发布时间:2024-07-14 10:01
1、图形视图框架包含三大类:场景类(QGraphicsScene),视图类(QGraphicsView),图元类(QGraphicsItem);
2、对于有很多项的场景,使用轻量级的QGraphicsItem类作为数目众多的自定义项的基础最好,仅对数目较少的项使用QGraphicsObject
3、当一个项发生了变换(transformation),该项所有的子对象自动应用 该变换,递归应用到最深层次的子孙对象,
变换有(拖动,移动。。。。。),通过调用QGraphicsItem::setFlag(QGraphicsItem::ItemIngnoreTransformation)可以使子项忽略父项的变换,通常使用的标志还有可移动,选中,获得焦点等
4、通过把项设置为QGraphicsItemGroup的子项,可以将他们分组,创建项的集合。
5、图形视图类使用三种坐标系统,但是实际应用中只是关心其中的两种。视图使用物理坐标系统,场景使用在构造函数中传入的QRectF定义的逻辑坐标系统。Qt自动进行场景坐标到视图坐标的映射,放置项时使用的是场景的坐标。项的中心是在(0,0)点的逻辑坐标系统,每个项的(0,0)点实际在该项场景中所在位置的中心(文本项除外,原点在项的左上角)。
6、图形项:QGraphicsItem因为有两个纯虚函数而不能实例化对象,这两个纯虚函数是boundingRect()和paint()
paint()函数必须重新实现来绘制项,boundingRect()函数在图形视图框架中为项提供一个边界矩形,用于冲突监测和保证项仅在QGraphicsView的视口(viewport)中可见时才重绘。如果要创建非矩形形状的自定义图形项,最好同时实现shape()方法,这个方法返回一个精确描述项的轮廓的QpainterPath,对于准确检测冲突和鼠标点击非常有用。
7、如果要自定义一个形状,最简单的是使用标准的QGraphicsItem的子类之一,比如QGraphicsPathItem和QGraphicsPolygonItem,如果有定制行为,可以重新实现保护事件的处理函数,如keyPressEvent()。如果只是想要自己绘制,可以从QGraphicsItem派生,重新实现boundingRect()和paint()和shape()方法。
onePiece.h
#ifndef ONEPIECE_H
#define ONEPIECE_H
/************
*一块方块的绘制
*
*
***************/
#include
#include
class onePiece : public QGraphicsObject
{
public:
onePiece(const QColor &brushColor = Qt::red);
//为项提供一个外围的边界矩形
virtual QRectF boundingRect() const;
//QGraphicsView调用,在本地坐标系统中绘制项
virtual void paint(QPainter * painter, const QStyleOptionGraphicsItem * option, QWidget * widget = 0);
//重新定义项的形状,默认调用boundingRect获取项的矩形形状轮廓
virtual QPainterPath shape() const;
private:
QColor m_brushColor;
};
#endif // ONEPIECE_H
onepiece.c
#include \"onepiece.h\"
#include <QPainter>
#include \"enumHeader.h\"
/****
* 为了避免同一个方块组内小方块发生碰撞,
* 小方块的大小实际为19.5*19.5,但是小方块加上笔刷的宽度后为20*20
* 这样看起来是四个小方块连在一起的
* **/
onePiece::onePiece(const QColor &brushColor)
:m_brushColor(brushColor)
{
}
QRectF onePiece::boundingRect() const
{
qreal penWidth = PEN_WIDTH;
return QRectF(-(PIECE_DIAMETER - penWidth)/2, -(PIECE_DIAMETER - penWidth)/2,
PIECE_DIAMETER - penWidth, PIECE_DIAMETER - penWidth);
}
void onePiece::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget)
{
//背景贴图
painter->drawPixmap(-PIECE_DIAMETER/2,-PIECE_DIAMETER/2,PIECE_DIAMETER,PIECE_DIAMETER,QPixmap(\":/piece/Image/piece/box.png\"));
painter->setBrush(m_brushColor);
//将方块的边界的颜色进行透明化
QColor penColor = m_brushColor;
// 将颜色的透明度减小
penColor.setAlpha(200);
painter->setPen(penColor);
//使用当前的笔刷和笔画矩形框
painter->drawRect(-PIECE_DIAMETER/2, -PIECE_DIAMETER/2, PIECE_DIAMETER, PIECE_DIAMETER);
}
QPainterPath onePiece::shape() const
{
QPainterPath path;
//去除笔刷的宽度,这样同一个方块组的方块就不会被检测出碰撞的情况
path.addRect(-(PIECE_DIAMETER-PEN_WIDTH)/2,-(PIECE_DIAMETER-PEN_WIDTH)/2,PIECE_DIAMETER-PEN_WIDTH,PIECE_DIAMETER-PEN_WIDTH);
return path;
}
pieceBox.h
#ifndef PIECEBOX_H
#define PIECEBOX_H
/********
* 方块组
* 4*4
*
*
* ******/
#include
#include
#include
#include \"enumHeader.h\"
#include
#include \"onepiece.h\"
#include
class pieceBox :public QObject,public QGraphicsItemGroup
{
Q_OBJECT
