemName+"="+itemName+"+"+QString::number(count)+" where uid='"+currentUid+"';");
QMessageBox::information(this,"购买成功","购买了"+QString::number(count)+"个"+itemName);
}else {
QMessageBox::warning(this,"购买失败","当前行囊中GB数量:"+QString::number(currentGB)+",还需要"+QString::number(cost*count-currentGB)+"GB");
}
}else {
qDebug()<<"玩家看了看商店,却没有买东西";
}
});
//在垂直布局中添加按钮
layout->addWidget(button);
}
//设置布局不要有空余
//layout->setSpacing(0);
//设置items的布局为layout
items->setLayout(layout);
//设置窗口大小为150*200
//items->setFixedSize(150,200);
//显示item(exec()是模态,show()是非模态)
items->exec();
}else {
qDebug()<<"没有记录";
}
}else {
qDebug()<<"数据库查询失败";
}
}
void MainWidget::on_bag_pushButton_clicked()
{
//新建一个查询的实例
QSqlQuery query;
//尝试查询数据库
if(query.exec("select * from shop;")){
//查询成功,则
//新建QDialog控件items
//使用QDialog而不是QWidget的原因是QDialog是弹出的,而且能阻塞父窗口
QDialog *items =new QDialog(this);
//新建垂直布局
QVBoxLayout *layout = new QVBoxLayout;
//QSqlQuery返回的数据集,record是停在第一条记录之前的。
//所以,你获得数据集后,必须执行next()或first()到第一条记录,
//这时候record才是有效的。否则,exec完直接value肯定报错
if(query.next()){
//声明商店中商品各项信息
QString id,itemName,comment;
int addQi,addEXP;
//让记录指针回到第一条记录之前
query.previous();
//获取当前行囊中GB数量和各个物品的数量
QSqlQuery queryMyBag;
queryMyBag.exec("select GB from bags WHERE uid='"+currentUid+"';");
//,`气血丸小号`,`气血丸中号`,`气血丸大号`,`经验书小号`,`经验书中号`,`经验书大号`
//别忘了指针指向第一条结果
queryMyBag.next();
int currentGB=queryMyBag.value(0).toInt();
QLabel *GB_label=new QLabel("当前GB:"+QString::number(currentGB));
layout->addWidget(GB_label);
int currentGoodsCount=0;
//有下一条记录时,循环创建按钮
while (query.next()) {
//为商品的各项信息赋值
id=query.value(0).toString();
itemName=query.value(1).toString();
addQi=query.value(3).toInt();
addEXP=query.value(4).toInt();
comment=query.value(5).toString();
//创建按钮
QPushButton *button=new QPushButton(id+itemName,this);
//设置点击按钮的功能
connect(button,&QPushButton::clicked,this,[=](){
//玩家是否确认使用
bool isOk=false;
QSqlQuery goodsQuery;
goodsQuery.exec("select `"+itemName+"` from bags where uid="+"'"+currentUid+"';");
goodsQuery.next();
int goodsCount=goodsQuery.value(0).toInt();
//使用物品时的提示
QString purchaseTips=
"物品:"+itemName+
"\n功效:"+comment+
"\n\n拥有数量:"+QString::number(goodsCount)+
"\n\n请输入使用数量↓";
//弹出使用物品对话框
int count=QInputDialog::getInt(this,"使用物品",purchaseTips,1,1,1000000,1,&isOk);
if(isOk){
if(goodsCount-count>=0){
QSqlQuery change;
change.exec("update bags set `"+itemName+"`=`"+itemName+"`-"+QString::number(count)+" where uid='"+currentUid+"';");
change.exec("update players set qi=qi+"+QString::number(addQi*count)+" where uid='"+currentUid+"';");
change.exec("update players set exp=exp+"+QString::number(addEXP*count)+" where uid='"+currentUid+"';");
QMessageBox::information(this,"使用成功","使用了"+QString::number(count)+"个"+itemName);
//刷新主界面状态
this->refresh();
}else {
QMessageBox::warning(this,"使用失败","行囊中此物品数量不足。");
}
}else {
qDebug()<<"玩家看了看背包,没有使用东西";
}
});
//在垂直布局中添加按钮
layout->addWidget(button);
//当前物品项目加一
currentGoodsCount++;
}
//设置布局不要有空余
//layout->setSpacing(0);
//设置items的布局为layout
items->setLayout(layout);
//设置窗口大小为150*200
//items->setFixedSize(150,200);
//显示item(exec()是模态,show()是非模态)
items->exec();
}else {
qDebug()<<"没有记录";
}
}else {
qDebug()<<"数据库查询失败";
}
}
void MainWidget::on_attribute_pushButton_clicked()
