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bupt-pokemon's Introduction

BUPT-pokemon

北邮c++大作业 宠物小精灵对战系统

课程设计报告

总体方案设计说明

软件开发环境

  • 编程语言:c++
  • 版本库: Qt 5.12.7
  • 数据库:mysql
  • IDE:Qt Creator
  • 系统:Windows10

窗口界面设计

模块清单

模块名称 模块标识符 模块说明
开始窗口 Widget 开始界面
登陆窗口 Login 用于完成登陆、注册功能的窗口
游戏大厅 Lobby 游戏大厅
背包界面 BagWidget 显示用户所有的小精灵
小精灵信息界面 SpiritInfo 显示小精灵的信息
用户列表 UserList 显示所有用户的信息
用户信息窗口 UserInfo 显示用户的信息
选择服务器小精灵窗口 Choose 选择参加对战的服务器小精灵
选择玩家小精灵窗口 Choose2 选择参加对战的玩家小精灵
对战界面 FightWidget 显示对战过程
结果界面 ResultWidget 显示对战结果

图形界面设计

  • 开始界面

  • 登陆界面

  • 游戏大厅

  • 用户列表

  • 用户信息

  • 背包界面

  • 小精灵信息界面

  • 选择服务器对战精灵

  • 选择玩家对战精灵

  • 对战界面

  • 结果界面

小精灵类设计说明

小精灵抽象基类设计

class Pokemon
{
protected:
    //属性
    QString name;//名字
    QString attackName;//攻击名
    int id;//编号(唯一)
    int grade;//等级
    bool evolved;//是否进化 (到达8级之后可以进化)
    bool skillEvolved;//技能是否进化
    int exp;//经验值
    int atta;//攻击力
    int defense;//防御力
    int hp;//生命值
    int interval;//攻击间隔

    //方法
public:
    Pokemon();//构造函数
    Pokemon(QString spirit_name, int grade, int evolved, int exp, int attack, int defend, int hp, int interval, int skillEvolved);
    virtual void upgrade() = 0;//升级
    virtual void attack(Pokemon *) = 0;//攻击函数
    bool isDead() const;//判断是否死亡
    QString getAttackName() const;//获取攻击名
    int getID() const;//获取小精灵ID
    bool isEvolved() const;//小精灵是否进化
    bool isSkillEvolved() const;//小精灵技能是否进化
    void setEvolved(bool evol);//设置小精灵是否进化
    void setSkillEvolved(bool evol);//设置小精灵技能是否进化
    int getExp() const;//获取小精灵经验值
    int getAtta() const;//获取小精灵攻击值
    int getDefense() const;//获取小精灵防御值
    int getHp() const;//获取小精灵HP
    int getInterval() const;//获取小精灵攻击间隔
    void setExp(int value);//设置小精灵经验值
    void setAtta(int value);//设置小精灵攻击值
    void setDefense(int value);//设置小精灵防御值
    void setHp(int value);//设置小精灵HP
    void setInterval(int value);//设置小精灵攻击间隔
    int getGrade() const;//获得小精灵等级
    void setGrade(int gra);//设置小精灵等级
    QString getName() const;//获取小精灵姓名
};

力量型小精灵

class Attack :public Pokemon
{
public:
    Attack() {}
    virtual void attack(Pokemon *) = 0;//攻击函数
    void upgrade();
};

肉盾型小精灵

class Hp :public Pokemon
{
public:
    //Hp();
    virtual void attack(Pokemon *) = 0;//攻击函数
    void upgrade();
};

防御型小精灵

class Defend :public Pokemon
{
public:
    Defend() {}
    virtual void attack(Pokemon *) = 0;//攻击函数
    void upgrade();
};

敏捷型小精灵

class Interval :public Pokemon{
public:
    Interval() {}
    virtual void attack(Pokemon *) = 0;//攻击函数
    void upgrade();
};

独角兽

class Horse :public Attack
{
public:
    Horse(int _grade, int _evolved, int _exp, int _attack, int _defend, int _hp, int _interval, int _skillEvolved) {
        name = "独角兽";
        grade = _grade;
        evolved = (bool)_evolved;
        exp = _exp;
        atta = _attack;
        defense = _defend;
        hp = _hp;
        interval = _interval;
        skillEvolved = (bool)_skillEvolved;
    }

    Horse() {
        name = "独角兽";
    }
    void attack(Pokemon *enemy);
    ~Horse() {}
};

石锤犀牛

class Ox :public Attack
{
public:
    Ox(int _grade, int _evolved, int _exp, int _attack, int _defend, int _hp, int _interval, int _skillEvolved) {
        name = "石锤犀牛";
        grade = _grade;
        evolved = (bool)_evolved;
        exp = _exp;
        atta = _attack;
        defense = _defend;
        hp = _hp;
        interval = _interval;
        skillEvolved = (bool)_skillEvolved;
    }

    void attack(Pokemon *enemy);
    ~Ox() {}
};