public:
pieceBox();
//颜色表
static QColor colorTable[7];
//绘制方块组的边框矩形
virtual QRectF boundingRect() const;
//是否发生碰撞
bool isCollding() const;
//获取当前的方块类型
BoxType getCurrentBoxType() const;
//创建方块组
void createBox(const QPointF &point = QPointF(0,0),
BoxType currentBoxType = RandomShape);
//消除方块组
void clearBoxGroup(const bool &isClear = false);
protected:
virtual void keyPressEvent(QKeyEvent * event);
signals:
void signal_needNewBox();
void signal_gameOver();
public slots:
void slot_moveOneStep();
void slot_startTimer(int timeSec);
void slot_stopTimer();
private:
QTimer *m_Timer;
BoxType m_currentBoxType;
QTransform m_oldTransform;
QList m_pieceBoxList; //存放新方块组的四个方块
};
#endif // PIECEBOX_H
pieceBox.c
#include \"piecebox.h\"
#include \"enumHeader.h\"
#include
#include
QColor pieceBox::colorTable[7] = {QColor(200,0,0,100),QColor(255,200,0,100),
QColor(0,0,200,100),QColor(0,200,0,100),
QColor(0,200,255,100),QColor(200,0,255,100),
QColor(150,100,100,100)};
pieceBox::pieceBox()
{
m_pieceBoxList.clear();
//使得方块组支持键盘操作
setFlags(QGraphicsItem::ItemIsFocusable);
//保存矩阵的原状态,使得可以还原矩阵
m_oldTransform = transform();
m_Timer = new QTimer(this);
connect(m_Timer,SIGNAL(timeout()),this,SLOT(slot_moveOneStep()));
m_currentBoxType = RandomShape;
}
//绘制方块组的边框矩形
QRectF pieceBox::boundingRect() const
{
qreal penWidth = PEN_WIDTH;
return QRectF(-(PIECE_DIAMETER*2 - penWidth) / 2, -(PIECE_DIAMETER*2 - penWidth) / 2,
PIECE_DIAMETER*4-penWidth, PIECE_DIAMETER*4-penWidth);
}
bool pieceBox::isCollding() const
{
//依次检测方块组中的每个方块的碰撞
foreach (onePiece *piece, m_pieceBoxList) {
// qDebug() << \"colliding number:\" << piece->collidingItems().count();
//获取与该方块碰撞的方块的个数
if(piece->collidingItems().count() > 1)
{
return true;
}
}
return false;
}
BoxType pieceBox::getCurrentBoxType() const
{
return m_currentBoxType;
}
void pieceBox::createBox(const QPointF &point, BoxType currentBoxType)
{
int boxType = currentBoxType;
if(boxType == RandomShape)
{
boxType = qrand() % 7;
}
//设置该方块组的颜色
QColor boxColor = colorTable[boxType];
//准备四个小方块
//恢复方块组的变换矩阵,因为之前的方块组的变换会导致变换矩阵的位置发生变换,
//防止新的方块组因为旧的方块组变换异常
setTransform(m_oldTransform);
setRotation(0);
resetTransform();
m_pieceBoxList.clear();
for(int i = 0;i < 4;i++)
{
onePiece *piece = new onePiece(boxColor);
m_pieceBoxList.append(piece);
//将小方块添加到方块组中
addToGroup(piece);
}
//设置方块组的形状
switch (boxType) {
case IShape:
m_currentBoxType = IShape;
m_pieceBoxList.at(0)->setPos(-30,-10);
m_pieceBoxList.at(1)->setPos(-10,-10);
m_pieceBoxList.at(2)->setPos(10,-10);
m_pieceBoxList.at(3)->setPos(30,-10);
break;
case JShape:
m_currentBoxType = JShape;
m_pieceBoxList.at(0)->setPos(10,-10);
m_pieceBoxList.at(1)->setPos(10,10);
m_pieceBoxList.at(2)->setPos(10,30);
m_pieceBoxList.at(3)->setPos(-10,30);
break;
case LShape:
m_currentBoxType = LShape;
m_pieceBoxList.at(0)->setPos(-10,-10);
m_pieceBoxList.at(1)->setPos(-10,10);
m_pieceBoxList.at(2)->setPos(10,30);
m_pieceBoxList.at(3)->setPos(-10,30);