{
QDialog *attributeDialog=new QDialog(this);
QVBoxLayout *vLayout=new QVBoxLayout(attributeDialog);
QSqlQuery query;
query.exec("select * from players where uid='"+currentUid+"';");
if(query.next()){
QString properties[9]={"账号:","等级:","经验:","气血:","血量:","攻击:","防御:","上次练功房开始时间:","待分配技能点:"};
//hp,ap,dp;
//真实属性为hp*20,ap*10,dp*5
int power[3]={20,10,5};
int fightPoint[3];
//八个标签对应上面properties的前八个
QLabel *label_p[8];
for (int i=0;i<8;i++) {
if(i>=4&&i<=6){
fightPoint[i-4]=query.value(i).toInt();
// properties[i]+=QString::number(fightPoint[i-4]*power[i-4]);
label_p[i]=new QLabel(properties[i]+QString::number(fightPoint[i-4]*power[i-4]));
}else {
// properties[i]+=query.value(i).toString();
label_p[i]=new QLabel(properties[i]+query.value(i).toString());
}
vLayout->addWidget(label_p[i]);
}
//当前待分配的技能点
int skillPoint=query.value(8).toInt();
//显示待分配技能点的标签
QLabel *label1=new QLabel(properties[8]+QString::number(skillPoint));
//分配技能点的按钮
QPushButton *assign=new QPushButton("分配");
//分配技能点的功能
connect(assign,&QPushButton::clicked,this,[=](){
QDialog *assignSkillPoints=new QDialog(attributeDialog);
QVBoxLayout *vLayout=new QVBoxLayout(assignSkillPoints);
QString str[5]={"待分配技能点:","血量点:","攻击点:","防御点:","全部重新分配"};
QString spStr[3]={"hp","ap","dp"};
//查询当前技能点
QSqlQuery query;
query.exec("select skillPoint from players where uid='"+currentUid+"';");
query.next();
//如果当前技能点等于skillPoint,则刷新界面
if(query.value(0).toInt()!=skillPoint){
label1->setText(properties[8]+QString(query.value(0).toString()));
attributeDialog->update();
}
//待分配技能点的标签
QLabel *waitingAssignSkillPoint=new QLabel(str[0]+QString(query.value(0).toString()));
vLayout->addWidget(waitingAssignSkillPoint);
//各种fightPoint的标签
QLabel *fightPoint_label[3];
for (int i=1;i<4;i++) {
//str[i]+=QString::number(fightPoint[i-1]);
//各种fightPoint的标签
fightPoint_label[i-1]=new QLabel(str[i]+QString::number(fightPoint[i-1]));
QPushButton *pushButton=new QPushButton("+1",assignSkillPoints);
//技能点加一按钮的功能
connect(pushButton,&QPushButton::clicked,assignSkillPoints,[=](){
QSqlQuery spQuery;
//从数据库中查询skillPoint,hp,ap,dp
spQuery.exec("select skillPoint,hp,ap,dp from players where uid='"+currentUid+"'");
spQuery.next();
//从数据库中查询到的待分配的技能点
int currentSP=spQuery.value(0).toInt();
int currentHP=spQuery.value(1).toInt();
int currentAP=spQuery.value(2).toInt();
int currentDP=spQuery.value(3).toInt();
int currentFP[3]={currentHP,currentAP,currentDP};
//判断是否有足量的skillPoint
if(currentSP>=1){
QSqlQuery query;
//数据库中的 skillPoint(待分配技能点)-1,对应的技能点+1
query.exec("update players set skillPoint=skillPoint-1 ,"+spStr[i-1]+"="+spStr[i-1]+"+1"+" WHERE uid='"+currentUid+"';");
//改变显示的技能点余量标签的文字
waitingAssignSkillPoint->setText(str[0]+QString::number(currentSP-1));
//改变显示的当前fightPoint标签的文字
fightPoint_label[i-1]->setText(str[i]+QString::number(currentFP[i-1]+1));
//改变父窗口显示待分配技能点的标签label1
label1->setText(properties[8]+QString::number(currentSP-1));
//根据当前的i值改变父窗口显示血量的标签label_p[4],显示攻击的标签5,显示防御的标签6
label_p[i+3]->setText(properties[i+3]+QString::number((currentFP[i-1]+1)*power[i-1]));
//刷新界面
assignSkillPoints->update();
//刷新父界面
attributeDialog->update();
}else {
QMessageBox::warning(assignSkillPoints,"分配失败","没有足够的技能点");