紫鬃龙

class Dragon :public Hp
{
public:
    Dragon(int _grade, int _evolved, int _exp, int _attack, int _defend, int _hp, int _interval, int _skillEvolved) {
        name = "紫鬃龙";
        grade = _grade;
        evolved = (bool)_evolved;
        exp = _exp;
        atta = _attack;
        defense = _defend;
        hp = _hp;
        interval = _interval;
        skillEvolved = (bool)_skillEvolved;
    }
    void attack(Pokemon *enemy);
};

派大星

class Star :public Hp
{
public:
    Star(int _grade, int _evolved, int _exp, int _attack, int _defend, int _hp, int _interval, int _skillEvolved) {
        name = "派大星";
        grade = _grade;
        evolved = (bool)_evolved;
        exp = _exp;
        atta = _attack;
        defense = _defend;
        hp = _hp;
        interval = _interval;
        skillEvolved = (bool)_skillEvolved;
    }
    void attack(Pokemon *enemy);
};

石盾牌

class Rock :public Defend
{
public:
    Rock() {
        name = "石盾牌";
    };
    Rock(int _grade, int _evolved, int _exp, int _attack, int _defend, int _hp, int _interval, int _skillEvolved) {
        name = "石盾牌";
        grade = _grade;
        evolved = (bool)_evolved;
        exp = _exp;
        atta = _attack;
        defense = _defend;
        hp = _hp;
        interval = _interval;
        skillEvolved = (bool)_skillEvolved;
    }
    void attack(Pokemon *enemy);
};

冰蜗牛

class Snail :public Defend
{
public:
    Snail() {
        name = "冰蜗牛";
    }
    Snail(int _grade, int _evolved, int _exp, int _attack, int _defend, int _hp, int _interval, int _skillEvolved) {
        name = "冰蜗牛";
        grade = _grade;
        evolved = (bool)_evolved;
        exp = _exp;
        atta = _attack;
        defense = _defend;
        hp = _hp;
        interval = _interval;
        skillEvolved = (bool)_skillEvolved;
    }
    void attack(Pokemon *enemy);
    bool getFlag();
    void setFlag(bool fla);
private:
    bool flag = false;//是否使用减缓对方速度技能
};

咕咕鸡

class Bird :public Interval
{
public:
    Bird() {
        name = "咕咕鸡";
    }
    Bird(int _grade, int _evolved, int _exp, int _attack, int _defend, int _hp, int _interval, int _skillEvolved) {
        name = "咕咕鸡";
        grade = _grade;
        evolved = (bool)_evolved;
        exp = _exp;
        atta = _attack;
        defense = _defend;
        hp = _hp;
        interval = _interval;
        skillEvolved = (bool)_skillEvolved;
    }
    void attack(Pokemon *enemy);
};

海马先生

class Haima :public Interval
{
public:
    Haima()
    {
        name = "海马先生";
    }
    Haima(int _grade, int _evolved, int _exp, int _attack, int _defend, int _hp, int _interval, int _skillEvolved) {
        name = "海马先生";
        grade = _grade;
        evolved = (bool)_evolved;
        exp = _exp;
        atta = _attack;
        defense = _defend;
        hp = _hp;
        interval = _interval;
        skillEvolved = (bool)_skillEvolved;
    }
    void attack(Pokemon *enemy);
};

数据库设计

用户表

用户ID
用户名
密码
是否在线
参加比赛场数
赢的场数
胜率
小精灵个数
高级小精灵个数

小精灵表

小精灵ID
小精灵名字
小精灵类型
用户ID
等级
是否进化
技能是否进化
经验值
攻击值
防御值
生命值
攻击间隔

界面窗口类设计

在界面窗口的设计中,我也用到了面向对象的**。其中选择服务器小精灵界面和选择玩家小精灵界面,和背包界面很相似,于是我将背包界面作为父类,将选择界面作为子类,进行了窗口类的设计。

多客户端并发

采用了多客户端并发的方式,这样服务器可以和多个客户端通信。采用的方法是单线程的方法。在服务器接收到新的客户端连接时,服务器为该客户端分配一个新的socketID,并且将socketID传回给客户端。与此同时,服务器将套接字加入到服务器的套接字列表中。

在客户端与服务器通信的过程中,客户端在传给服务器的信息中加入socketID,服务器收到客户端传来的信息,并且做相应的处理之后,将该socketID放入到传给客户端的信息中,并且将该信息发送给服务器socket列表中的所有客户端。客户端收到信息之后先检查socketID是否匹配,若匹配则接收信息,否则不接收。

附加功能

金币功能

增加了用户金币这一属性,用户在游戏胜利时可以获得金币,用金币可以让小精灵进化、升级小精灵技能。小精灵进化、技能升级后,其属性值会有一定的增加。

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