break;
case OShape:
m_currentBoxType = OShape;
m_pieceBoxList.at(0)->setPos(-10,-10);
m_pieceBoxList.at(1)->setPos(10,-10);
m_pieceBoxList.at(2)->setPos(-10,10);
m_pieceBoxList.at(3)->setPos(10,10);
break;
case SShape:
m_currentBoxType = SShape;
m_pieceBoxList.at(0)->setPos(30,-10);
m_pieceBoxList.at(1)->setPos(10,-10);
m_pieceBoxList.at(2)->setPos(10,10);
m_pieceBoxList.at(3)->setPos(-10,10);
break;
case TShape:
m_currentBoxType = TShape;
m_pieceBoxList.at(0)->setPos(-10,-10);
m_pieceBoxList.at(1)->setPos(10,-10);
m_pieceBoxList.at(2)->setPos(30,-10);
m_pieceBoxList.at(3)->setPos(10,10);
break;
case Zshape:
m_currentBoxType = Zshape;
m_pieceBoxList.at(0)->setPos(-10,-10);
m_pieceBoxList.at(1)->setPos(10,-10);
m_pieceBoxList.at(2)->setPos(10,10);
m_pieceBoxList.at(3)->setPos(30,10);
break;
default:
break;
}
//设置方块组的位置
setPos(point);
//检测是否发生碰撞,发生碰撞,游戏结束
if(isCollding())
{
slot_stopTimer();
emit signal_gameOver();
}
}
//删除方块组中的小方块到情景中
void pieceBox::clearBoxGroup(const bool &isClear)
{
QList itemList = childItems();
foreach (QGraphicsItem *piece, itemList) {
removeFromGroup(piece);
// qDebug() << \"clear box group\" << isClear;
if(isClear)
{
//销毁小方块
((onePiece *)piece)->deleteLater();
}
}
m_pieceBoxList.clear();
}
void pieceBox::keyPressEvent(QKeyEvent *event)
{
switch (event->key()) {
case Qt::Key_Down:
moveBy(0,20);
//检测是否碰撞
if(isCollding())
{
moveBy(0,-20);
clearBoxGroup();
//需要新的方块
emit signal_needNewBox();
}
break;
case Qt::Key_Left:
moveBy(-20,0);
if(isCollding())
{
moveBy(20,0);
}
break;
case Qt::Key_Right:
moveBy(20,0);
if(isCollding())
{
moveBy(-20,0);
}
break;
case Qt::Key_Up:
setRotation(rotation()+90);
if(isCollding())
{
setRotation(rotation()-90);
}
break;
case Qt::Key_Space: //快速下落
moveBy(0,20);
while (!isCollding()) {
moveBy(0,20);
}
moveBy(0,-20);
clearBoxGroup();
//需要新的方块
emit signal_needNewBox();
break;
default:
break;
}
}
void pieceBox::slot_moveOneStep()
{
moveBy(0,20);
// qDebug() << \"move one step\";
if(isCollding())
{
moveBy(0,-20);
// 将小方块从方块组中移除到场景中
clearBoxGroup();
//需要新的方块
emit signal_needNewBox();
}
}
void pieceBox::slot_startTimer(int timeSec)
{
m_Timer->start(timeSec);
}
void pieceBox::slot_stopTimer()
{
m_Timer->stop();
}
**界面类**panel.h
#ifndef PANEL_H
#define PANEL_H
#include
#include
#include
#include
#include
#include \"piecebox.h\"
#include \"onepiece.h\"
#include
#include
namespace Ui {
class Panel;
}
class Panel : public QWidget
{
Q_OBJECT
public:
explicit Panel(QWidget *parent = 0);
~Panel();
void setbackground(const int &Lv);
void initControlWidget();
void initGraphicsViewWidget();
/**游戏控制项***/
void startGame();
void pauseGame();
void restartGame();
void stopGame();
void updateScore(const int fullRows = 0);
private slots:
void on_pbt_startGame_clicked();
void on_pbt_pauseGame_clicked();
void on_pbt_restart_clicked();
void on_pbt_stopGame_clicked();
void slot_clearFullRows();
void slot_gameOver();
void slot_moveBox();
private:
Ui::Panel *ui;