}
});
QHBoxLayout *hLayout=new QHBoxLayout(assignSkillPoints);
hLayout->addWidget(fightPoint_label[i-1]);
hLayout->addWidget(pushButton);
vLayout->addLayout(hLayout);
}
QPushButton *reassign=new QPushButton(str[4]);
//全部重新分配技能点的功能
connect(reassign,&QPushButton::clicked,assignSkillPoints,[=](){
//TODO
QSqlQuery query;
query.exec("UPDATE players set hp=0,ap=0,dp=0,skillPoint=lv*3 WHERE uid='"+currentUid+"';");
for (int i=0;i<3;i++) {
fightPoint_label[i]->setText(str[i+1]+"0");
}
query.exec("select lv from players where uid='"+currentUid+"';");
query.next();
int lv=query.value(0).toInt();
waitingAssignSkillPoint->setText(str[0]+QString::number(lv*3));
assignSkillPoints->update();
});
vLayout->addWidget(reassign);
assignSkillPoints->setLayout(vLayout);
assignSkillPoints->exec();
});
QHBoxLayout *hLayout=new QHBoxLayout();
hLayout->addWidget(label1);
hLayout->addWidget(assign);
vLayout->addLayout(hLayout);
attributeDialog->setLayout(vLayout);
attributeDialog->exec();
}
}
void MainWidget::on_refresh_pushButton_clicked()
{
refresh();
}
void MainWidget::on_trainingStartOrStop_pushButton_clicked()
{
QSqlQuery query;
query.exec("SELECT TIMESTAMPDIFF(HOUR,(SELECT trainingRoomStartTime FROM players WHERE uid='"+currentUid+"'),(SELECT CURRENT_TIMESTAMP));");
query.next();
int during=query.value(0).toInt();
if(query.value(0).isNull()){
//为空即是未修练,未修练时点击此按钮应该开始修炼
query.exec("UPDATE players set trainingRoomStartTime=(SELECT CURRENT_TIMESTAMP) WHERE uid='"+currentUid+"';");
}else if(during>=4){
//修炼满4小时,点击此按钮是为了停止修炼,获取收益
//重置为未修练状态
query.exec("UPDATE players set trainingRoomStartTime=NULL WHERE uid='"+currentUid+"';");
//增加相应的经验和气血
query.exec("UPDATE players SET exp=exp+(1000+lv*20), qi=qi+(50+lv) WHERE uid='"+currentUid+"';");
}
//修炼不足4小时的情况下,此按钮被隐藏,并不会被点击。
//点击此按钮就两种情况,未修练和修炼满4小时
//隐藏不用考虑未满4小时的情况
//else {}
//刷新界面
refresh();
}
void MainWidget::on_upgrade_pushButton_clicked()
{
QSqlQuery query;
query.exec("select lv,exp from players where uid='"+currentUid+"';");
query.next();
int lv=query.value(0).toInt();
int exp=query.value(1).toInt();
if(exp-lv*100>=0){
query.exec("update players set exp=exp-lv*100, lv=lv+1, skillPoint=skillPoint+3 where uid='"+currentUid+"';");
refresh();
}else {
QMessageBox::warning(this,"升级失败","经验不足,还差"+QString::number(lv*100-exp)+"点经验。");
}
on_refreshFight_pushButton_clicked();
}
void MainWidget::on_refreshFight_pushButton_clicked()
{
QSqlQuery query;
query.exec("select lv from players where uid='"+currentUid+"';");
query.next();
int lv=query.value(0).toInt();
ui->fight1_label->setText("1.新人1("+QString::number(lv)+")级");
ui->fight2_label->setText("2.新人2("+QString::number(lv+1)+")级");
ui->fight3_label->setText("3.新人3("+QString::number(lv+2)+")级");
ui->fight4_label->setText("4.新人4("+QString::number(lv+3)+")级");
ui->fight5_label->setText("5.新人5("+QString::number(lv+4)+")级");
}
void MainWidget::on_fight1_pushButton_clicked()
{
fight(0);
}
void MainWidget::on_fight2_pushButton_clicked()
{
fight(1);
}
void MainWidget::on_fight3_pushButton_clicked()
{
fight(2);
}
void MainWidget::on_fight4_pushButton_clicked()
{
fight(3);
}
void MainWidget::on_fight5_pushButton_clicked()
{
fight(4);
}