QPalette m_Palette;
QPixmap m_pixmap;
int m_currentLv;
int m_currentLVSpeed;
bool m_isPauseGame;
bool m_isGameOver;
QGraphicsScene *m_scene;
//四条边界线
QGraphicsLineItem *m_topLine;
QGraphicsLineItem *m_leftLine;
QGraphicsLineItem *m_buttomLine;
QGraphicsLineItem *m_rightLine;
pieceBox *m_currentBox;
pieceBox *m_nextBox;
QList<int> m_rowList;
QMediaPlayer *m_mediaPlayer;
};
#endif // PANEL_H
panel.c
#include \"panel.h\"
#include \"ui_panel.h\"
#include \"enumHeader.h\"
#include
#include
#include
#include
#include
Panel::Panel(QWidget *parent) :
QWidget(parent),
ui(new Ui::Panel)
{
ui->setupUi(this);
m_isPauseGame = false;
m_isGameOver = false;
m_mediaPlayer = new QMediaPlayer;
m_mediaPlayer->setMedia(QUrl::fromLocalFile(QString(\"clearRow.mp3\")));
m_mediaPlayer->setVolume(100);
//设置背景
setbackground(LV0);
initControlWidget();
initGraphicsViewWidget();
}
Panel::~Panel()
{
delete ui;
}
void Panel::setbackground(const int &Lv)
{
setAutoFillBackground(true);
switch (Lv) {
case LV0:
m_currentLv = LV0;
m_currentLVSpeed = LV0_SPEED;
ui->label_gameLevel->setText(\"俄罗斯方块\");
m_pixmap.load(\":/background/Image/background/background.png\");
break;
case LV1:
m_currentLv = LV1;
m_currentLVSpeed = LV1_SPEED;
ui->label_gameLevel->setText(\"第一关\");
m_pixmap.load(\":/background/Image/background/background01.png\");
break;
case LV2:
m_currentLv = LV2;
m_currentLVSpeed = LV2_SPEED;
ui->label_gameLevel->setText(\"第二关\");
m_pixmap.load(\":/background/Image/background/background02.png\");
break;
case LV3:
m_currentLv = LV3;
m_currentLVSpeed = LV3_SPEED;
ui->label_gameLevel->setText(\"第三关\");
m_pixmap.load(\":/background/Image/background/background03.png\");
break;
case LV4:
m_currentLv = LV4;
m_currentLVSpeed = LV4_SPEED;
ui->label_gameLevel->setText(\"第四关\");
m_pixmap.load(\":/background/Image/background/background04.png\");
break;
case LV5:
m_currentLv = LV5;
m_currentLVSpeed = LV5_SPEED;
ui->label_gameLevel->setText(\"第五关\");
m_pixmap.load(\":/background/Image/background/background05.png\");
break;
default:
break;
}
m_Palette.setBrush(QPalette::Window, QBrush(m_pixmap.scaled(size(), Qt::IgnoreAspectRatio, Qt::SmoothTransformation)));
setPalette(m_Palette);
}
void Panel::initControlWidget()
{
switch (m_currentLv) {
case LV0:
ui->pbt_startGame->setEnabled(true);
ui->pbt_pauseGame->setEnabled(false);
ui->pbt_restart->setEnabled(false);
ui->pbt_stopGame->setEnabled(false);
break;
case LV1:
case LV2:
case LV3:
case LV4:
case LV5:
ui->pbt_startGame->setEnabled(false);
ui->pbt_pauseGame->setEnabled(true);
ui->pbt_restart->setEnabled(true);
ui->pbt_stopGame->setEnabled(true);
break;
default:
break;
}
}
void Panel::initGraphicsViewWidget()
{
//使用抗锯齿渲染
ui->GraphicsView->setRenderHint(QPainter::Antialiasing);
//设置缓冲背景,加速渲染
ui->GraphicsView->setCacheMode(QGraphicsView::CacheBackground);
m_scene = new QGraphicsScene(this);
m_scene->setSceneRect(30,30,310,410);
ui->GraphicsView->setScene(m_scene);
//方块可移动的四条线
//向外扩展3像素,这样可以使方块组到达边界的时候再移动就会发生碰撞
m_topLine = m_scene->addLine(32,32,238,32);
m_leftLine = m_scene->addLine(32,32,32,438);
m_buttomLine = m_scene->addLine(32,438,238,438);
m_rightLine = m_scene->addLine(238,32,238,438);
m_topLine->setPen(QPen(QColor(255,255,255)));
m_leftLine->setPen(QPen(QColor(255,255,255)));
m_buttomLine->setPen(QPen(QColor(255,255,255)));
m_rightLine->setPen(QPen(QColor(255,255,255)));
m_currentBox = new pieceBox;
m_nextBox = new pieceBox;
connect(m_currentBox,SIGNAL(signal_needNewBox()),this,SLOT(slot_clearFullRows()));
connect(m_currentBox,SIGNAL(signal_gameOver()),this,SLOT(slot_gameOver()));
m_scene->addItem(m_currentBox);
m_scene->addItem(m_nextBox);
}
void Panel::startGame()
{
m_currentBox->createBox(QPointF(135,55));
m_nextBox->createBox(QPointF(290,55));
//将键盘焦点给当前的方块组
m_currentBox->setFocus();
m_currentBox->slot_startTimer(m_currentLVSpeed);
}
void Panel::updateScore(const int fullRows)
{
int score = ui->LCDNum_Score->value() + fullRows*ROWSCORE;
ui->LCDNum_Score->display(score);
if(score < 1000) //第一关
{
}else if(score < 2000) //第二关
{
setbackground(LV2);
initControlWidget();
m_currentBox->slot_stopTimer();
m_currentBox->slot_startTimer(m_currentLVSpeed);
}else if(score < 4000) //第三关
{
setbackground(LV3);
initControlWidget();
m_currentBox->slot_stopTimer();
m_currentBox->slot_startTimer(m_currentLVSpeed);
}else if(score < 8000) //第四关
{
setbackground(LV4);
initControlWidget();
m_currentBox->slot_stopTimer();
m_currentBox->slot_startTimer(m_currentLVSpeed);
}else if(score < 16000) //第五关
{
setbackground(LV5);
initControlWidget();
m_currentBox->slot_stopTimer();
m_currentBox->slot_startTimer(m_currentLVSpeed);
}else //从第一关重新开始
{
setbackground(LV1);
initControlWidget();
m_currentBox->slot_stopTimer();
m_currentBox->slot_startTimer(m_currentLVSpeed);
}
}
/**
* 开始游戏
* @brief Panel::on_pbt_startGame_clicked
*/
void Panel::on_pbt_startGame_clicked()
{
m_isGameOver = false;
if(m_isPauseGame)
{
ui->pbt_startGame->setEnabled(false);
m_isPauseGame = false;
m_currentBox->slot_startTimer(m_currentLVSpeed);
return;
}
//默认等级为LV1
setbackground(LV1);
initControlWidget();
startGame();
}
/**
* 暂停游戏
* @brief Panel::on_pbt_pauseGame_clicked
*/
void Panel::on_pbt_pauseGame_clicked()
{
if(m_isPauseGame)
{
return;
}
m_isPauseGame = true;
m_currentBox->slot_stopTimer();
ui->pbt_startGame->setEnabled(true);
QMessageBox::information(this,\"提示\",\"暂停游戏!\",QMessageBox::Yes);
}
/**
* 重新开始游戏
* @brief Panel::on_pbt_restart_clicked
*/
void Panel::on_pbt_restart_clicked()
{
m_currentBox->slot_stopTimer();
m_currentBox->clearBoxGroup();
m_nextBox->clearBoxGroup(true);
//先将当前的小正方形组移出游戏框,防止下面的清除item将该方块组清除了
m_currentBox->setPos(290,55);
ui->LCDNum_Score->display(0);
//清空视图中所有的小方块
foreach (QGraphicsItem *item, m_scene->items(34, 34, 204, 404, Qt::ContainsItemShape,Qt::AscendingOrder)) {
// 先从场景中移除小方块,因为使用deleteLater()是在返回主事件循环后才销毁
// 小方块的,为了在出现新的方块组时不发生碰撞,所以需要先从场景中移除小方块
m_scene->removeItem(item);
onePiece *piece = (onePiece*) item;
piece->deleteLater();
}
m_isPauseGame = false;
on_pbt_startGame_clicked();
}
/**
* 停止游戏
* @brief Panel::on_pbt_stopGame_clicked
*/
void Panel::on_pbt_stopGame_clicked()
{
m_currentBox->slot_stopTimer();
slot_gameOver();
}
/**清除满行的小方块
* @brief Panel::slot_clearFullRows
*/
void Panel::slot_clearFullRows()
{
m_rowList.clear();
//获取比一行方格多行的所有小方块,不包含最高的一行
for(int i = 414;i > 35; i-=20)
{
//返回可视区域(202*22)内所有的完全可视的item
QList itemList = m_scene->items(34,i,204,22,Qt::ContainsItemShape,Qt::AscendingOrder);
// qDebug() << \"可是区域内的item数:\" << itemList.count();
//已满
if(itemList.count() == 10)
{
//遍历列表删除小方块
foreach (QGraphicsItem *item, itemList) {
onePiece *piece = (onePiece *)item;
//模糊效果,先放大再缩小
QGraphicsBlurEffect *blurEffect = new QGraphicsBlurEffect;
piece->setGraphicsEffect(blurEffect);
QPropertyAnimation *animation = new QPropertyAnimation(piece,\"scale\");
animation->setDuration(250);
animation->setEasingCurve(QEasingCurve::OutBounce);
animation->setStartValue(4);
animation->setEndValue(0.25);
animation->start(QAbstractAnimation::DeleteWhenStopped);
connect(animation,SIGNAL(finished()),piece,SLOT(deleteLater()));
}
m_mediaPlayer->play();
//记录满行的行地址
m_rowList.append(i);
}
}
// qDebug() << \"满行的行数:\" << m_rowList.size();
//存在满行,删除后将上面的方块下移
if(!m_rowList.isEmpty())
{
//等待所有的小正方形都销毁后再将上方的小正方形向下移动
QTimer::singleShot(300,this,SLOT(slot_moveBox()));
}else //直接创建新的方块组
{
m_currentBox->createBox(QPointF(135,55), m_nextBox->getCurrentBoxType());
// 清空并销毁提示方块组中的所有小方块
m_nextBox->clearBoxGroup(true);
if(!m_isGameOver)
{
m_nextBox->createBox(QPointF(290,55));
}
}
}
void Panel::slot_gameOver()
{
// qDebug() << \"game over\";
m_isGameOver = true;
QMessageBox::information(this,\"提示\",QString(\"您的游戏得分为%1!\").arg(ui->LCDNum_Score->value()),QMessageBox::Yes);
ui->LCDNum_Score->display(0);
m_currentBox->clearFocus();
setbackground(LV0);
initControlWidget();
m_isPauseGame = false;
//初始化界面
m_currentBox->clearBoxGroup(true);
m_nextBox->clearBoxGroup(true);
//先将当前的小正方形组移出游戏框,防止下面的清除item将该方块组清除了
m_currentBox->setPos(290,55);
//清空视图中所有的小方块
foreach (QGraphicsItem *item, m_scene->items(34, 34, 204, 404, Qt::ContainsItemShape,Qt::AscendingOrder)) {
// 先从场景中移除小方块,因为使用deleteLater()是在返回主事件循环后才销毁
// 小方块的,为了在出现新的方块组时不发生碰撞,所以需要先从场景中移除小方块
m_scene->removeItem(item);
onePiece *piece = (onePiece*) item;
piece->deleteLater();
}
}
/**清空满行的小方块后向下移动上面的小方块
* @brief Panel::slot_moveBox
*/
void Panel::slot_moveBox()
{
// 从位置最靠上的满行开始
for (int i = m_rowList.count(); i > 0; i--)
{
foreach (QGraphicsItem *item, m_scene->items(34, 34, 206, m_rowList.at(i-1) - 32, Qt::ContainsItemShape,Qt::AscendingOrder)) {
item->moveBy(0, 20);
}
}
// 更新分数
updateScore(m_rowList.count());
// 将满行列表清空为0
m_rowList.clear();
// 等所有行下移以后再出现新的方块组
m_currentBox->createBox(QPointF(135,55), m_nextBox->getCurrentBoxType());
// 清空并销毁提示方块组中的所有小方块
m_nextBox->clearBoxGroup(true);
m_nextBox->createBox(QPointF(290,55));
}